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Sunday 3 June 2012

Second Life

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Virtual Worlds

The Internet has allowed communication to take place freely, and faster than ever. It is revolutionizing every aspect of our daily lives from work to entertainment and from communication to commerce.

However, the Internet is more than this. It has the potential to become a virtual world - a virtual space where people may meet for any number of reasons or, as in the real world, for no reason at all.

There are many types of virtual world on the Internet, some focusing on gaming, others on education and socialization.

Second Life

One of the most prolific of virtual worlds is Second Life, a game by Linden Laboratory. The game was launched in June 2003 to enable 'residents' to interact with each other. Amongst many activities, residents can talk to each other (via text and voice, as well as video), explore the full-3D world, buy and sell virtual property, buy, sell and create virtual goods and attend lectures, meetings, shops. The list really is endless.

Once an account is created, a user has to install the Second Life Viewer on their computer, which allows them to enter Second Life. When launching the application, users are greeted with new happenings in the world, and they can start exploring.

A Virtual Currency

The world of Second Life is created by both Linden Lab and the residents themselves. Linden Lab create the land in the game, and designate areas for different purposes. On the other hand, residents can buy or rent land and build virtual houses, office blocks and hotels. These can then be bought for the in-game currency - the Linden Dollar (L$).

The Linden Dollar is tradeable. This means that users can exchange Linden Dollars for actual money. The current exchange rate is between 270 to 300L$ for $1.

Several residents have hence made it their part-time or even full-time job to create objects for Second Life and sell it to other players. Residents can also purchase Linden Dollars for real currency.

Figure: Second Life Exchange

In order to create houses and other structures, residents first need to purchase land. This is sold in a number of packages by Linden.

The Second Life Viewer is not just a game client which allows residents to explore the world. The viewer is also an easy-to-use 3D modeling tool. Whilst in the game, residents can build objects using simple 3D shapes known as "prims". Objects can also be made interactive using a scripting language known as Linden Scripting Language. This includes animating vehicles, making clothes wearable and creating useable furniture, or indeed anything else the resident can imagine.

The Second Life Viewer is available for Windows, Mac OS X and Linux, as well as other unofficial ports. The graphics are rendered by OpenGL on the client side. On the server side, each region is divided into a number of zones which spread-out the users on the system, usually by country but also by load. Residents are free to switch between zones.

Applications of Second Life

Since opening in 2003, Second Life has had many applications, including
  • Education: Several universities have a 'virtual campus' on Second Life which lets residents attend public lectures featuring audio, video, slides, QA sessions and much more. Corporations also use Second Life for training and marketing purposes. 
  • Science & Business: Second Life is frequently used by scientists and business alike as a space for uninhibited collaboration.
  • Embassies: The Maldives, Sweden, Estonia, Columbia, Serbia, Macedonia and the Philippines as well as Albania and Israel have an embassy in Second Life, where residents can enquire about Visas, travel permits etc… Malta and Djibouti are also planning on opening embassies in Second Life.
  • Relationships & Religion: Several couples have met on Second Life, and indeed quite a few have gotten married in-game. An adult scene has developed within the game, leading to criticism by some. Several religious organisations have opened representative areas within Second Life, where like-minded persons can talk about their faith, or lack of it.
  • Gaming: Several role-playing games have evolved on Second Life, with residents basically 'acting' a part within a specified number of rules. 
Figure: Stanford University

Innovative Uses

Many innovative uses are being found for Second Life, from disaster training programs to child education programs and more. One of the most interesting found during research was a PTSD test simulator run by the United States Military. Over one in every five soldiers retiring from combat are diagnosed with Post Traumatic Stress Disorder, yet few take action about it. The PTSD experience is designed to help those in need via Second Life.

The PTSD experience informs users on what they have to do to get help in the real world. The area also includes a 'relaxation room' where residents can experience virtual simulations of beaches, scenic landscapes, outer space and more.

The area also contains education activities about combat-related psychological disorders, including diagnosis, what help is available and how to access that help.

Figure: Virtual PTSD Experience

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