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Second Life Viewer
DeveloperLinden Lab
Initial releaseJune 23, 2003; 22 years ago (2003-06-23)
Repositorygithub.com/secondlife/viewer
Written inC++[1]
EngineOpen-source (C++, OpenGL)
Platform
Available in12 languages[4]
LicenseLGPL-2.1-or-later
Websitesecondlife.com Edit this on Wikidata
Second Life Server
DeveloperLinden Lab
Initial releaseJune 23, 2003; 22 years ago (2003-06-23)
Stable release2025-03-14.13862207703 (March 14, 2025; 7 months ago (2025-03-14)) [±]
Written in
MiddlewareHavok
PlatformLinux
LicenseProprietary
Websitesecondlife.com Edit this on Wikidata

Second Life is a multiplayer virtual world that allows people to create an avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for personal computers by the San Francisco-based firm Linden Lab, it launched on June 23, 2003, and saw rapid growth for some years; in 2013 it had approximately one million regular users.[9] Growth eventually stabilized, and by the end of 2017, the active user count had fallen to "between 800,000 and 900,000".[10] In many ways, Second Life is similar to massively multiplayer online role-playing video games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective."[11]

The virtual world can be accessed freely via Linden Lab's own client software or via alternative third-party viewers.[12][13] Second Life users, also called 'residents', create virtual representations of themselves, called avatars, and are able to interact with places, objects and other avatars. They can explore the world (known as the grid), meet other residents, socialize, participate in both individual and group activities, build, create, shop, and trade virtual property and services with one another.

The platform principally features 3D-based user-generated content. Second Life also has its own virtual currency, the Linden Dollar (L$), which is exchangeable with real world currency.[14][15] Second Life is intended for people ages 16 and over, with the exception of 13–15-year-old users, who are restricted to the Second Life region of a sponsoring institution (e.g., a school).[16][17]

History

[edit]
Philip Rosedale, creator of Second Life

Philip Rosedale formed Linden Lab in 1999[18] with the intention of developing computer hardware to allow people to become immersed in a virtual world. In its earliest form, the company struggled to produce a commercial version of the hardware, known as "The Rig", which in prototype form was seen as a clunky steel contraption with computer monitors worn on shoulders.[19] That vision changed into the software application Linden World, in which people participated in task-based games and socializing in a three-dimensional online environment.[20] That effort eventually transformed into the better-known, user-centered Second Life.[21] Although he was familiar with the metaverse of Neal Stephenson's novel Snow Crash, Rosedale has said that his vision of virtual worlds predates that book, and that he conducted early virtual world experiments during his college years at the University of California, San Diego, where he studied physics.[22]

Second Life began to receive significant media attention in 2005 and 2006, including a cover story in BusinessWeek magazine featuring the virtual world and Second Life avatar Anshe Chung.[23] By that time, Anshe Chung had become Second Life's poster child and symbol for the economic opportunities that the virtual world offers to its residents. At the same time, the service saw a period of exponential growth of its user base.

One of the principal developers, Cory Ondrejka, was forced to resign as chief technology officer in December 2007, with Rosedale citing irreconcilable differences in the way the company was run.[24] Nevertheless, the platform continued to grow rapidly, and by January 2008, residents spent a total of 28,274,505 hours "inworld" and on average 38,000 residents were logged in at any moment. The maximum concurrency (number of avatars inworld) recorded was set at 88,200 in the first quarter of 2009.[25]

Headquarters of Linden Lab, creator of Second Life

Second Life was honored at the Technology & Engineering Emmy Awards for advancing the development of online sites with user-generated content in 2008, adding to the media attention. Rosedale accepted the award,[26] although he had announced plans to step down from his position as Linden Lab CEO and to become chairman of Linden Lab's board of directors instead in March 2008.[27] Rosedale announced Mark Kingdon as the new CEO effective May 15, 2008.[28] In 2010, Kingdon was replaced by Rosedale, who took over as interim CEO. After four months, Rosedale abruptly stepped down from the Interim CEO position. It was announced in October 2010 that Bob Komin, Linden Lab's chief financial officer and chief operating officer, would take over the CEO job for the immediate future.[29]

With the platform's failure to continue its high rate of growth after 2009, Linden Lab announced layoffs of 30% of its workforce in 2010.[30] Some 21.3 million accounts were registered by this point, although the company did not make public any statistics regarding actual long-term consistent usage and numbers of dormant accounts.[31]

Despite speculation as to the actual size of the user base, Second Life continued as a commercial success. In 2015, Second Life users cashed out approximately US$60 million and Second Life had an estimated GDP of US$500 million, higher than some small countries.[32]

Recognizing improvements in computing power and particularly in computer graphics, Linden Lab began work on a successor to Second Life, a VR experience called Sansar, launching a public beta in July 2017. Uptake was low and Linden Lab halted development in 2020 to focus their attention fully on Second Life. The rights to Sansar's assets were sold to Wookey Search Technologies, who are expected to continue development on the title without Linden Lab.[33] Second Life, the usage of which peaked in the first decade of the 21st century, has been cited as the first example of the metaverse,[34] a concept which has been taken up by other major corporations such as Facebook in 2021. As a notable precursor (which retains a small and loyal following), it provides several examples of virtual reality social issues and lessons learned.[35]

Classification

[edit]
Landscape scenery from The Pilgrim's Dawn located in Second Life

During a 2001 meeting with investors, Rosedale noticed that the participants were particularly responsive to the collaborative, creative potential of Second Life. As a result, the initial objective-driven, gaming focus of Second Life was shifted to a more user-created, community-driven experience.[36]

Second Life's status as a virtual world, a computer game, or a talker, is frequently debated.[who?] Unlike traditional computer games, Second Life does not have a designated objective, nor traditional game play mechanics or rules. It can also be argued that Second Life is a multi-user virtual world, because its virtual world facilitates interaction between multiple users. As it does not have any stipulated goals, it is irrelevant to talk about winning or losing in relation to Second Life. Likewise, unlike a traditional talker[vague], Second Life contains an extensive world that can be explored and interacted with, and it can be used purely as a creative tool set if the user so chooses. In March 2006, while speaking at Google TechTalks,[37] Rosedale said: "So, we don't see this as a game. We see it as a platform."

Second Life used to offer two main grids: one for adults (18+) and one for teens. In August 2010, Linden Lab closed the teen grid due to operating costs. Since then, users 16 and over can sign up for a free account.[38] Other limited accounts are available for educators who use Second Life with younger students.

There are three activity-based classifications, called "Ratings", for sims in Second Life:

  1. General (formerly PG) – no extreme violence or nudity
  2. Moderate (formerly Mature) – some violence, swearing, adult situations, nudity
  3. Adult – may contain overt sexual activity, nudity, and violence

As of October 2024, live streaming service Twitch lists Second Life as a 'prohibited game' which cannot be streamed on the service.[39]

Residents and avatars

[edit]
Several avatars together

There is no charge for creating a Second Life account or for making use of the world for any period of time. Linden Lab reserves the right to charge for the creation of large numbers of multiple accounts for a single person (5 per household, 2 per 24 hours)[40] but at present does not do so. A Premium membership (US$11.99 monthly, US$32.97 quarterly, or US$99 annually) extends access to an increased level of technical support, and also pays an automatic stipend of L$300/week into the member's avatar account, and after 45 days that resident will receive a L$700 bonus, making it L$1,000 for that week. This amount has decreased since the original stipend of L$500, which is still paid to older accounts. Certain accounts created during an earlier period may receive L$400. This stipend, if changed into USD, means that the actual cost for the benefit of extended tech support for an annual payment of US$72 is only about US$14, depending on the currency exchange rates. However, the vast majority of casual users of Second Life do not upgrade beyond the free "basic" account.[citation needed]

Avatars may take any form users choose (human, animal, vegetable, mineral, or a combination thereof) or residents may choose to resemble themselves as they are in real life.[41] They may choose even more abstract forms, given that almost every aspect of an avatar is fully customizable. Second Life culture consists of many activities and behaviors that are also present in real life. A single resident account may have only one avatar at a time, although the appearance of this avatar can change between as many different forms as the Resident wishes. Avatar forms, like almost everything else in Second Life, can be either created by the user, or bought pre-made. A single person may also have multiple accounts, and thus appear to be multiple Residents (a person's multiple accounts are referred to as alternate character (alts)).[citation needed]

Riding bicycles is one of the forms of transportation in Second Life.

Avatars can travel via walking, running, vehicular access, flying, or teleportation. Because Second Life is such a vast virtual world, teleportation is used when avatars wish to travel instantly and efficiently. Once they reach their destination, they may travel in more conventional means at various speeds.[citation needed]

Avatars can communicate via local chat, group chat, global instant messaging (known as IM), and voice (public, private and group). Chatting is used for localized public conversations between two or more avatars, and is visible to any avatar within a given distance. IMs are used for private conversations, either between two avatars, or among the members of a group, or even between objects and avatars. Unlike chatting, IM communication does not depend on the participants being within a certain distance of each other. As of version 1.18.1.2 (2007-Aug-02), voice chat, both local and IM, was also available. Instant messages may optionally be sent to a Resident's email when the Resident is logged off, although message length is limited to 4096 bytes.[42]

Identities in Second Life can relate to the users' personality or creating their own character. It is based on their decisions on how to express themselves. Most avatars are human, but they can choose to be vampires or animals. Sometimes, what they choose does not relate to their offline selves.[43]

In Coming of Age in Second Life: An Anthropologist Explores the Virtually Human, anthropologist Tom Boellstorff notes that the interface of Second Life is designed with the purpose of disconnecting a player's virtual identity from their physical identity in mind.[44] As of 2015 Second Life has made it possible to display one's legal name in the player's profile or as their screen name, but when Boellstorff first published the book in 2008 users were required to select a last name from a pre-determined list of options. Boellstorff describes this mentality as being in direct contrast to the one held by other mainstream social media websites, where anonymity is shunned and users are encouraged to make the link between their online and physical presence clear.[citation needed]

Content

[edit]
Many different clothes created by users can be purchased in Second Life.

The ability to create content and shape the Second Life world is one of the key features that separate this from online games. Built into the software is a 3D modeling tool based on simple geometric shapes that allows residents to build virtual objects. There is also a procedural scripting language, Linden Scripting Language (LSL),[5] which can be used to add interactivity to objects. Sculpted prims ("sculpties"), 3D mesh, textures for clothing or other objects, animations, and gestures can be created using external software and imported. The Second Life terms of service provide that users retain copyright for any content they create, and the server and client provide simple digital rights management (DRM) functions.[16][45][46] However, Linden Lab changed their terms of service in August 2013 to be able to use user-generated content for any purpose.[47] The new terms of service prevent users from using textures from third-party texture services, as some of them pointed out explicitly.[48]

Economy

[edit]
An avatar in the virtual world Second Life
User-generated content in the virtual world Second Life

Second Life has an internal economy and closed-loop virtual token called the Linden Dollar (L$). L$ can be used to buy, sell, rent or trade land or goods and services with other users. The "Linden Dollar" is a closed-loop virtual token for use only within the Second Life platform. Linden Dollars have no monetary value and are not redeemable for monetary value from Linden Lab. However, the presence of a currency exchange has led to the Linden Dollar being recognised as a centralized virtual currency, a fiat currency, or property.[49] A resident with a surplus of Linden Dollars earned via a Second Life business or experiential play can request to refund their Linden Dollar surplus to PayPal. Linden Lab reports that the Second Life economy generated US$3,596,674 in economic activity during the month of September 2005,[50] and in September 2006 Second Life was reported to have a GDP of $64 million.[51] In 2009, the total size of the Second Life economy grew 65% to US$567 million, about 25% of the entire U.S. virtual goods market. Gross resident earnings are US$55 million in 2009 – 11% growth over 2008.[52] In 2013, Linden Lab released an info graphic that showed that over 10 years $3.2 billion in transactions for virtual goods had exchanged between Second Life residents, with an average of 1.2 million daily transactions.[53]

There is a high level of entrepreneurial activity in Second Life. Residents of Second Life are able to create virtual objects and other content. Second Life is unique in that users retain all the rights to their content which means they can use Second Life to distribute and sell their creations, with 2.1 million items listed on its online marketplace.[53] At its height circa 2006, hundreds of thousands of dollars were changing hands daily as residents created and sold a wide variety of virtual commodities. Second Life also quickly became profitable due to the selling and renting of virtual real estate. 2006 also saw Second Life's first real-world millionaire; Ailin Graef, better known as Anshe Chung (her avatar), converted an initial investment of US$9.95 into over one million dollars over the course of two and a half years. She built her fortune primarily by buying, selling, and renting virtual real estate.[54]

Major tech corporations have tried to use Second Life to market products or services to Second Life's tech-savvy audience. IBM, for example, purchased 12 islands within Second Life for virtual training and simulations of key business processes, but has since moved on to other platforms due to maintenance costs.[55][56] Others, like musicians, podcasters, and news organizations (including CNET, Reuters, NPR's The Infinite Mind, and the BBC), have all had a presence within Second Life.[57]

A car (that looks like a Mini Roadster) cruising near an airport

Virtual goods include buildings, vehicles, devices of all kinds, animations, clothing, skin, hair, jewelry, flora and fauna, and works of art. Services include business management, entertainment, and custom content creation (which can be broken up into the following six categories: building, texturing, scripting, animating, art direction, and the position of producer/project funder). L$ can be purchased using US dollars and other local currencies on the LindeX exchange provided by Linden Lab. Customer USD wallets obtained from Linden Dollar sales on the Lindex are most commonly used to pay Second Life's own subscription and tier fees; only a relatively small number of users earn enough profit to request a refund to PayPal. According to figures published by Linden Lab, about 64,000 users made a profit in Second Life in February 2009, of whom 38,524 made less than US$10, while 233 made more than US$5000.[58] Profits are derived from selling virtual goods, renting land, and a broad range of services.

