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About
Second Life was an online virtual world developed by Linden Lab, launched in 2003. It allowed users, known as “residents,” to create avatars and interact with a 3D environment, engaging in activities ranging from socializing and gaming to conducting business and educational events. The platform provided a high level of user-generated content, enabling residents to design and trade virtual goods, including clothing, buildings, and land, all of which could be bought and sold using the platform’s in-world currency, the Linden Dollar. This currency could be exchanged for real money, making Second Life a space for virtual entrepreneurship.
At its peak, Second Life attracted a large and diverse user base, including individuals, businesses, and institutions. Several organizations and universities used the platform for virtual meetings, education, and simulations. Second Life also garnered attention for the economic opportunities it presented, with some residents reportedly earning substantial real-world income through virtual businesses.
Despite early success and media attention, Second Life’s popularity declined over time as new online platforms and social networks emerged. Issues such as technical performance limitations, user attrition, and competition from other virtual environments contributed to its reduced prominence.
While it continued to operate, Second Life became more of a niche platform, with a dedicated but smaller community. Its early success and innovative approach to virtual worlds remain influential in the development of other virtual platforms and concepts, including modern virtual reality environments.
Dates and URLs Covered
Screenshot
Examples of Second Life
- OS/2 Warp 4.52 x86 with Mozilla Firefox 1.0 showing a page from 'Second Life'
- Red Hat 8.0 with Galeon 1.2.5 showing a page from 'Second Life'
- Windows XP Home x86 with Mozilla SeaMonkey 1.0 showing a page from 'Second Life'