your world, your imagination mandeep singh roger runquist karmon runquist mandeep singh roger...
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Second Life (SL) is the most successful example of an embodied, dynamically collaborative content creation platform that’s personally and economically transformative, and scalable to the entire world. Embodied
A 3D space navigated by user-controlled avatars that are convincing enough to make their owners feel a personal and social investment in the simulated world they’re in.
Dynamically collaborative content creation platform
A medium where online multi-user content creation is updated in real time.
SL is often called “a 3D wiki” – an apt analogy.
( reference - http://gigaom.com/2007/09/26/7-reasons-why-second-life-should-matter-for-biz-executives )
Second LifeSecond Life
Personally transformative
The striking thing is just who is doing this work, even making a living at it.
Often they are :
business-savvy homemakerstalented bohemiansphysically or mentally impaired people retireestech workers in developing nations and people who’ve been otherwise kept out of the mainstream job market through real-world barriers that become irrelevant in Second Life.
Economically transformative
SL’s virtual currency (which can be bought and sold for US$) and intellectual property rights to user-created content (which are retained by their creator, even in non-SL projects) are transferable in and out of the global economy.
( reference - http://gigaom.com/2007/09/26/7-reasons-why-second-life-should-matter-for-biz-executives )
Scalable to the entire world
Last January, Linden open-sourced its client code, and from this flowered a variety of alternate access portals into SL, including Wii controllers, cell phones, and thanks to a 15 year-old female hacker, the web itself.
This makes SL a lead contender to become a universally accessible mirror world, where all our physical data is modeled in a dynamic network, an inconceivably valuable resource for scientists, governments, corporations, and beyond.
( reference - http://gigaom.com/2007/09/26/7-reasons-why-second-lifeshould-matter-for-biz-executives )
What is Second Life?What is Second Life?
• 3-D online digital world entirely imagined, built and owned by its Residents -Second Life
• Second Life is an open-ended virtual world who’s primary focus is socialization & Education. Second Life gives its users tools to shape its world -Google
• Second Life (abbreviated as SL) is an Internet-based virtual world where its Residents interact with each other through motional avatars, providing an advanced level of a social network service. -Wikipedia
MetricsMetrics
Demographics
( reference - http://blog.secondlife.com/2007/05/10/april-2007-key-metrics-released/#comment-271837 )
Residents increased from 1 million in 2006 to more than 9 million in 2007
( reference - http://www.secondlife.com)
43.03% of users are female, 56.97% users are male
( reference - http://blog.secondlife.com/2007/05/10/april-2007-key-metrics-released/#comment-271837 )
Second Life is growing at a rate of 15% per month
( reference - http://blog.secondlife.com/2007/05/10/april-2007-key-metrics-released/#comment-271837 )
Commercial
• Second Life has its own economy and a currency referred to as Linden Dollars (L$)
• Residents buy from and sell to one another directly, using the Linden, which is exchangeable for US dollars or other currency
• Second Life economy generated US $3,596,674 in economic activity during the month of September 2005 and as of September 2006 Second Life was reported to have a GDP of $64 Million
( reference - http://en.wikipedia.org/wiki/Linden_dollar)
• Second Life's 2007 GDP is estimated to be between $ 500 million and $ 600 million, about nine times that of 2006
• There are on an average $5 million USD in virtual transactions per month conducted between users • 75% of users are buyers, 25% are sellers
Commercial
( reference - http://en.wikipedia.org/wiki/Linden_dollar)
Linden to US dollar exchange rate
( reference - http://lindenlab.files.wordpress.com/2007/01/lindendollarexchangedata.txt)
Education
• Second life has sold more than 100 islands for educational purposes according to New York Times
• There are a number of universities, schools, national organizations, Educational organizations, libraries and museums in Second life such as
Open University (UK) Harvard University Stanford University Ohio University New York University
Land
• There are 2,000 "simulators" used for Second Life, constituting 579.42 square kilometers of virtual reality
• In July 2007 number of islands owned are 9195
• Number of islands added in July 2007 are 859
• Average L$ paid per square meter is 13.23
• Main island use has doubled and Island growth has tripled in this year
Other Metrics
• Total hours spent in Second Life doubled between January 2007 and May 2007! (Jan=10,817,668 May=20,767,557)
• Germany now leads France as the second most active country based on Avatar count
( reference - http://blog.secondlife.com/2007/05/10/april-2007-key-metrics-released/#comment-271837 )
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