Technology

[edit]
Male avatar in Desert Wilderness

Second Life comprises the viewer (also known as the client) executing on the user's personal computer, and several thousand servers operated by Linden Lab.

Client

[edit]

Linden Lab provides official viewers for the operating systems Windows, macOS, and most distributions of Linux where the more known ChromeOS has been excluded so far. The viewer renders 3D graphics using OpenGL technology. The viewer source code was released under the GPL in 2007[59][60] and moved to the LGPL in 2010.[61]

There are now several mature third-party viewer projects, the most popular being Firestorm, that contain features not available in the Linden Lab 'Official' client, target other platforms or cater to specialist and accessibility needs.[62] The main focus of third party development is exploring new ideas and working with Linden Lab to deliver new functionality.[63]

An independent project, libopenmetaverse,[64] offers a function library for interacting with Second Life servers. libopenmetaverse has been used to create non-graphic third party viewers.

There are several Alternate Viewers published by Linden Lab used for software testing by volunteers for early access to upcoming projects.[65] Some of these clients only function on the "beta grid" consisting of a limited number of regions running various releases of unstable test server code.

Server

[edit]
Winter landscape in Second Life

Each full region (an area of 256×256 meters) in the Second Life "grid" runs on a single dedicated core of a multi-core server. Homestead regions share 3 regions per core and Openspace Regions share 4 regions per core, running proprietary software on Debian Linux. These servers run scripts in a region, and provide communication between avatars and objects present in a region.

Every item in the Second Life universe is referred to as an asset. This includes the shapes of basic 3D polygon objects formally known as Primitive Mesh (commonly known as primitives or prims for short), the digital images referred to as textures that decorate primitives, digitized audio clips, avatar shape and appearance, avatar skin textures, LSL scripts, information written on notecards, and so on. Each asset is referenced with a universally unique identifier or UUID.[66]

Assets are stored on Isilon Systems storage clusters,[67] comprising all data that has ever been created by anyone who has been in the Second Life world. Infrequently used assets are offloaded to S3 bulk storage.[68] As of December 2007, the total storage was estimated to consume 100 terabytes of server capacity.[69] The asset servers function independently of the region simulators, though the region simulators act as a proxy for the client, request object data from the asset servers when a new object loads into the simulator.[70] Region simulators areas are commonly known as sims by residents.

Each server instance runs a physics simulation to manage the collisions and interactions of all objects in that region. Objects can be nonphysical and non-moving, or actively physical and movable. Complex shapes may be linked together in groups of up to 256 separate primitives. Additionally, each player's avatar is treated as a physical object so that it may interact with physical objects in the world. As of 9 July 2014, Second Life simulators use the Havok 2011.2 physics engine for all in-world dynamics.[71] This engine is capable of simulating thousands of physical objects at once.[72]

Linden Lab pursues the use of open standards technologies, and uses free and open source software such as Apache, MySQL, Squid and Linux.[73] The plan is to move everything to open standards by standardizing the Second Life protocol. Cory Ondrejka, former CTO[74] of Second Life, stated in 2006 that a while after everything has been standardized, both the client and the server will be released as free and open source software.[75]

In January 2021, Linden Lab completed the migration of all of its services and databases to AWS servers.[76]

OpenSimulator

[edit]

In January 2007, OpenSimulator was founded as an open-source simulator project. The aim of this project is to develop a full open-source server software for Second Life clients. OpenSIM is BSD Licensed and it is written in C# and can run under Mono environment. From 2008, alternative grids began to emerge and many of these allow cross visits from other grids through the hypergrid protocol[77] using OpenSimulator.

Applications

[edit]

Arts

[edit]
Virtual concert in Second Life

Second Life residents express themselves creatively through virtual world adaptations of art exhibits, live music,[78] live theater[79] and machinima,[80] and other art forms.

Competitive entertainment

[edit]

A wide variety of recreational activities, both competitive and non-competitive, take place on the Second Life Grid, including both traditional sports[81] and video game–like scenarios.[82]

Education

[edit]
Demonstrating Second Life for audience in Brisbane

Second Life is used as a platform for education by many institutions, such as colleges, universities, libraries and government entities. Since 2008, the University of San Martin de Porres of Peru[83] has been developing Second Life prototypes of Peruvian archeological buildings, and training teachers for this new paradigm of education. The West Virginia University (WVU) Department of Special Education has used Second Life widely in education, and it provided teaching certification and certificates of degree in seven different distance education programs.[84] WVU started a pilot program in the college's computer lab in spring 2011.

Embassies

[edit]
The Ministry of Environment of the Republic of Poland is located virtually in Second Life.

The Maldives was the first country to open an embassy in Second Life.[85][86] The Maldives' embassy is located on Second Life's "Diplomacy Island", where visitors will be able to talk face-to-face with a computer-generated ambassador about visas, trade and other issues. "Diplomacy Island" also hosts Diplomatic Museum and Diplomatic Academy. The Island is established by DiploFoundation as part of the Virtual Diplomacy Project.[87]

In May 2007,[88] Sweden became the second country to open an embassy in Second Life. Run by the Swedish Institute, the embassy serves to promote Sweden's image and culture, rather than providing any real or virtual services.[89] The Swedish Minister for Foreign Affairs, Carl Bildt, stated on his blog that he hoped he would get an invitation to the grand opening.[90]

In September 2007, Publicis Group announced the project of creating a Serbia island as a part of a project Serbia Under Construction. The project is officially supported by Ministry of Diaspora of Serbian Government. It was stated that the island will feature the Nikola Tesla Museum, the Guča Trumpet Festival and the Exit Festival.[91] It was also planned on opening a virtual info terminals of Ministry of Diaspora.[92]

In December 2007, Estonia became the third country to open an embassy in Second Life.[93][94] In September 2007, Colombia and Serbia opened embassies.[95] As of 2008, North Macedonia and the Philippines have opened embassies in the "Diplomatic Island" of Second Life.[96] In 2008, Albania opened an embassy in the Nova Bay location. SL Israel was inaugurated in January 2008 in an effort to showcase Israel to a global audience, though without any connection to official Israeli diplomatic channels.[97] In 2008, Malta opened an embassy on Second Life.[98]

Religion

[edit]
The Anglican Cathedral of Second Life

Religious organizations have also begun to open virtual meeting places within Second Life. In early 2007, LifeChurch.tv, a Christian church headquartered in Edmond, Oklahoma, and with eleven campuses in the US, created "Experience Island" and opened its twelfth campus in Second Life.[99] In July 2007, an Anglican cathedral[100] was established in Second Life; Mark Brown, the head of the group that built the cathedral, noted that there is "an interest in what I call depth, and a moving away from light, fluffy Christianity".[101]

The First Unitarian Universalist Congregation of Second Life was established in 2006. Services have been held regularly, making the FUUCSL Congregation one of the longest-running active congregations in Second Life.[102]

The Egyptian-owned news website Islam Online has purchased land in Second Life to allow Muslims and non-Muslims alike to perform the ritual of Hajj in virtual reality form, obtaining experience before actually making the pilgrimage to Mecca in person.[103]

Second Life also offers several groups that cater to the needs and interests of humanists, atheists, agnostics, and freethinkers. One of the most active groups is SL Humanism which has been holding weekly discussion meetings inside Second Life every Sunday since 2006.[104]

Relationships

[edit]

Romantic relationships are common in Second Life, including some couples who have married online.[105] The social engagement offered by the online environment helps those who might be socially isolated. In addition, sex is often encountered.[106] However, to access the adult sections requires age verification.[107] There are also large BDSM and Gorean communities.[108][109]

Second Life relationships have been taken from virtual online relationships into personal, real-world relationships. Booperkit Moseley and Shukran Fahid were possibly the first couple to meet in Second Life and then marry in real life. Booperkit travelled to the United States to meet Shukran and he returned to England with her after one week. They married in 2006 and had twin boys in 2009. Some couples meet online, form friendships, and eventually move to finding one another in the real world.[110] Some even have their weddings on Second Life, and in a real-world setting.[111]

Relationships in virtual worlds have an added dimension compared to other social media, because avatars give a feeling of proximity making the voyeur experience more intense than simply a textual encounter. The complexities of those encounters depend on the engagement levels of the people behind the avatars, whether they are engaging disassociatively (entertainment only), immersively (as if the avatar was them), or augmentatively (meaning they engage for a real-life purpose).[112]

Science

[edit]

Second Life is used for scientific research, collaboration, and data visualization.[113] Examples include SciLands, American Chemical Society's ACS Island, Genome, Virginia Tech's SLATE, and Nature Publishing Group's Elucian Islands Village.

Social network

[edit]

Second Life can be a real-time, immersive social space for people including those with physical or mental disabilities that impair their lives, who often find comfort and security interacting through anonymous avatars. (Some academics believe using Second Life might even help improve motor ability for people with Parkinson's disease).[114]

An example of how Second Life has been used by disabled people is Wheelies, the widely publicised disability-themed virtual nightclub founded by Simon Stevens.

Music streams

[edit]

Shoutcast and Icecast radio stations can be streamed into a land parcel in Second Life. The streaming codec is MP3, as AAC and Vorbis are not currently supported. There are internet radio providers that offer these services or select from a list. At the time of this writing, media on a prim (MOAP) is not a reliable enough way of displaying media and such, sites listed work best with Parcel Media or Parcel Audio.

Work spaces

[edit]
Fashion For Change fashion show held in Second Life in 2015

Second Life gives companies the option to create virtual workplaces to allow employees to virtually meet, hold events, practice any kind of corporate communications, conduct training sessions in 3D immersive virtual learning environment, simulate business processes, and prototype new products.

In 2020, CEO of Second Life Ebbe Altberg announced a microsite for Second Life to serve as a space for digital meetings to take place amidst global social distancing, self-isolation, and quarantine orders during the COVID-19 pandemic.[115]

Notable events and influence

[edit]

Second Life movie

[edit]

In 2007 director David Fincher worked with screenwriter Peter Straughan to make a Second Life movie based on Tim Guest's novel Second Lives.[116] The movie was rumored to feature Sacha Baron Cohen as protagonist Plastic Duck, a zany Second Life resident who drove founder Philip Rosedale bonkers.[117]

Ban of Woodbury University

[edit]
The controversial campus of Woodbury University's School of Media, Culture and Design, which was deleted in 2010 by Linden Lab

Linden Lab has twice, in 2007 and 2010, banned[why?] a California educational institution, Woodbury University, from having a representation within Second Life. On April 20, 2010, four simulators belonging to the university were deleted and the accounts of several students and professors terminated, according to The Chronicle of Higher Education. Edward Clift, dean of the School of Media, Culture and Design at Woodbury University, told The Chronicle of Higher Education that their campus "was a living, breathing campus in Second Life", including educational spaces designed mostly by students, such as a mock representation of the former Soviet Union and a replica of the Berlin Wall. According to Clift, the virtual campus did not "conform to what Linden Lab wanted a campus to be".[118][119][120]

The article in The Chronicle of Higher Education concluded with: "Meanwhile, many people in Second Life expressed on blogs that they were glad to see the virtual campus go, arguing that it had been a haven for troublemakers in the virtual world."[119]

The Alphaville Herald

[edit]

In 2004, the newspaper The Alphaville Herald, founded and edited by the philosopher Peter Ludlow, migrated to Second Life, and in the following years the newspaper played a prominent role in reporting on Second Life and in the public discussion of the game.[121] The newspaper, which was known as The Second Life Herald from 2004 to 2009, was later edited by the Internet pioneer Mark P. McCahill. According to scholars Constantinescu and Decu, The Alphaville Herald was the first "virtual free press," pioneering mass communication in virtual worlds.[122]

2007 "Virtual Riot"

[edit]

In January 2007, a "virtual riot" erupted between members of the French National Front (FN) who had established a virtual HQ on Second Life, and "anti-racism" activists, including Second Life Left Unity, a socialist and anti-capitalist user-group.[123][124][125][126] Since then, several small Internet-based organizations have claimed some responsibility for instigating the riots.[127]

Marketing

[edit]

Corporate marketers, especially during the height of Second Life in the cultural zeitgeist of 2005–2010, have been accused of being overly credulous of the actual reach and influence of Second Life. Journalists have theorized this might be partly due to blithely accepting total account statistics rather than harder-to-discern active player counts. Reasons for account "inflation" can include in-world systems which encourage the creation of bogus extra accounts such as "traffic bots" which simply remain stationary in a store, causing the system to rank the store as popular because there are people there, and simply idle and long inactive accounts.[128][129] One article in Wired featured a marketer for Coca-Cola who found Second Life to be essentially deserted when personally inspecting it, yet still funded a marketing campaign there anyway from fear of missing out.[130][131]

Griefing and denial of service attacks

[edit]

Second Life has been attacked several times by groups of residents abusing the creation tools to create objects that harass other users or damage the system. This included grey goo objects which infinitely reproduce, eventually overwhelming the servers;[132] orbiters which throw an avatar so far upwards they cannot get back down in a reasonable timeframe without teleporting; cages which surround avatars, preventing them from moving, and similar tools. Although combat between users is sanctioned in certain areas of the world, these objects have been used to cause disruption in all areas. Attacks on the grid itself, such as Grey Goo, are strictly forbidden anywhere on the grid. It was possible to perpetrate denial-of-service attacks (DoS) on other users simply by scripting objects that spew screen filling characters from anywhere on the grid to another avatar's location, thereby disabling a clear view to the virtual world. Bugs in the client and server software were also exploited by griefers to kick users, crash servers, and revert content before being patched out.[133]

