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Alja Sulčič

(iAlja Writer)

An Introduction to
Virtual Worlds
Second Life and Beyond
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Virtual worlds
defined

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A virtual world is a computer-based
simulated environment intended for its
users to inhabit and interact via avatars.
Wikipedia

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Virtual worlds:
evolving from
‣ social networks
‣ online games
‣ simulations

... towards a 3D Web?


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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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... 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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... let’s see why and how!
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Living a

Second Life

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Second Life is one of the most talked about
non-gaming virtual worlds right now...

... let’s see how it works!


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Users download the Second Life
client to enter the virtual world
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Client/Server architecture

The open source client connects


to Second Life servers...

... that do most of the maths for the client.


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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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... but it’s the residents that
make the world come alive!
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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
* teens from the age 13 to 17 can use a more secure version of SL: Teen Second Life
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Residents have different
tools within Second Life...
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Communication tools

in private
(Instant Messages -IM)
- or -
in public verbally
(places or group IM)
(text or/and voice chat)
- and -
non-verbally
(visual appearance, proxemics,
gestures and animations)
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Tools for travel
You can walk
and fly...

... or teleport
anywhere in an instant!
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Tools for creating and
shaping the world

//pic

‣ 3D prim building
‣ Linden Scripting Language
‣ texture, sound and animation import
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Berkman Sandbox

Abbots Aerodrome

Virtual Morocco

Second Life
Second House of Sweden
is a user-created world! Teaching

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Little Roma International Spaceflight Museum
“You create it, you own it.”

... users retain full IP rights


over content they create in Second Life
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... but what can we do with our Second Life?
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Living a Second Life:
Business
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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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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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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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Real companies
in Second Life
Nissan Altima Island

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Living a Second Life:
Education
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Harvard Law School

Many educational institutions already


have their virtual campuses

Ohio University NMC Campus


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There are courses being taught
within Second Life on a
variety of subjects:
‣ programming,
‣ natural sciences,
‣ economics,
‣ law,
‣ foreign languages,
‣ literature,
Learning about cell structure within a 3D cell model ‣ art, ...

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Second Life residents can attend a number of
(often free) educational events:
‣ conferences,
‣ lectures,
‣ discussions,
‣ interviews,
‣ book readings, ....
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Living a Second Life:
Politics
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Residents (and political parties/groups)
use Second Life to express their
political views

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French elections

National Front HQ: Contra National Front:

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USA elections
Candidates’ headquarters:

Politics
+
business:

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Living a Second Life:
Media
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SL has high media coverage

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... and its own media
News sites:

TV channels:

Magazines:

News agency:

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Living a Second Life:
Art & Architecture
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Second Life hosts different art
exhibitions...

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Multimedia installation

Architecture
Machinima

... and is a playground

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for artistic expression
Living a Second Life:
Sports & Leisure
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Residents also spend their time
doing sports...

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... keep track of and experience
real-life sports events...

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... or just
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have fun with their friends.
Virtual beyond
Second Life

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Second Life is just
the tip of the iceberg

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... and many more!
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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interested?

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The best way to learn
about virtual worlds

is to try one!
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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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