Second Life
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Abstract
This study is to investigate the internet virtual world Second Life (SL) and what it has become so popular, to look at its usability and the motivation behinds its residents. Our methodology to do this includes reporting are own personal experiences through the use of a diary across several visits. To gain a well rounded view we will also interview a cross section of 15 users of SL ranging from a new user to somebody who is financially supportive on their SL business.
Introduction
Second Life is an Internet-based virtual world launched in 2003, developed by Linden Research. In late 2006 it came to international attention via mainstream news networks reporting on the growing phenomena. The users within Second Life are called Residents. Interaction in this environment is through avatars, where Residents can explore their surroundings, meet and interact with other residents, create and trade items and take part in various activities. Some of the events that take place in Second Life are attending art galleries, fashion shows and parties or simply exploring and socialising.
The residents within Second Life can own a piece of land, whereby they can build, display and store their creations and host events and businesses. Residents can also get a job, in order to earn their land and expand their businesses. Linden dollars is the internal currency of Second Life which can be bought or sold via the official currency exchange or other third-party sites, for real currency, with the current rate being about 250 Linden dollars (L$) to the US dollar.
You talk to other residents the same way you would using instant messaging. The SL user when opening their account can choose any appearance they desire for their avatar and for this reason it could cause problems, which is something we shall discuss in our report.
The Financial Times website reported on Second Life on 17th November 2006 . It talks about the virtual environment as the new generation of social-networking and that