The Emerald client and in-world logging scripts

[edit]

The Emerald client was developed by a group of users based on Snowglobe, an opensource fork of the Second Life client. Several groups alleged that the Emerald viewer contained Trojan code which tracked user details and demographics in a way that the developers could later recover. One of these groups was banned from Second Life by Linden Lab after publishing their discovery.[134] Shortly afterward, a member of the Emerald team was accused of a DDOS attack against another website. In response, Linden Lab revoked Emerald's third-party viewer approval and permanently banned several of Emerald's developers.[135] Due to what happened with Emerald, Linden Lab instituted a new third-party viewer policy.[136][137]

The support staff and one of the developers of the Emerald project, who was not banned, left to work on a new viewer project, Phoenix (using some of the Emerald codebase, but without Off-the-Record Messaging nor any potentially malicious code).[138] The Phoenix team are now the developers behind Firestorm Viewer, a fork of Second Life's "viewer 2.0" open source client.[139]

Vlogger

[edit]

Vlogger is a 2011 Spanish political thriller film that makes heavy use of Second Life through machinima production. The film follows a Pakistani computer specialist who discovers that her brother has been recruited into an Islamic extremist group in the video game. With six days until he plans to commit a suicide bombing, the protagonist enters the digital world of Second Life to stop him. The film debuted at the 2011 Sitges Film Festival.[140]

Criticism and controversy

[edit]

Second Life has seen a number of controversies. Issues range from the technical (budgeting of server resources), to moral (e.g., pornography and cyberbullying[citation needed]), to legal (legal position of the Linden Dollar, Bragg v. Linden Lab). Security issues have also been a concern.[citation needed]

Regulation

[edit]

In the past, large portions of the Second Life economy consisted of businesses[which?] that are regulated or banned[where?]. Changes to Second Life's terms of service in this regard have largely had the purpose of bringing activity within Second Life into compliance with various international laws, even though the person running the business may be in full compliance with the law in their own country.[citation needed]

On July 26, 2007, Linden Lab announced a ban on in-world gambling due to federal and state regulations on Internet gambling that could affect Linden Lab if it was permitted to continue. The ban was immediately met with in-world protests.[141]

In August 2007, a $750,000 in-world Linden Dollar bank or Ponzi scheme called Ginko Financial collapsed due to a bank run triggered by Linden Lab's ban on gambling.[142] The aftershocks of this collapse caused severe liquidity problems for other virtual "Linden Dollar banks", which critics had long asserted were scams. On Tuesday, January 8, 2008, Linden Lab announced the upcoming prohibition of payment of fixed interest on cash deposits in unregulated banking activities in-world.[143] All banks without real-world charters closed or converted to virtual joint stock companies by January 22, 2008.[144] After the ban, a few companies continue to offer non-interest bearing deposit accounts to residents, such as the e-commerce site XStreet, which had already adopted a zero-interest policy 3 months before the Linden Lab interest ban.

Technical issues

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Kayaking through the virtual world

Second Life has suffered from difficulties related to system instability. These include increased system latency (engineering), and intermittent client crashes. However, some faults are caused by the system's use of an "asset server" cluster, on which the actual data governing objects is stored separately from the areas of the world and the avatars that use those objects. The communication between the main servers and the asset cluster appears to constitute a bottleneck which frequently causes problems.[145][146][147] Typically, when asset server downtime is announced, users are advised not to build, manipulate objects, or engage in business, leaving them with little to do but chat and generally reducing confidence in all businesses on the grid.

Another problem is inventory loss,[148][149][150] in which items in a user's inventory, including those which have been paid for, can disappear without warning or permanently enter a state where they will fail to appear in-world when requested (giving an "object missing from database" error). Linden Lab offers no compensation for items that are lost in this way, although a policy change instituted in 2008 allows accounts to file support tickets when inventory loss occurs. Many in-world businesses will attempt to compensate for this or restore items, although they are under no obligation to do so and not all are able to do so. A recent change in how the company handles items which have "lost their parent directory" means that inventory loss is much less of a problem and resolves faster than in recent years. "Loss to recovery times" have gone from months (or never) to hours or a day or two for the majority of users, but inventory loss does still exist.

Second Life functions by streaming all data to the user live over the Internet with minimal local caching of frequently used data. The user is expected to have a minimum of 300 kbit/s of Internet bandwidth for basic functionality. Due to the proprietary communications protocols, it is not possible to use a network proxy service to reduce network load when many people are all using the same location, such as when used for group activities in a school or business.

Quality assurance

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Criticism of quality assurance of Second Life states that Linden Lab focuses too much on bringing new features to the production environment instead of fixing long-standing bugs that, in the worst case, cause financial loss for the users. On April 30, 2007, an open letter signed by over 3,000[151] users was sent to Linden Lab to protest the quality assurance process of the company.[152] Linden Lab has responded to the open letter.[153]

Frame rate

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Computer hardware and Internet connections capable of smoothly rendering high quality content in other MMOGs may perform poorly in Second Life, resulting in low frame rates and unresponsive controls on even minimal graphical configurations. The problem is especially prevalent when large numbers of avatars congregate in one area. The problem is largely due to the fact that the world is entirely user created, and the majority of content created by users is made without any sort of basic graphical optimization. As a result, objects with both unnecessarily high polygon counts, and unnecessarily high resolution textures are prevalent. It is not uncommon for users to have to download and use upwards of a dozen times the amount of resources than would actually be required for the equivalent visual result. Certain areas have guidelines for script usage, which helps reduce lag by reducing resources used server-side, but does nothing to alleviate the primary issue above.[citation needed]

Congestion

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Fishing boat in Second Life

A single region (65,536 m2 of land hosted on a single CPU) is set to accommodate a limited number of Residents (40 on 'mainland' regions, up to 100 on private islands), causing some popular locations such as teleportation points to become inaccessible at times. It is possible for an area of land a Resident has paid for to become inaccessible because another area in the same region has exhausted the avatar limit.[citation needed]

Customer security

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On September 8, 2006, Linden Lab released a news bulletin that revealed their Second Life database had been compromised and customer information, including encrypted passwords and users' real names, had likely been accessed.[154][155] However, it was later revealed that the hacker had in fact been focused on trying to cheat the in-world money system[156] and their access to personal information was believed incidental, although a full alert was still raised for safety's sake.

Fraud and intellectual property protection

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Although Second Life's client and server incorporate digital rights management technology, the visual data of an object must ultimately be sent to the client for it to be drawn; thus unofficial third-party clients can bypass them. One such program, CopyBot, was developed in 2006 as a debugging tool to enable objects to be backed up, but was immediately hijacked for use in copying objects; additionally, programs that generally attack client-side processing of data, such as GLIntercept, can copy certain pieces of data. Such use is prohibited under the Second Life TOS[157] and could be prosecuted under the Digital Millennium Copyright Act.

Linden Lab may ban a user who is observed using CopyBot or a similar client, but it will not ban a user simply for uploading or even selling copied content; in this case, Linden Lab's enforcement of intellectual property law is limited to that required by the "safe harbor" provisions of the DMCA which used to require a regular mail DMCA complaint. However, since 2019 an electronic DMCA complaint form is also available.[158]

A few high-profile businesses in Second Life have filed such lawsuits,[159][160][161][162][163][excessive citations] none of the cases filed to date have gone to trial, and most have been dismissed pursuant to a settlement agreement reached between the parties.[164][165][166] Another case where settlement and dismissal was gained may be found in the matter of Eros, LLC v. Linden Research, Inc. As of October 7, 2010, the case was transferred to private mediation and the plaintiffs filed for dismissal of charges on March 15, 2011.[167]

Most users in the world as paying, private individuals are, likewise, effectively unprotected. Common forms of fraud taking place in-world include bogus investment and pyramid schemes, fake or hacked vendors, and failure to honor land rental agreements. A group of virtual landowners online have filed a class action lawsuit against the company, claiming the company broke the law when it rescinded their ownership rights. The plaintiffs say a change in the terms of service forced them to either accept new terms that rescinded their virtual property ownership rights, or else be locked out of the site.[168]

OpenSpaces

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Map over Bay City, the largest virtual city of Second Life, located on the continent of Sansara

Linden Lab, for a period, offered Openspace regions to users: regions which were purchased in packs of four, with all four running on a single CPU core, intended to be placed next to an existing region to create the effect of larger size. The fee for 4 Openspaces was identical to that for a single private region. However, in March 2008, this rule was modified to permit Openspaces to be bought individually and placed elsewhere, and increasing the prim load each one could handle. Openspaces were made available for a US$415 downpayment plus a US$75 monthly fee.

In October 2008, Linden Lab announced that the Openspaces being used for this purpose were being misused; there was in fact no technical throttle limiting their usage. Linden Lab raised the monthly fee per Openspace to US$125, the same cost as half a region; added an avatar limit of 20; and renamed it to Homestead.

A week after the initial announcement Linden Lab stated its intention to add technical limits. A revised Openspace product, with far fewer prims, a no-residency rule, and costing the same monthly amount, was announced.

In May 2009, Linden Lab announced they were "grandfathering" Openspace sims (now rebranded as "Homesteads"), after a protracted protest movement[169] caused a major amount of negative publicity and funded potential litigation.[170][171]

Sex

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Some media attention has been given to sexual activity involving avatars with a childlike appearance.[172] The United Kingdom[173][174][175][176] and Germany[177] are among the countries investigating new[when?] laws to combat simulated child pornography. The USA has attempted to pass several laws forbidding simulated child pornography; however, each one has been struck down by the US Supreme Court as an infringement on the First Amendment right to free speech.[178]

As of May 2007, two such countries, Germany and Belgium, have launched a police investigation into age of consent-related offenses in Second Life (including both trading of non-virtual photography and involuntary virtual sexual activity with childlike avatars by means of virtual identity theft).[179][180] Linden Lab responded by issuing a statement that any "depiction of sexual or lewd acts involving minors" was a bannable offence.[181]

In France, a conservative family union, Familles de France, sued Linden Lab in June 2007, alleging that Second Life gave minors access to sexual content, including bondage, zoophilia, scatophilia, and to gambling, and advertisements for alcohol, drugs and tobacco.[182] Linden Lab pointed out that the virtual world is not meant for children (people under the age of 18) because of the mature content and interactions within Second Life. However, minors aged between 13 and 17 can access Second Life, but they will be restricted to what they can see or do based on age.[183] The Second Life world is split into sections/worlds and each one is given a maturity rating similar to films: General, Moderate and Adult. Minors aged 13–17 can access areas with a General Rating only.[184]

Second Life Main Grid regions are rated either "General", "Moderate", or "Adult" (previously "PG", "Mature", or "Adult").[185] Builds, textures, actions, animations, chat, or businesses that are of an adult nature are regulated by the Second Life Terms of Service[186] to only occur in simulators with a Moderate or Adult rating. General rated sims exist as an alternative for residents who do not wish to reside in areas where adult-oriented activities and businesses are permitted.

Linden Lab has created an Adult rated "mainland" continent named Zindra in response to its other "mainland" continents being mostly General.[185]

Unauthorized copying of content

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Second Life features a built-in digital rights management system that controls the movement of textures, sounds, scripts, and models with the Second Life servers at Linden Lab. At some point, though, this data must be sent to a user's computer to be displayed or played, an issue fundamental to any system attempting to apply restrictions to digital information.

In November 2006 controversy arose over a tool called CopyBot, developed as part of libsecondlife and was intended to allow users to legitimately back up their Second Life data. For a brief period, an unmodified CopyBot allowed any user to replicate SL items or avatars (although not scripts, which run only on the servers at Linden Lab). Later changes to the SecondLife protocols prevented unmodified copies of CopyBot from working. Nevertheless, the basic issue of users being able to duplicate content that is sent to them remains.

Residents who copy content belonging to other users face being banned from Second Life, but Linden Lab has so far never sued any of these users for copyright infringement; since the resident creators (and not Linden Lab) retain ownership of the rights, it is not clear whether Linden Lab would legally be able to do so. Linden Lab does, however, comply with DMCA takedown notices served to them against resident content; serving a DMCA Takedown Notice is the normal procedure recommended by Linden Lab for having copyrighted content illegally resold on Second Life.

Any user who uploads, publishes or submits any content keeps the intellectual property rights of that content, however both Linden Lab and other users gain their own rights from your content. Linden Lab receives a content license from anything a user uploads to the server. Section 7.3 of the Second Life terms of service states; "you hereby automatically grant Linden Lab a non-exclusive, worldwide, royalty-free, sub-license able, and transferable licence to use, reproduce, distribute, prepare derivative works of, display, and perform the content solely for the purpose of providing and promoting the service".

