3. A virtual world is a computer-based
simulated environment intended for its
users to inhabit and interact via avatars.
Wikipedia
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4. Virtual worlds:
evolving from
‣ social networks
‣ online games
‣ simulations
... towards a 3D Web?
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5. World of Warcraft
is a very popular
massively multiplayer
online role-playing game
(MMOG)
that takes place in a
fantasy virtual world...
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6. ... but there are also
more realistic virtual worlds,
which don’t focus on gaming.
These virtual worlds can be used as
effective real-life
communication, business,
education and social tools.
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7. why and how!
... let’s see
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9. Second Life is one of the most talked about
non-gaming virtual worlds right now...
how it works!
... let’s see
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10. Users download the Second Life
client to enter the virtual world
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11. Client/Server architecture
open source client connects
The
to Second Life servers...
... that do most of the maths for the client.
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12. Makers of Second Life
Second Life servers are hosted by one
company:
‣ SL development
‣ SL “central bank”
‣ SL “law” makers and enforcers
‣ financed by users purchasing
virtual land on LL servers
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13. ... but it’s the residents that
make the world come alive!
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14. User Stats
> 5 million unique residents
> 1,5 million logged in the last 60 days
≈ 40 000 users in-world at any time
> 90 000 premium residents
Demographics
all users must be over 18*
average age 33
43 % female users
active users: 44 % EU, 26 % USA
http://ialja.blogspot.com13 to 17 can use a more secure version of SL: Teen Second Life
* teens from the age
16. Communication tools
private
in
(Instant Messages -IM)
- or -
public
in verbally
(places or group IM)
(text or/and voice chat)
- and -
non-verbally
(visual appearance, proxemics,
gestures and animations)
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17. Tools for travel
You can walk
and fly...
... or teleport
anywhere in an instant!
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18. Tools for creating and
shaping the world
//pic
‣ 3D prim building
‣ Linden Scripting Language
‣ texture, sound and animation import
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19. Berkman Sandbox
Abbots Aerodrome
Virtual Morocco
Second Life
is a user-created world!
Second House of Sweden Teaching
International Spaceflight Museum
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Little Roma
20. “You create it, you own it.”
... users retain full IP rights
over content they create in Second Life
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21. ... but what can we do with our Second Life?
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23. Linden Dollars
Second Life currency
real money trading (RMT)
US$ L$
≈
(1 US$ 270 L$)
L$ can be used on the
web or in-world
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24. Business opportunities
(for individuals and companies)
‣ selling virtual goods
(C2C, B2C, B2B),
‣ building communities,
‣ costumer support,
‣ training & research,
‣ public relations,
‣ marketing,
‣ events, ...
‣ gambling
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25. Economy stats
(June 2007)
> 400 residents had a monthly
income over 2 000 US$
> 300 000 residents spent
money in-world
Lindex Virtual Currency Exchange
almost 7 million US$ exchanged
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26. Real companies
in Second Life
Nissan Altima Island
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28. Harvard Law School
Many educational institutions already
have their virtual campuses
NMC Campus
Ohio University
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29. There are courses being taught
within Second Life on a
variety of subjects:
‣ programming,
‣ natural sciences,
‣ economics,
‣ law,
‣ foreign languages,
‣ literature,
‣ art, ...
Learning about cell structure within a 3D cell model
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30. Second Life residents can attend a number of
educational events:
(often free)
‣ conferences,
‣ lectures,
‣ discussions,
‣ interviews,
‣ book readings, ....
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46. Second Life is just
the tip of the iceberg
... and many more!
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47. By the end of 2011, 80 % of active Internet
users (and Fortune 500 enterprises) will have a
“second life”, but not necessarily in Second Life.
April 2007, Gartner Inc.
80 %
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49. The best way to learn
about virtual worlds
try one!
is to
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50. see you in-world!
Created by:
Alja Sulčič
(SL iAlja Writer)
http://ialja.blogspot.com
Disclaimer
All the logos and trademarks that appear in this presentation are the property of their respective
owners, who are not affiliated with the author. The views expressed by the author are her own
and do not represent the views of the trademark owners.
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