A user who uploads their content to a public area also gives a content licence to other users as well, which allows other users to replicate and record for use in Machinima (as outlined in section 7.4, Snapshot and Machinima Policy).[187]

Regardless of what rights and licences are given, Linden Lab takes no responsibility for the outcome of any dispute between users or the server regarding content. Section 10.2 states; "you release Linden Lab (and its officers, directors, shareholders, agents, subsidiaries, and employees) from claims, demands, losses, liabilities and damages (actual and consequential) of every kind nature, known and unknown, arising out of or in any way connected with any dispute you have or claim to have with one or more users, including whether or not Linden Lab becomes involved in any resolution or attempted resolution of the dispute". Section 10.3 repeats a similar passage but regarding the responsibility of Linden Lab during any data or technical fault.[187]

Litigation

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Bragg v. Linden Lab

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In 2006, attorney Marc Bragg sued Linden Lab, claiming that it had illegally deprived him of access to his account[188] after he discovered a loophole in the online land auction system which allowed regions to be purchased at prices below reserve. Although most users and commentators believed that Bragg would have no chance of winning, a number of legal developments occurred as a result of the case, including a court ruling that parts of the Second Life Terms of Service were unenforceable, due to being an unconscionable contract of adhesion.[189] The case eventually ended with Bragg's virtual land and account being restored to him in a confidential out-of-court settlement.[190] Since the settlement created no legal precedent, it left users with confusion as to what legal rights they truly had with respect to their virtual land, items, and account. Many of Bragg's legal arguments rested on the claim, advertised on Linden Lab web site, that virtual land within Second Life could be "owned" by the purchasing user, which was removed shortly after the settlement.[191][192]

Eros, LLC and Grei v. Linden Lab

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Eros, LLC and Shannon Grei brought forth a class action suit in US District Court in Northern California against Linden Research, Inc on September 15, 2009 (Case4:09-cv-04269-PJH). Court papers allege the defendants knowingly and profitably turned a blind eye to copyright and trademark violations within the Second Life service.[193][194]

Evans et al. v. Linden Lab

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In 2010, a group of banned SL users filed suit against Linden Lab and CEO Philip Rosedale, in the same Pennsylvania Federal District Court that the Bragg case was adjudicated in, with the same judge, to deal with further land seizures and account suspensions by the Lab against various customers.[195] Due to the Terms of Service agreement changes since the Bragg case, defendants attorneys successfully argued to move the suit to federal court in California, where the case lingered for several years. The judge did rule that there was a basis to turn the litigation into a class action, and that there were two classes under which claimants could file claims. The primary class was those who suffered economic damages to their livelihoods, through loss of their business revenues in SL. The secondary class was those who suffered property losses from loss of land, money on hand, and virtual goods in avatar inventories.[196] In May 2013, attorney for defendants negotiated a settlement agreement with one of the lead attorneys that, in plain language, agreed to refund region setup fees for private island owners, pay land owners 2 Linden Dollars per square meter of virtual land, refund all L$ and USD amounts in the plaintiffs' accounts at the time of suspension, and allow the plaintiffs the option of either receiving $15US as compensation for loss of accounts and inventory virtual goods OR restoration of their accounts to sell their goods on the SL Marketplace.[197] The settlement agreement went to final hearing in March 2014, with an objection from claimant Mike Lorrey as to the vagueness of certain terms in the settlement as to which fees exactly would be refunded. With the resolution of that objection,[198] claimants who had filed claims prior to March 28, 2014, began to receive settlement money a few months later.

[edit]

Since its debut in 2003, Second Life has been referred to by various popular culture media, including literature, television, film and music. In addition, various personalities in such media have themselves used or employed Second Life for both their own works and for private purposes.

In September 2006, former Governor of Virginia Mark Warner became the first politician to appear in a MMO when he gave a speech in Second Life.[199] Musicians followed suit, with Redzone being credited by Wired and Reuters as the first band to tour in Second Life in February 2007. Authors George R R Martin (May 2007)[200] and Paul Levinson (November 2007) were interviewed in Second Life about their work.[201] Then, in June 2008, author Charles Stross held a conference in Second Life to promote an upcoming novel.[202] Second Life was also featured prominently, and used as a tool to locate a suspect, in the television show CSI: NY in 2007.[203] In the American sitcom The Office, Dwight Schrute (Rainn Wilson) is known to play the game, most notably in the episode "Local Ad".[204]

Research

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Scuba diver in NOAA's virtual coral sanctuary located in SciLands

Much of the published research conducted in Second Life is associated with education, learning, and data collection. Unlike computer games, Second Life does not have a pre-defined purpose and allows for highly realistic enactment of real life activities online.[205] One such study tested the usefulness of SL as an action learning environment in a senior course for management information systems students.[205] Another presented a case study in which university students were tasked with building an interactive learning experience using SL as a platform. Both problem-based learning and constructionism acted as framing pedagogies for the task, with students working in teams to design and build a learning experience which could be possible in real life.[206]

Situated learning has also been examined in SL, to determine how the design and social dynamics of the virtual world support and constrain various types of learning.[207] The paper, "The future for (second) life and learning", published in the British Journal of Educational Technology, examines the potential of Second Life to further innovative learning techniques.[208] It notes trends within the SL innovation to date, including the provision of realistic settings, the exploitation of pleasant simulated environments for groups, and the links with other learning technologies. It also considers the creativity sparked by SL's potential to offer the illusion of 3-D 'spaces' and buildings, and points to infinite imaginative educational possibilities.[208]

HealthInfo Island provides tips on staying healthy to Second Life residents.

Second Life has also offered educational research potential within the medical and healthcare fields. Examples include in-world research facilities such as the Second Life Medical and Consumer Health Libraries (Healthinfo Island, funded by a grant from the US National Library of Medicine), and VNEC (Virtual Neurological Education Centre, developed at the University of Plymouth, UK).[209]

There have also been healthcare related studies done of SL residents.[210] Studies show that behaviors from virtual worlds can translate to the real world. One survey suggests that users are engaged in a range of health-related activities in SL which are potentially impacting real-life behaviors.[210]

Another focus of SL research has included the relationship of avatars or virtual personas to the 'real' or actual person. These studies have included research into social behavior and reported two main implications.[211] The first is that SL virtual selves shape users' offline attitudes and behavior. The research indicated that virtual lives and physical lives are not independent, and our appearances and actions have both online and offline consequences.[211] The second deals with experimental research and supports the idea that virtual environments, such as SL, can enable research programs in that people behave in a relatively natural spread of behavioral patterns.[211] Remote data collection in SL must account for issues related to research participant engagement, burden, retention, and accuracy of data collected.[212][213]

A realistic depiction of Earth as shown in the virtual world of Second Life at SciLands

The SL avatar-self relationship was also studied via resident interviews, and various enactments of the avatar-self relationship were identified. The study concluded that SL residents enacted multiple avatar-self relationships and cycled through them in quick succession, suggesting that these avatar-self relationships might be shaped and activated strategically to achieve the desired educational, commercial, or therapeutic outcomes.[214]

Anthropologist Tom Boellstorff describes the anthropological applications of studying Second Life and its userbase in Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Boellstorff explores the relationship between anonymity and community when everyone in a community belongs to varying degrees of anonymity, and how this feeds into the idea of digital collectivity. He also comments on the phenomenon of data becoming "part of social context" that has been observed both inside and outside of Second Life as surveillance becomes more integrated into everyday life. He stresses the difference between the concepts of anonymity and pseudonymity, identifying Second Life users as belonging to the latter group of people – though their avatars are not directly linked to their real identities and reputations, they have forged new ones in this online space, a unique effect of creating an online persona in the digital age.[44]

See also

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References

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Further reading

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Second Life is a persistent multiplayer platform developed and operated by the San Francisco-based company , publicly launched on June 23, 2003, under the direction of founder . Users, referred to as , access the environment through downloadable client software to create and control customizable avatars, enabling social interactions, exploration, and collaborative building in a vast, user-generated 3D landscape composed of interconnected regions called sims. The platform's core innovation lies in its emphasis on user-driven , where employ in-world tools to script, sculpt, and texture objects, environments, and experiences without predefined goals or narratives, fostering emergent economies and communities. This includes a , the Linden Dollar (L$), which circulates through buying, selling, and trading land, goods, and services, with mechanisms for conversion to and from real-world currencies via licensed exchanges, generating annual economic activity exceeding hundreds of millions of U.S. dollars at its peak. Second Life's architecture supports diverse applications, from virtual and educational simulations—adopted by institutions for remote —to venues and commercial simulations, though its growth trajectory leveled after early surges, with logins stabilizing in the tens of thousands amid competition from newer platforms. Notable for predating contemporary concepts, Second Life demonstrated the viability of decentralized virtual economies and persistent worlds but encountered challenges including disputes over content theft via exploits like copybots, regulatory scrutiny over and simulations, and operational controversies such as abrupt policy shifts affecting creators. These elements underscore its role as a pioneering yet imperfect experiment in digital persistence, sustaining a dedicated niche user base two decades post-launch through iterative updates and monetization tools.

History

Founding and Launch (2000-2003)

was founded in 1999 by in with the initial goal of developing hardware technologies to enable shared computer-mediated experiences, such as haptic interfaces for immersive interactions. By 2000, the company pivoted toward software development, recognizing the challenges in hardware production, and began creating a persistent environment that would become Second Life. This shift emphasized and , drawing from Rosedale's earlier work in at . Development of Second Life progressed through internal testing in the early , culminating in a closed beta phase starting in 2002. During this period, the platform featured a green-dominated and focused on core mechanics like avatar movement, terrain editing, and basic scripting, though it suffered from technical instability and limited content. The closed beta lasted until 2003, when public beta access opened, allowing broader testing and feedback to refine the grid's architecture and economy simulation. Second Life officially launched to the public on June 23, 2003, marking the end of beta testing and the beginning of open residency. At launch, the consisted of a single continent with modular regions, supporting user land ownership and customization via the Linden Dollar currency, which was introduced to simulate a player-driven economy. Initial user adoption was modest, with the platform attracting early adopters interested in creative building and social experimentation rather than traditional objectives.

Growth and Peak Hype (2004-2008)

Following its initial release, Second Life experienced rapid expansion in registered users, reaching one million residents by October 18, 2006. By July 2007, registrations exceeded 8.2 million, with approximately 1.5 million active users reported, reflecting heightened interest driven by word-of-mouth and communities. Concurrent logins also surged, setting a record peak of 61,560 on January 13, 2008, amid ongoing grid expansions that added over 36 square kilometers of virtual land in February 2008 alone. Media attention amplified this growth into widespread hype, particularly from mid-2006 onward, with BusinessWeek featuring Second Life on its May 1, 2006 cover in an article titled "My Virtual Life," which highlighted user-generated economies and virtual real estate booms. Coverage proliferated, including over 600 mentions in newspapers and magazines by the end of , often portraying the platform as a harbinger of digital economies and . This buzz attracted corporate adoption, as entities like established a virtual news bureau in October 2006 to report on in-world events, while brands such as explored presence for and collaboration experiments. The period's economic metrics fueled perceptions of viability, exemplified by resident Anshe Chung becoming the first virtual world millionaire on November 26, 2006, through land speculation and development yielding over $1 million in real-world value. User activity peaked with nearly 400 million hours logged in 2008, a 61% increase from , including a 47% year-over-year rise in fourth-quarter hours to 112 million. However, while registrations ballooned to over 11.9 million by early 2008, concurrent usage remained a fraction of totals—typically tens of thousands—prompting critiques that hype overstated sustainable engagement relative to technical limitations and novelty-driven signups.

Stagnation and Initial Decline (2009-2015)

Following the height of media attention and user growth in the preceding years, Second Life's concurrent user levels peaked at approximately 88,000 in the first quarter of 2009 before entering a phase of gradual stagnation and decline. Daily peak concurrency averaged between 80,000 and 88,000 during early 2009, but by December 2009, metrics showed a slow downward trend, with maximum logins dropping steadily through the period. This decline was partly attributed to Linden Lab's enforcement against automated bots that had previously inflated traffic figures, removing artificial boosts to apparent activity. Minimum daily concurrency remained relatively stable around 30,000 to 40,000, indicating a core user base persisted, but overall engagement failed to rebound or expand. The reflected this plateau, with reaching $567 million in 2009—up 65% from prior years—before contracting to $500 million by 2015. Resident earnings totaled $55 million in 2009, supporting around 64,000 profitable users, though most earned under $10 monthly. Land sales and tier fees, key revenue drivers for , slumped amid the , prompting fee reductions to avert a virtual recession. Corporate investments, which had fueled hype through branded simulations, largely evaporated post-, as returns proved insufficient against development costs and platform complexities. Leadership instability compounded operational challenges. In June 2010, CEO Mark Kingdon resigned following a 30% workforce reduction, with founder briefly serving as interim CEO before assumed the role in December 2010. Humble prioritized viewer improvements, launching Viewer 2.0 in early 2010 to enhance and search functions, but the redesign alienated veteran users accustomed to the original interface, exacerbating retention issues. New user remained hindered by a steep , persistent lag, hardware demands, and lack of mobile compatibility, deterring casual entrants amid rising alternatives like social networks and accessible MMOs. These factors, rather than inherent flaws in the user-generated model, sustained a niche but unexpanding , as empirical metrics underscored failure to convert users into long-term participants.

Modern Era and Adaptation Attempts (2016-2025)

In the years following 2016, Second Life's user concurrency stabilized at lower levels than its peak era, with daily averages ranging from 26,000 to 45,000 by September 2025 and peak concurrencies occasionally exceeding 46,000 during mid-2025. This reflected a plateau after broader declines, as total monthly visits hovered around 6-7 million in early 2025, amid competition from platforms like , which reported 79.5 million daily active users in Q2 2025. prioritized incremental technical enhancements over radical overhauls, including the rollout of (PBR) materials to improve visual fidelity, though users reported associated performance bugs and immersion issues. New Linden Homes themes, such as variants like Bearstone and Oakridge with PBR finishes, were introduced in 2025 to bolster residential appeal and land utilization on , which spanned approximately 26,718 regions by October 2025. Adaptation efforts centered on accessibility and core platform modernization, with the Second Life mobile app advancing from alpha testing to beta availability for premium subscribers by mid-2025, incorporating performance optimizations and feature expansions. The official Discord server opened to all users in March 2025 to foster community engagement beyond in-world tools. However, Linden Lab eschewed integration with blockchain technologies or NFTs, despite external pressures from metaverse trends, as evidenced by community inquiries and the platform's avoidance of cryptocurrency clones that targeted speculative users rather than sustained creation. In January 2022, High Fidelity—founded by Second Life creator Philip Rosedale—invested in Linden Lab, signaling potential VR synergies given Rosedale's prior work on spatial computing, though implementation remained limited to viewer-side experiments rather than full immersion overhauls. Rosedale's deeper involvement marked a pivotal shift, rejoining as strategic advisor in 2022 before assuming the full-time CTO role on October 29, 2024, to address longstanding and position Second Life against emerging virtual environments. Under his guidance, monthly updates through 2025 emphasized scripting efficiencies and viewer stability, yet user forums noted persistent challenges like friction for newcomers and a perceived lack of novel content, contributing to peak concurrency dips below 50,000 since mid-2024. These efforts underscored a strategy of evolutionary refinement—leveraging user-generated content's durability—over disruptive pivots, preserving Second Life's niche as a persistent, economy-driven amid broader industry shifts toward gamified or AI-augmented alternatives.

Classification and Mechanics

As a User-Generated Virtual World

Second Life functions as a in which residents employ integrated building tools and the Linden Scripting Language to construct the platform's environments, objects, and interactions, with users responsible for over 90% of the content. These tools enable the creation of 3D primitives, textures, animations, and scripts that govern object behaviors, such as physics simulations and user interactions, allowing for diverse simulations ranging from urban landscapes to custom vehicles. Unlike developer-curated spaces, the world's regions—totaling 27,852 as of March 2025, with private estates numbering around 18,000 under user ownership—emerge from collective resident efforts, where land parcels support , structure erection, and event hosting without predefined narratives. The extent of user generation extends to a vast ecosystem, where millions of , including , , and scripted devices, are produced and traded in Linden Dollars, fueling an that paid out $78 million USD to creators in 2023. This creator-driven model has resulted in cumulative payouts exceeding $1.1 billion to residents since the platform's , with 14 individuals achieving status from virtual sales in 2023 alone, underscoring the viability of user content as a revenue source. Residents maintain rights over their uploads, subject to platform terms, enabling while contributing to emergent social and economic structures.

Key Differences from Games and Metaverses

Second Life fundamentally diverges from traditional video games by lacking predefined objectives, scoring systems, or win conditions, positioning it as an open-ended platform for user-initiated activities rather than structured . Unlike massively multiplayer online games such as , which feature quests, leveling progression, and developer-orchestrated narratives, Second Life imposes no manufactured conflict or end-state goals, allowing to engage in emergent pursuits like building, socializing, and without imposed rules beyond technical and ownership constraints. This absence of gamified elements, as articulated by spokesperson Catherine Smith, emphasizes free-form exploration over competition or achievement, with users creating their own experiences akin to real-life endeavors but without the risk of "losing." In contrast to simulation games like or , which provide templated building mechanics and scripted interactions, Second Life empowers users to construct the entire environment—from terrain and objects to animations and economies—fostering a persistent, resident-owned world unscripted by developers. This user-centric model supports diverse, self-sustaining activities, such as virtual real estate development or events drawing thousands of visitors, but eschews the guided progression or narrative arcs typical of games, resulting in a platform where value emerges from social and creative utility rather than algorithmic rewards. Relative to contemporary metaverses, Second Life stands out for its complete reliance on , with no corporate-built elements or advertising-driven monetization, as its $650 million annual GDP derives primarily from hosting fees and virtual transactions in Linden Dollars, a convertible to U.S. dollars. While modern metaverse visions often emphasize interoperability across platforms, blockchain-based ownership, or VR-centric immersion, Second Life operates as a centralized, desktop-focused with 20 years of uninterrupted persistence, prioritizing intrinsic digital value—such as uniquely crafted goods—over speculative assets like NFTs. Founder Philip has highlighted this distinction, noting Second Life's commitment to resident-built everything as key to its longevity, contrasting with metaverses that blend company-controlled content and broader technological ambitions like seamless real-world integration. This model has sustained a dedicated but limited mass-scale adoption compared to more hyped, interconnected metaverse concepts.

Core Gameplay and Interaction Systems

Second Life operates without predefined objectives or win conditions, distinguishing it from traditional ; instead, core gameplay revolves around user-directed , creation, and social engagement within a persistent 3D environment. Users control avatars via the Second Life Viewer software, employing keyboard inputs such as or WASD for forward, backward, left, and right movement, with double-tapping the forward key enabling running if configured in preferences. Flying is activated by holding Page Up or E, allowing vertical navigation up to approximately 200 meters without assistance, though scripted flight aids can extend this limit significantly. via landmarks or the facilitates rapid relocation across regions. Interaction with the environment centers on , where users right-click —basic geometric shapes like cubes or spheres—to access options such as touching to activate scripts, sitting, or editing properties including position, rotation, and scale. Building commences by rezzing (instantiating) on owned or , followed by linking multiple objects into complex structures and applying textures or materials for customization. Scripting via the Linden Scripting Language (LSL) imbues objects with behaviors, responding to events like collisions, touches, or timers; for instance, a simple LSL script can toggle an object's visibility upon user interaction, enabling doors, vehicles, or interactive furniture. LSL's event-driven model supports dynamic responses, such as detecting avatar proximity or processing chat commands, integral to user-generated experiences like games or simulations. Social interactions rely on multifaceted communication systems, including local text chat limited to a 20-meter radius for public discourse, for private conversations, and voice chat options encompassing spatialized in-world audio, group channels, and peer-to-peer calls. Gestures and animations further enhance expression, triggered via or scripted objects to convey emotions or actions during encounters. These systems facilitate , such as , trading, or collaborative building, where users form groups—up to 5,000 members per group—for coordinated activities and shared permissions. Erratic avatar movement, often caused by conflicting scripts or attachments, can be resolved by detaching items or relogging, underscoring the platform's reliance on stable client-server synchronization for fluid interactions.

Users and Avatars

Second Life's user base experienced rapid growth following its launch, reaching over 8 million registered accounts and approximately 1.5 million by July 2007. Participation peaked around , after which concurrent logins and active engagement began a gradual decline, influenced by competition from newer platforms and technical stagnation. By late 2024, the platform reported roughly 500,000 monthly , with daily concurrent users averaging 25,000 to 45,000 and monthly peaks near 50,000 as of October 2025. This represents an approximate 8% drop in during 2024 alone, amid broader trends of reduced grid regions and concurrency compared to 2023 peaks. Total registered accounts exceed 70 million as of 2023, though the vast majority remain inactive, highlighting a disparity between sign-ups and sustained participation. Recent efforts like integration have yielded limited growth, with installs reaching 100,000–150,000 by December 2024 but failing to reverse the downward trajectory in core metrics. Linden Lab's internal data, shared in interviews, pegged monthly at around 600,000 by late 2024, underscoring a loyal but shrinking core amid challenges like aging infrastructure. Demographically, Second Life attracts a predominantly adult user base, with significant participation from those aged 45–60 and a age in the upper 30s as of the late 2000s; anecdotal reports suggest persistence of older skews into the . Gender distribution approximates parity, with roughly 50% avatars historically and showing 59% and 41% visitors as of September 2025. Users span various ages but lean toward mid-career adults, with lower retention among younger cohorts who often migrate to more modern virtual environments. Geographically, engagement is concentrated in and , reflecting the platform's English-language origins and base, though global participation includes diverse regions via international communities. Studies link avatar choices to offline traits like age and , indicating users often project real-world identities rather than stark deviations.

Avatar Creation and Customization

New users in Second Life begin with starter avatars selected from pre-configured options provided free by . These are accessed via the viewer's Avatar Picker under the menu Avatar > Complete Avatars, enabling immediate application of high-quality presets categorized for quick selection. Basic customization occurs through the Appearance editor, where classic avatars—Second Life's default primitive-based models—are modified using sliders to alter shape parameters including height, limb proportions, facial structure, and body fat/muscle distribution. Clothing, skins, hair, and eyes are applied as textures mapped onto the avatar's surfaces or as attached primitives. Advanced users adopt rigged mesh avatars, introduced with mesh upload capabilities in August 2011, which overlay custom 3D models onto the avatar's skeleton via attachments, typically hiding the underlying classic body with transparency masks. These meshes support detailed humanoid, animal, or fantastical forms and integrate with appliers for texture application on compatible items like skins and tattoos. Attachments extend functionality, such as animation overriders (AOs)—small scripted objects worn on the avatar to replace default animations with user-preferred idle poses and walks—and heads-up displays (HUDs) for real-time adjustments without entering edit mode. In April 2025, released the Avatar Welcome Pack, a folder containing starter items like outfits and accessories designed for immediate customization of new avatars, aiming to streamline .

Identity and Social Dynamics

In Second Life, users construct avatars as digital representations that frequently diverge from their real-world physical attributes, enabling experimentation with alternate identities decoupled from biological constraints. Avatars typically embody human forms and match the user's offline in most cases, though customization allows for variations in age, species, and appearance to explore facets of not feasible offline. Approximately 50% of active users maintain secondary avatars, or "alts," which serve psychological functions such as compartmentalizing roles, preserving , or testing social behaviors in isolated contexts. These avatar-based identities facilitate social dynamics resembling real-world interactions, including group affiliations where appearance signals belonging to communities like guilds or interest-based clubs. Users form bonds through collaborative activities, with studies indicating that virtual —networks of trust and reciprocity—operates independently of offline equivalents, allowing novices to build status based on in-world contributions rather than external credentials. However, the fluidity of identities introduces challenges, such as via mismatched avatar-real self portrayals, which can erode trust in prolonged engagements, though empirical observations reveal that overt collaborations often prioritize shared goals over strict identity verification. Longitudinal tracking of participants averaging six hours weekly over six weeks demonstrates evolving social behaviors, from initial to stabilized group interactions mirroring offline patterns like reciprocity and hierarchy formation. For certain demographics, such as individuals with disabilities, avatar use correlates with enhanced and through normalized social participation unhindered by physical limitations. Despite these benefits, the platform's incorporates automated bots, comprising a notable fraction of entities, which influence dynamics by simulating presence or performing tasks but occasionally disrupt organic human interactions.

Content and Creation

Tools for Building and Scripting

The primary building tools in Second Life are integrated into the viewer software and accessed by right-clicking on land or an object and selecting Build, or using the Ctrl+4 (Cmd+4 on Mac). These tools include Create for rezzing new (prims), Edit for selecting and modifying existing objects, Move for repositioning, Focus for selecting distant items, and for editing. Prims serve as the foundational elements, defined as single 3D primitive building blocks like cubes that can be stretched, rotated, textured, and linked to form complex structures. Since the platform's launch in 2003, prim-based construction has emphasized efficiency, with users combining multiple prims into linked objects limited by land parcel prim allotments, typically measured in thousands per . In August 2011, enabled mesh uploads, allowing residents to import polygon-based 3D models created in external applications like or Maya, subject to upload fees starting at L$10 per model and requirements for level-of-detail () variants and physics shapes to optimize . Mesh supports up to 65,536 vertices per object and multiple materials, significantly expanding detail beyond prim limitations while incurring higher land impact costs based on complexity. Scripting functionality relies on the Linden Scripting Language (LSL), a proprietary, event-driven programming language introduced alongside Second Life in 2003 to attach behaviors to objects. LSL scripts are created via the New Script option in the Edit tool's Contents tab, written in a syntax resembling C or JavaScript, and compiled server-side into states (e.g., default state) that respond to events like touch_start() or timer(). Scripts can manipulate object properties, communicate via channels, access HTTP services since 2008, or integrate with external databases, but execute asynchronously with memory limits of 64 KB and restrictions on CPU-intensive operations to prevent grid lag. Advanced features include experience tools for persistent data storage across sessions, introduced in 2012, and OSSL (OpenSimulator Scripting Language) extensions in compatible grids, though LSL remains the core for interactivity such as doors, vehicles, and animations.

User-Generated Content Ecosystem

Second Life's ecosystem revolves around residents creating and distributing 3D assets, including buildings, clothing, animations, and interactive scripts, using platform-provided tools like the build editor and Linden Scripting Language. This UGC forms the bulk of the virtual world's environment, with users rezzing items on owned or rented to construct experiences ranging from simulated cities to venues. Unlike developer-curated , Second Life lacks central content production, relying instead on community contributions to populate over 40,000 regions as of 2025. Distribution occurs via in-world sharing, group collaborations, and the , which hosts millions of listings in categories such as apparel, avatar accessories, and decor. Creators upload items for sale in Linden Dollars, enabling direct monetization; the platform has facilitated over $1.1 billion in payouts to users since 2003, underscoring the ecosystem's viability for professional creators. allocates 90% of transaction revenue to creators, fostering a model where high-earners are reportedly 100 times more likely to exceed $10,000 annually than on competing platforms like . The supports diverse applications, from educational simulations used by institutions to commercial virtual events, with thousands of user-built driving engagement. However, proliferation of AI-generated content has raised concerns among creators about market saturation and diminished incentives for skilled craftsmanship, leading to demands for mandatory disclosure and updates. Despite these tensions, traditional UGC remains central, with historical user-to-user transactions exceeding $1 billion by .

Intellectual Property Challenges

Users in Second Life retain intellectual property rights to their original creations, such as 3D models, textures, and scripts, as stipulated in Linden Lab's , which grant the company a non-exclusive to host and distribute such content on the platform while affirming user ownership. However, the platform's enables easy replication of digital assets through tools like copybots, leading to widespread unauthorized copying of and disputes over valued in Linden Dollars. enforces IP protections primarily through a DMCA-compliant notification process, requiring rights holders to submit complaints for investigation and potential removal of infringing content, though the company disclaims liability as a service provider under the . A prominent example of user-versus-user occurred in 2007 when Eros LLC sued Second Life resident Volkov Catteneo (real name Robert Leatherwood) for allegedly copying and distributing replicas of the plaintiff's "SexGen Bed," a scripted virtual furniture item priced at approximately L$12,000 (equivalent to $45 USD at the time), marking one of the first lawsuits to address intra-platform content theft. The case highlighted vulnerabilities in Second Life's scripting and mesh systems, where assets could be decompiled or duplicated, prompting creators to rely on techniques or scripts, though these proved imperfect against determined infringers. Trademark disputes have also arisen from unauthorized commercial use of real-world brands in virtual spaces. In 2009, International filed suit against , alleging that Second Life users sold virtual stun guns branded as "Tasers" alongside adult content, diluting the mark and associating it with ; the case settled out of without disclosed terms. Similarly, in the mid-2000s, luxury conglomerate (owner of Cartier) pursued legal action against a user operating an unauthorized virtual jewelry store mimicking the brand, underscoring challenges for holders monitoring decentralized virtual marketplaces. These incidents reflect broader tensions, as brands initially embraced Second Life for promotion—investing in virtual stores—but faced counterfeiting, with 's policy directing trademark owners to file complaints rather than guaranteeing proactive enforcement. Enforcement limitations persist due to the platform's user-driven nature and Linden Lab's role as a neutral host, which has led to criticisms that IP protections favor scale and speed over individual creators, particularly as copybot incidents peaked around 2006-2008 before partial mitigations via improved asset permissions. Rights holders must navigate pseudonymous avatars and jurisdictional issues, often resorting to real-world subpoenas for user identities, as seen in the Eros case. Despite these hurdles, the policy's emphasis on original content has sustained a , though persistent infringement risks deter some investment in high-value virtual IP.

Economy

Linden Dollar Mechanics and Exchange

The Linden dollar (L),symbolizedasL), symbolized as L, functions as the exclusive in Second Life, enabling to purchase , , services, avatar customizations, and , as well as to pay rents, tips, and transaction fees. Its value derives from convertibility to and from real-world currencies, primarily the US dollar, through mechanisms that tie the in-world economy to external financial flows. Unlike purely in-game tokens without redemption value, L$ maintains economic relevance due to this exchangeability, with total transactions exceeding $10 billion over two decades as of 2024. Lenterscirculationprimarilythroughtwochannels:directpurchasesbyusersconvertingUSdollars(orequivalent)viatheofficial[LindeX](/page/Lindex)exchangeoperatedby[LindenLab](/page/LindenLab),andalgorithmicstipendsdistributedweeklytolandownersproportionaltotheirpaidtierlevels,whichrepresentmaintenancecostsforvirtual[land](/page/Land).Conversely,L enters circulation primarily through two channels: direct purchases by users converting US dollars (or equivalent) via the official [LindeX](/page/Lindex) exchange operated by [Linden Lab](/page/Linden_Lab), and algorithmic stipends distributed weekly to landowners proportional to their paid tier levels, which represent maintenance costs for virtual [land](/page/Land). Conversely, L exits via sinks such as land tier fees remitted to , transaction fees on exchanges and in-world trades, and user sales back to USD on , creating a balanced that responds to demand for virtual resources while preventing unchecked . This source-sink dynamic, adjustable by through policy levers like rates and fee structures, supports a determined by on , where buy and sell orders are matched automatically. Residents buy LinstantlyviamarketordersintheSecondLifeviewerorontheLindeXwebsitebyspecifyingdesiredamounts,withlimitordersallowingsetminimumratesfornonimmediateexecution;sales,restrictedtothewebsite,followsimilarmarketorlimitprocessesbutrequireverifiedpaymentmethodsandmayincuridentificationchecksforpayoutstoexternalserviceslike[PayPal](/page/PayPal).Transactionfees,typicallya[percentage](/page/Percentage)oftheamount,applytobothbuysandsells,withratesdetailedontheLindeXplatform.The[exchangerate](/page/Exchangerate)hashistoricallyfluctuatedbetweenapproximately200and400L instantly via market orders in the Second Life viewer or on the LindeX website by specifying desired amounts, with limit orders allowing set minimum rates for non-immediate execution; sales, restricted to the website, follow similar market or limit processes but require verified payment methods and may incur identification checks for payouts to external services like [PayPal](/page/PayPal). Transaction fees, typically a [percentage](/page/Percentage) of the amount, apply to both buys and sells, with rates detailed on the LindeX platform. The [exchange rate](/page/Exchange_rate) has historically fluctuated between approximately 200 and 400 L per USD, influenced by user activity and economic interventions, stabilizing around 320–330 L$ per USD in recent years as of October 2025.

Real-Money Trading and Value Transfer

Second Life facilitates real-money trading through the , an official exchange platform managed by that enables residents to convert Linden Dollars (L)toUnitedStatesdollars(USD)andviceversa.Unlikemanyvirtualenvironmentsthatbansuchconversionstomaintainclosedeconomies,SecondLifespolicyexplicitlysupportsthismechanism,allowinguserstoextractvaluefrominworldactivitieslike[contentcreation](/page/Contentcreation)andlandleasingintorealworld[currency](/page/Currency).TransactionsoccurviatheSecondLifewebsite,wheresellerslistL) to United States dollars (USD) and vice versa. Unlike many virtual environments that ban such conversions to maintain closed economies, Second Life's policy explicitly supports this mechanism, allowing users to extract value from in-world activities like [content creation](/page/Content_creation) and land leasing into real-world [currency](/page/Currency). Transactions occur via the Second Life website, where sellers list L at specified rates, and buyers acquire them with USD; completed sales credit a USD balance to the user's account. To sell L,usersmustfirstmeeteligibilitycriteria,includingpurchasingaminimumof2,500L, users must first meet eligibility criteria, including purchasing a minimum of 2,500 L (approximately $10 USD at prevailing rates) to activate selling privileges, alongside for higher withdrawal limits. USD balances can then be transferred to external processors like or via a "Process Credit" function, with a minimum payout of $10 and potential holds for review. Monthly cashout limits scale with account tier—starting at $100 for basic verified accounts and increasing to $5,000 or more for established users based on payment history—ensuring controlled value transfer while mitigating abuse. Exchange rates, determined by market supply and demand, have varied historically, with recent values around 320 L$ per USD as of early 2025. Linden Lab enforces strict oversight on these transfers, reserving the right to halt, suspend, or reverse transactions involving suspected fraud, , or violations of terms, such as the ban on gambling activities following U.S. regulatory investigations. This official channel minimizes reliance on unregulated third-party traders, though unauthorized external exchanges persist and carry elevated risks of scams or account penalties. The system's viability has supported full-time earners among creators and landowners, with total USD payouts exceeding millions annually in peak years, though fluctuations in user engagement and L$ liquidity affect sustainability.

Economic Cycles, Scams, and Viability

The Second Life economy experienced a boom in the mid-2000s, with reported monthly economic activity reaching $3.6 million USD in September 2005 and an estimated annual (GDP) of around $64 million by 2006, driven by hype around virtual , content creation, and real-money trading. This growth aligned with peak user concurrency of approximately 50,000-60,000 residents, fueled by media attention and influxes of new users investing in land and . However, following the 2007-2008 and waning novelty, the economy contracted; by 2015, annual GDP estimates fell to about $500 million USD, with gross resident earnings averaging $60 million annually, reflecting reduced speculation and user retention. Exchange rates for the Linden Dollar (L)againsttheUSDstabilizedaround250350L) against the USD stabilized around 250-350 L per dollar during this period but showed volatility, with occasional devaluations tied to lower transaction volumes. Post-2010, cycles shifted toward stabilization rather than expansion, with cumulative trading volume exceeding $10 billion USD over two decades as of , indicating persistent but niche activity rather than broad growth. Concurrent users hovered around 40,000-45,000 at peaks in 2023-2025, down from historical highs, amid complaints of stagnant sales during events and an oligopolistic market dominated by a few large creators. , such as from 239 to 249 LperUSDinearly2025,correlatedwithreduceddailytradingvolumesdippingintothe60millionL per USD in early 2025, correlated with reduced daily trading volumes dipping into the 60 million L range on weaker days, signaling potential contraction risks from lower logins and economic activity. Scams proliferated during the boom, exploiting the unregulated nature of user-run ; a notable example was the collapse of Ginko Financial, a virtual bank operating as a that promised high interest rates (up to 0.10% daily) and defrauded depositors of approximately $75,000 USD in real value before vanishing. This led to ban all non-official banking in January , triggering bank runs and further losses estimated in the thousands of USD, as residents withdrew funds amid fears of mirroring real-world crises. Other prevalent frauds included pyramid schemes disguised as investments, inventory via hacked accounts or fake vendors, and land rental disputes where lessors failed to deliver parcels after payment. These incidents eroded trust, particularly among new users, though 's interventions like the banking prohibition and improved fraud reporting mitigated some risks without eliminating opportunistic scams tied to high-value virtual assets. Despite cycles and scams, the economy's viability endures as a self-sustaining niche, with describing Second Life as a "cash machine" in 2024 due to steady revenue from land fees and Lstipends,evenasnewerplatformscompete.[](https://community.secondlife.com/forums/topic/514172islindenlabslosingmoney/)Theofficial[LindeX](/page/Lindex)exchangefacilitatesongoingrealmoneyoutflows,supportingcreatorswhoearnsupplementalincome,thoughsustainabilityfacespressuresfromuserbasestagnation(around78millionmonthlyvisitsin2025)anddependencyonpremiumsubscriptionsforL stipends, even as newer platforms compete.[](https://community.secondlife.com/forums/topic/514172-is-linden-labs-losing-money/) The official [LindeX](/page/Lindex) exchange facilitates ongoing real-money outflows, supporting creators who earn supplemental income, though sustainability faces pressures from user base stagnation (around 7-8 million monthly visits in 2025) and dependency on premium subscriptions for L inflows. Long-term risks include currency devaluation if transaction volumes continue declining, potentially deterring investment, but the platform's 20-year track record and lack of direct competitors in persistent user-owned worlds affirm its resilience for dedicated participants over mass-market growth.

Technology

Client Software Evolution

The Second Life Viewer, the primary client software for accessing the , was initially released by on June 23, 2003, coinciding with the platform's public launch. Early iterations belonged to the 1.x series, which supported core functionalities such as 3D navigation, avatar customization, object building, and interaction via the Linden Scripting Language (LSL). Key enhancements in this era included media streaming and a standardized building interface in version 1.6 (March 2005), in-world voice chat in version 1.18.1-2 (August 2007), and WindLight atmospheric rendering in version 1.19.1 (April 2008). In January 2007, Linden Lab open-sourced the Viewer codebase under the LGPL license, enabling contributions and the formation of the Architecture Working Group to guide development. This shift facilitated third-party modifications but also introduced challenges, such as the 2008 ban of the Emerald Viewer for facilitating unauthorized content copying, prompting a formal Third Party Viewer Policy in 2009 that required compliance with security manifests and prohibited exploits. Viewer 2.0, previewed in August 2009 and fully released on March 31 following a February beta, overhauled the user interface to emulate contemporary operating systems with features like Basic and Advanced modes (added March 2011), but drew criticism for reduced efficiency in and building tools, spurring forks. Subsequent official releases, including Viewer 3.0 in 2010 and the Communications Hub (CHUI) in April 2013, aimed to refine usability and graphics. However, dissatisfaction with later official updates—particularly Viewer 4's departure from the Viewer 3 codebase, which omitted features like advanced scripting previews—led to the proliferation of third-party viewers such as , a Viewer 3 developed since 2011 to enhance stability, inventory handling, and performance without official constraints. and similar approved viewers (e.g., Singularity, ) now dominate user adoption, regularly integrating Linden Lab's baseline updates while adding custom tools, as the official Viewer has prioritized security, compatibility with modern hardware, and features like . By 2025, the official Viewer had evolved to version 7.x, with releases emphasizing performance optimizations, such as the "ExtraFPS" variant in January 2025 for improved frame rates via rendering tweaks. A shift to YYYY.MM was adopted, exemplified by the 2025.03 , reflecting ongoing maintenance rather than radical overhauls, while mandatory updates enforce security patches to mitigate vulnerabilities. Third-party viewers continue to bridge gaps in official support, such as better compatibility and interoperability, underscoring the client's hybrid evolution from to a -augmented .

Server Infrastructure and Compatibility

Second Life's server infrastructure centers on a grid-based dividing the into discrete regions, each spanning 256 by 256 meters and simulated by an independent server instance termed a "simulator" or "sim." Each sim processes local elements such as terrain rendering, object physics via the Havok engine, avatar movements, and scripting execution using the Linden Scripting Language (LSL), with capacities typically supporting up to 100 concurrent avatars in standard configurations. Adjacent sims exchange data for region handoffs, enabling avatar transitions without full teleports, though this can introduce latency during high-load crossings. The system employs a client-server model with dedicated backend services for tasks like user authentication, asset storage, inventory management, and , separate from region-specific simulations to distribute load. Originally reliant on in-house data centers in , , and , all s migrated to (AWS) by November 2020, leveraging cloud scalability for dynamic resource provisioning amid growing demand. This shift addressed prior constraints, such as the May 2020 halt on new region allocations due to COVID-19-driven expansion overwhelming server acquisition rates, which risked degradation without proportional hardware increases. Compatibility between servers and clients hinges on adherence to Linden Lab's proprietary protocol, which mandates viewer implementations support core features like OpenSimulator Protocol (OSP) for inter-region communication and HTTP-based asset delivery. Official and approved third-party viewers—such as —must pass Linden Lab's validation to connect to the main grid, ensuring consistent rendering of meshes, textures up to 1024x1024 resolution, and scripting behaviors. Server-side, regions vary by type for hardware efficiency: full regions handle dense activity, while Homestead (1/4 capacity) and OpenSpace (1/16 capacity) variants suit lower-density uses, with compatibility maintained across via uniform sim software versions. Updates to server simulators, often deployed in phased rollouts, require corresponding viewer patches to avoid desynchronization in features like particle systems or vehicle physics, with grid status monitoring alerting to outages affecting specific region classes. The centralized model limits decentralization, as private grids using OpenSimulator forks may exhibit protocol variances incompatible with Second Life's main servers without hypergrid bridges.

Recent Technical Updates and Limitations

In 2025, Linden Lab advanced Second Life's accessibility through Project Zero, a cloud-streamed viewer launched in preview stages starting January 7, allowing browser-based access to the full desktop client on low-end hardware without local installation. This initiative, discussed in a March 11 community roundtable with founder Philip Rosedale, aims to broaden participation by offloading rendering to remote servers, though it introduces potential latency dependent on internet quality. A June 20 preview expanded testing, with full release anticipated later in the year. Viewer software saw iterative releases, including version 7.2.2 updates in October 2025 focusing on stability and minor optimizations. Native support for Macs was added in a 2025 viewer release, enabling faster rendering and smoother operation on compatible hardware. (PBR) received enhancements on September 3, improving texture fidelity and integration with glTF mesh imports introduced in the August 2025.05 release, which allows separate PBR material uploads via build tools. Mobile development progressed with beta expansions to + devices on September 17 and /Android builds on October 13, emphasizing faster navigation, touch controls, and avatar rendering. Voice infrastructure was patched on September 23 to resolve regional connectivity issues in and Asia. Despite these advancements, Second Life retains architectural limitations from its 2003 origins, including simulator constraints capping at 75,000 per and scripts at 64 per object, leading to lag in densely built or scripted areas. PBR adoption has increased GPU demands, prompting user reports of degraded performance and visual artifacts on mid-range systems, with some updates exacerbating rather than resolving these. Mobile access remains beta-limited, lacking full feature parity like advanced building or scripting, and streaming incurs bandwidth costs and variable latency unsuitable for real-time interactions. Peak concurrency declined in 2025 despite mobile and streaming efforts, reflecting server scalability challenges during high loads and unaddressed legacy code inefficiencies.

Applications

Arts, Entertainment, and Events

Second Life hosts a vibrant of user-generated , featuring numerous virtual galleries and museums dedicated to 3D installations, sculptures, and digital paintings created by residents. Notable venues include the Vordun Museum and Gallery, which combines art exhibits with historical artifacts from the platform's early days, and the Onceagain , known for immersive displays by established Second Life artists. Other prominent spaces, such as Nitroglobus Gallery and Infinite , regularly host monthly exhibitions of fantasy-themed and interactive artwork, often blending user-created content with inspirations from real-world artists like in themed installations such as "." ![Virtual concert in Second Life.png][float-right] Entertainment in Second Life centers on live performances and venues, with residents and real-world artists staging concerts, theater productions, and DJ sets in simulated amphitheaters and clubs. Historic sites like Muse Isle, operational since , serve as foundational hubs for live and events across multiple islands. The platform's music scene includes avatar-attended gigs mimicking real-life nightclubs, supporting genres from electronic dance to rock, with dedicated halls like the SL DeeJays and Host Hall of Fame—established in 2014—honoring contributors through interactive exhibits. High-profile crossovers include Duran Duran's in , one of the earliest large-scale events drawing significant attendance, and U2's performance in a simulated venue on March 29, 2008. User-organized events emphasize festivals, fairs, and themed gatherings that integrate arts and entertainment, often with charitable components. The annual Fantasy Faire, a Relay for Life of Second Life initiative, features shopping sims, parties, and performances across multiple regions, raising funds through user-created content sales; its 2025 edition included evening events and track-based activities starting in early June. Recurring shopping and treasure hunt events, such as the Trick or Treat Hunt from September 26 to November 1, blend entertainment with interactive hunts and live shows, while platforms like GridAffairs list daily festivals, art exhibits, and music performances coordinated by residents. These events underscore Second Life's reliance on community-driven creativity, with venues like V-Club hosting 24/7 video music and live streams to sustain ongoing engagement.

Education, Science, and Professional Uses

Second Life facilitated educational applications through virtual campuses and simulations adopted by universities in the mid-2000s. Institutions such as , , and the developed dedicated spaces for immersive learning, including virtual border guard training simulations at starting in 2010. A review of 107 peer-reviewed journal articles published between 2006 and 2011 identified key uses in higher education, such as collaborative in and course assignments via simulators. In medical and training, Second Life supported scenario-based exercises, with studies evaluating its impact on skill acquisition though noting challenges like technical glitches and user adaptation. Brazilian university Unisinos established one of the first dedicated islands for virtual worlds in around , focusing on interdisciplinary simulations. K-12 applications were explored but faced barriers including age restrictions and platform stability, as documented in reviews of up to 2011. Scientific uses centered on specialized simulations, such as marine research environments like the Seafarer Marine for modeling. Virtual worlds in Second Life aided interdisciplinary roadmaps, including visualization and collaborative experiments, though peer-reviewed evidence emphasized educational over pure outcomes. Professionally, organizations leveraged Second Life for training, prototyping, and virtual conferences, with case studies from companies like and demonstrating applications in product demos and collaborative design sessions by 2008. Business uses extended to execution and hospitality management simulations, enabling real-world skill transfer in virtual settings. Despite initial adoption for remote meetings and recruiting, many professional initiatives declined post-2010 amid platform performance issues and competition from newer tools.

Social Networks, Relationships, and Communities

Users in Second Life form social networks primarily through avatar-mediated interactions in shared virtual spaces, enabling connections via text and voice chat, group affiliations, and collaborative activities such as or explorations. These networks often revolve around common interests, with platforms facilitating newcomer-friendly hotspots where concurrent users—averaging 26,000 to 45,000 daily in September 2025—gather for casual conversations and socializing. The inclusion of automated bots in these networks can augment , as evidenced by analyses showing bots comprising a notable portion of avatar interactions and influencing network structures similar to human-only graphs. Relationships within Second Life frequently evolve from initial encounters into friendships, romantic partnerships, or virtual marriages, supported by features like customizable avatars that allow self-expression detached from physical constraints. A 2011 study of 199 participants engaged in intimate virtual relationships reported high levels of perceived realism and emotional investment, alongside idealization that could foster positive escapism but also risk disillusionment upon comparison to real-life expectations. Further research involving 236 Second Life users in 2012 found that strong avatar attachments did not correlate with marital dissatisfaction in real life for most, though self-selection bias in recruitment limits generalizability; however, qualitative accounts highlight instances where virtual affairs contributed to real-world divorces via guilt-induced confessions or escalating commitments. Communities in Second Life coalesce around specialized interests, including simulations that span genres like fantasy, , , goth, and historical recreations, often spanning multiple regions with dedicated scripting for immersive narratives. Examples include RPG groups using in-world tools for gameplay and larger-scale communities like Luxe LA, which employs custom HUDs for Hollywood-themed interactions involving xeolife and systems to enhance group cohesion. Niche formations also support vulnerable populations, such as older adults, where 3D immersion promotes through accessible virtual gatherings, countering isolation via low-barrier participation. These structures persist due to interpersonal bonds, with empirical observations indicating that relational depth, rather than content alone, sustains long-term user retention amid platform fluctuations.

Notable Events

Milestones and Innovations

Second Life's foundational milestone occurred on June 23, 2003, when publicly launched the platform after closed beta testing from November 2002 and public beta starting in April 2003, enabling users to inhabit persistent 3D environments with customizable avatars and real-time interactions. This debut marked an early adoption of scalable server architecture to support user-generated landscapes, distinguishing it from prior simulations by emphasizing continuity and shared persistence across sessions. A pivotal innovation was the integration of the Linden Scripting Language (LSL) shortly after launch, allowing residents to program interactive objects, automate behaviors, and embed logic into virtual items, which fostered emergent complexity without central developer oversight. Complementing this, the incorporation of the Havok physics engine provided realistic simulations of gravity, collisions, and motion, enabling dynamic environments like vehicles and machinery built by users. The platform reached its 10-year milestone in , celebrated with in-world events, infographics highlighting user achievements, and distributions, underscoring sustained community engagement amid evolving technical updates like Project Shining for faster avatar rendering. By its 20th anniversary in June 2023, Second Life had pioneered virtual economies through the exchange—launched in 2005 for converting Linden Dollars to USD—and amassed millions of accounts, with festivities featuring over 500 live and exhibitions of resident creations. These events highlighted innovations in monetizable user content ownership, where retain rights and revenue shares, influencing subsequent designs. Recent advancements include the 2023 mobile client release, expanding beyond desktop viewers and addressing long-standing platform limitations in cross-device continuity. Additionally, 2022 investments from bolstered spatial audio and features, aiming to enhance immersion while preserving core user-driven extensibility.

Griefing Incidents and Security Breaches

One prominent griefing group in Second Life was the Patriotic Nigras (PN), active from approximately 2005 to 2011, known for coordinated disruptions using scripted objects and offensive imagery to provoke reactions. In 2006, PN members interrupted a interview event by deploying flying phalluses and other provocative avatars, exemplifying their tactic of crashing public gatherings for amusement termed "the lulz." Their methods included detonating devices that spawned giant cubes, shouting repetitive phrases like "Get to the choppaaaaaaa!", and deploying images such as goatse or cartoonish figures in populated areas like Albion Park and the Gorean sim Rovere, often forcing users to log off or evade bans by creating new accounts. Another notable case involved , whose Second Life presence from 2007 faced repeated accusations of griefing, including associations with the W-Hats subgroup that erected structures featuring giant penises, swastikas, and simulations of the attacking the World Trade Center. banned Woodbury's virtual campus and multiple accounts in April 2010, citing violations amid claims that the university's "openness" policy enabled or constituted griefing, such as persistent trolling directed at critics like blogger Prokofy Neva. These incidents highlighted griefing's reliance on exploiting the platform's and scripting freedoms, leading to temporary server instability and community backlash. On the security front, Second Life experienced a major database breach on September 6, 2006, when an intruder exploited a in third-party software on 's servers, accessing data for approximately 650,000 users. The compromise included unencrypted real names and addresses, alongside encrypted s, log-ins, and partial details, prompting to notify all affected users, mandate resets, and initiate an investigation. No evidence emerged of widespread misuse of the stolen data, though it exposed risks of linking virtual and real-world identities. Subsequent account compromises have largely stemmed from user errors like reuse rather than systemic breaches.

Media and Cultural Milestones

Second Life garnered significant mainstream media attention in 2006, particularly through a cover story in BusinessWeek titled "My Virtual Life" by Robert Hof, published on May 1, which detailed the platform's user-driven economy and creative potential, contributing to a surge in registrations exceeding 2 million by December. This coverage, alongside features in The Economist and The New York Times, positioned Second Life as a pioneering virtual economy, though subsequent analyses noted overhyped expectations relative to active user engagement. Cultural milestones included the first major live musical performance by a recording artist, when singer performed "Tom's Diner" and other tracks via her avatar on August 3, 2006, broadcast simultaneously on NPR's The Infinite Mind and attended by thousands of avatars, marking an early fusion of real-world artistry with virtual spaces. This event preceded broader explorations of virtual performances, influencing later in-world concerts and media integrations. Television representations highlighted Second Life's narrative appeal, with the episode "," aired October 24, 2007, depicting investigators entering the platform to probe a murder tied to an avatar, complete with official tie-in simulations for viewers to explore crime scenes. A follow-up storyline appeared in the 2008 episode "DOA for a Day." Additionally, Season 4 episode "" (2007) featured character using Second Life for advertising, satirizing its immersive yet quirky nature. Scholarly works cemented Second Life's cultural significance, including Tom Boellstorff's Coming of Age in Second Life (2008), the first anthropological of the platform based on extended fieldwork as an avatar, examining themes of identity, place, and in virtual worlds. Wagner James Au's The Making of Second Life (2008) provided an insider history of its development and community dynamics, drawing from journalistic embeds. These publications, alongside media exposés like Anshe Chung's recognition as the first virtual millionaire in November 2006, underscored Second Life's role in early discourses on digital economies and social experimentation.

Criticisms and Controversies

Technical and Performance Failures

Second Life has experienced persistent performance challenges stemming from its aging , including simulator lag, asset loading delays, and viewer instability, which users attribute to inefficient scripting, high counts in , and the platform's reliance on a 2003-era not optimized for modern hardware. These issues manifest as , low frame rates (often below 30 FPS even on capable systems), and rubber-banding during movement, exacerbated in regions with dense crowds or complex builds exceeding 100 avatars or thousands of prims. Crashes remain a recurrent problem, particularly in populated areas with over 30 concurrent users, where the viewer fails due to memory overflows or rendering overloads from unoptimized textures and scripts; switching to 64-bit viewers and reducing draw distances to under 96 meters can mitigate but not eliminate these, as the core engine lacks advanced optimizations like level-of-detail seen in contemporary games. Grid-wide outages have disrupted service multiple times, such as the November 2007 transaction history failure that halted Linden Dollar logging for days, affecting economic activities across the platform. In May 2014, hardware failures in the search infrastructure caused intermittent downtime, compounded by broader simulator cluster issues from disk malfunctions and software upgrades that temporarily offline entire regions. More recently, as of October 2025, login failures and involuntary logouts persisted due to unresolved server-side technical difficulties, with Homestead and Openspace regions operating at reduced capacity. Linden Lab maintains a status dashboard tracking these incidents, revealing patterns of rolling restarts and maintenance-induced disruptions, often lasting hours and impacting , , and access, though official resolutions emphasize hardware scaling rather than overhauls. User forums document ongoing glitches like VSync-induced stuttering and VRAM misdetection, underscoring that while tweaks (e.g., disabling or limiting FPS to 35) provide partial relief, systemic limitations prevent consistent high-fidelity performance.

Economic Exploitation and Fraud

In 2007, Second Life's unregulated virtual banking sector experienced significant turmoil, exemplified by the collapse of Ginko Financial, a user-operated institution that functioned as a promising high returns on deposits in Linden Dollars (L). The failure, triggered by a [bank run](/page/Bank_run) following Linden Lab's July 2007 ban on in-world [gambling](/page/Gambling)—a key revenue source for some banks—resulted in losses estimated at $750,000 in L, equivalent to substantial real-world value given the currency's convertibility via the exchange. Linden Lab responded by prohibiting all resident-run effective January 22, 2008, citing numerous complaints of , , and misleading practices that exposed users to real financial risks. This policy shift prompted immediate bank runs on remaining institutions, exacerbating losses for depositors who had invested actual currency, often via credit cards or , convertible to Latratesaround250300L at rates around 250-300 L per USD at the time. Critics noted that the absence of oversight in Second Life's economy, which facilitated over $10 billion in cumulative transactions by 2024, enabled such schemes to proliferate unchecked until regulatory intervention. Beyond banking, pervasive scams targeted users through tactics like fake opportunities, unauthorized Ltransfers,andinventorytheftvia[phishing](/page/Phishing)orhackedaccounts,oftenpreyingonnewcomersunfamiliarwithtransactionverification.Forinstance,wire[fraud](/page/Fraud)casesemergedwheresellerscollectedpaymentsforundeliveredgoods,whilehackersexploitedvulnerabilitiestostealandresellplayercreatedlootboxesonexternalmarketsaslateas2018.[LindenLab](/page/LindenLab)hassinceemphasizedprotections,suchaswarningsagainstthirdpartyL transfers, and inventory theft via [phishing](/page/Phishing) or hacked accounts, often preying on newcomers unfamiliar with transaction verification. For instance, wire [fraud](/page/Fraud) cases emerged where sellers collected payments for undelivered goods, while hackers exploited vulnerabilities to steal and resell player-created lootboxes on external markets as late as 2018. [Linden Lab](/page/Linden_Lab) has since emphasized protections, such as warnings against third-party L purchases, but the platform's economy continues to harbor risks of exploitation due to limited centralized . Organized threats, including potential money laundering via virtual asset trades, have also been flagged, with security analyses highlighting Second Life's appeal to criminals due to its real-money integration and lax initial controls. These incidents underscore the causal link between Second Life's open-market design and vulnerability to , where empirical losses—rather than simulated ones—drove policy changes and user caution.

Content Regulation and Moral Panics

implemented a content maturity rating system in May 2007, categorizing regions and content as General (suitable for all audiences), Moderate (containing suggestive adult situations or mild violence), or (featuring explicit sexual activity, , or simulated ), with -rated content restricted to designated regions or the Mainland continent's Zindra zone to mitigate exposure risks. This system emerged amid growing scrutiny over unregulated , including sexual simulations, which comprised a significant portion of Second Life's economy and social interactions by the mid-2000s. A major erupted in May 2007 when German broadcaster ARD aired footage of simulated involving avatars depicting minors, prompting criminal investigations by German prosecutors into anonymous participants and highlighting enforcement gaps in virtual environments. responded by declaring for depictions, cooperating with authorities, and banning implicated accounts, though critics argued the platform's architecture facilitated such content's proliferation before detection. Subsequent policy clarifications in 2024 explicitly prohibited visual depictions of child avatars in sexually explicit acts or sharing related fantasies, reflecting ongoing efforts to address —simulated adult-child —amid persistent user reports of underground persistence despite bans. Gambling operations, including virtual casinos using Linden Dollars, faced regulatory pressure leading to a blanket ban on July 28, 2007, on all games of chance involving random payouts in virtual or real currency, driven by U.S. legal uncertainties under the Unlawful Internet Gambling Enforcement Act and fears of facilitating unlicensed wagering. This prohibition extended to skill-based gaming in certain U.S. states with anti-gambling laws, restricting access to designated regions for compliant users only, as non-adherence risked severe penalties for the operator. Enforcement relies on user reports and automated moderation, but challenges persist due to the platform's scale and pseudonymity, with terminating accounts and removing content violating terms, yet incidents underscore tensions between creative freedom and societal norms against simulated harms like exploitation or . Academic analyses have noted that while virtual acts do not directly cause physical harm, their normalization raises ethical concerns about desensitization or real-world spillovers, though linking Second Life content to offline crimes remains anecdotal and contested.

Social and Psychological Impacts

A study of 431 Second Life users using Internet Addiction Test found that 7.7% exhibited severe addiction symptoms, while 29.1% showed moderate addiction or were at risk, with addictive tendencies correlating positively with real-world substance dependencies and negatively with . These patterns suggest that excessive engagement in Second Life can foster behavioral dependencies akin to those in other virtual environments, potentially exacerbating and reducing real-world productivity. Research on virtual relationships within Second Life indicates that users often perceive them as realistic, leading to emotional investments that displace real-life interactions. In a survey of 164 participants, the majority reported viewing Second Life connections as genuine rather than escapist play, with notable instances of , relational conflicts, and time allocation away from offline partners. Such idealization has been linked to marital strain, including documented cases where virtual prompted real-world divorces, as in a 2008 incident where a husband's in-game contributed to the dissolution of his . Psychological immersion in Second Life avatars raises concerns about dissociation and identity blurring, where users may experience detachment from their physical selves, potentially mirroring pathological states like depersonalization. Qualitative analyses describe this as enabling transcendence for some but risking confusion between virtual and actual identities, particularly for those prone to maladaptive daydreaming or prior dissociative tendencies. While not universally harmful, these effects have been critiqued for undermining causal anchors to empirical reality, with prolonged exposure correlating to heightened social withdrawal in vulnerable populations. Overall, empirical evidence underscores risks of psychological dependency without commensurate real-world benefits for heavy users.

Major Lawsuits Against Linden Lab

In 2006, Marc Bragg, a Second Life user operating under the avatar "MarcWoebegone," filed a lawsuit against Linden Research, Inc. (Linden Lab) and its CEO Philip Rosedale in the Court of Common Pleas of Chester County, Pennsylvania, on October 3, alleging breach of contract, fraud, conversion, and violations of consumer protection laws stemming from the seizure of his virtual land and assets valued at approximately $4,000 in real-world currency. Bragg claimed Linden Lab exploited a software vulnerability to revoke his account privileges after he acquired rare virtual "Yard" currency through a third-party auction, treating it as unauthorized gambling despite prior allowances for such transactions. The court ruled in May 2007 that unilateral changes to Second Life's Terms of Service (TOS), including arbitration clauses, were unconscionable and unenforceable, allowing the case to proceed in federal court rather than arbitration in California; however, the parties settled confidentially later that year without admission of liability. On April 15, 2010, Second Life users Carl Evans, Donald and Valerie Spencer, and Cindy Carter initiated a proposed class-action against in , accusing the company of misleading users into believing they held true ownership of virtual land and Linden Dollars (L$), which could be purchased with real money but were subject to arbitrary revocation without recourse. The suit highlighted instances where reclaimed or devalued user assets, such as during policy shifts on convertibility, arguing these actions constituted unfair business practices under law and deprived users of property rights despite marketing claims of "Your world, your imagination." In 2013, a judge granted preliminary approval to a $3.3 million settlement, providing class members with cash payments or account credits, though denied wrongdoing and maintained that virtual items remained licensed, not owned, under its TOS. In September 2019, Worlds Inc. sued for in the U.S. District Court for the District of , claiming Second Life violated U.S. No. 7,181,690, which covers systems for enabling avatar interactions in virtual environments, seeking damages for unauthorized use since the platform's launch. The case, rooted in Worlds' prior successful defense of the patent against challenges, alleged direct infringement through core Second Life features like and social simulations. The parties reached a confidential settlement in May 2021, with no admission of infringement by .

Intellectual Property and Contract Disputes

In 2019, Worlds Inc. filed a lawsuit against , alleging that Second Life infringed U.S. Patent No. 7,181,690, which covers systems and methods for enabling users to interact with virtual environments through avatars. The suit, filed in the U.S. District Court for the District of , stemmed from Worlds' prior successful defense of the patent's validity in a separate inter partes review challenge by , Inc. in 2015. The parties reached a confidential settlement in May 2021, concluding the litigation without a judicial determination on infringement. Trademark disputes have arisen from unauthorized use of real-world brands in and services within Second Life. In 2009, International sued for , claiming that Second Life users created and sold virtual stun guns branded with the mark, often alongside adult content, potentially diluting the brand and confusing consumers about endorsement. The case settled quickly out of court, with terms undisclosed. Similarly, International, owner of Cartier, pursued a action against a Second Life user operating a virtual store selling mimicking Cartier designs. Copyright infringement claims have frequently involved user-generated content, such as scripted objects and animations cloned or distributed without permission. In 2007, Eros LLC sued Second Life resident Volkov Catteneo (real name Robert Leatherwood) for copyright and trademark infringement over unauthorized copies of its SexGen Bed, a virtual adult product priced at approximately L$12,000 (equivalent to $45 USD at the time), which Catteneo allegedly duplicated and sold. Eros later expanded claims against Linden Lab, accusing it of facilitating counterfeiting through inadequate enforcement, though the core dispute centered on user cloning of proprietary scripts and models. In a 2011 federal case, a district court issued an injunction barring Linden Lab from acting on DMCA takedown notices filed by one user against another's virtual content (including horses and bunnies), despite Linden not being a direct party, to prevent overreach in inter-user copyright battles hosted on the platform. Linden Lab maintains a DMCA-compliant policy for processing infringement notifications, removing reported content upon valid claims while requiring counter-notices for disputes, but it disclaims liability as a platform intermediary. Contract disputes have tested the enforceability of Linden Lab's (TOS), which grant users ownership of their original content and (Linden Dollars) while reserving broad platform control, including account suspensions and asset seizures for alleged violations. The landmark Bragg v. Linden Research case, initiated in 2006 by user Marc Bragg, challenged Linden's reversal of a virtual land auction exploited via a software loophole, leading to his account suspension and loss of assets valued at over $4,000 USD. A federal judge in ruled in 2007 that portions of the TOS were unconscionable and denied Linden's , marking an early judicial scrutiny of EULA enforceability in virtual economies, though the parties settled confidentially shortly thereafter. Linden Lab's TOS explicitly states it is not a party to resident-to-resident transactions or disputes, urging users to resolve them privately, which has limited its direct involvement but fueled litigation when platform actions affect user assets. In cases like artist Richard Minsky's 2008 suit against a Second Life user and Linden executives, contract claims intertwined with IP allegations, highlighting TOS provisions allowing Linden discretion in enforcing user rights without obligation.

Regulatory and Tax Implications

The convertibility of Linden Dollars (L)toU.S.dollarshasestablishedSecondLifesvirtualeconomyassubjecttorealworldtaxation.UnderU.S.taxlaw,residentsmustreportthefairmarketvalueofL) to U.S. dollars has established Second Life's virtual economy as subject to real-world taxation. Under U.S. tax law, residents must report the fair market value of L acquired through in-world activities as gross income when converted to fiat currency, treating such earnings akin to barter transactions or other income sources. Internal Revenue Service (IRS) guidance on virtual currencies, while not explicitly tailored to Second Life, applies broadly to income from virtual economies, requiring inclusion in taxable income upon realization. However, the absence of detailed IRS directives on virtual world transactions has been identified as a compliance risk, with taxpayers potentially underreporting due to uncertainty over valuation and reporting thresholds. Earnings remain nontaxable until cashed out, as mere accumulation or internal L$ transfers do not trigger realization events. Linden Lab has incorporated Value Added Tax (VAT) and Goods and Services Tax (GST) into its billing for users in relevant jurisdictions since January 2010, in compliance with the European Union's VAT Directive on electronically supplied services. This applies to recurring charges such as premium subscriptions and land tier fees for EU and other VAT-applicable residents, calculated at the buyer's local rate to ensure parity with domestic providers, without affecting U.S. income tax obligations. The measure addresses cross-border digital service taxation but does not serve as a mechanism to circumvent IRS reporting for users. Regulatory oversight has intensified due to the L$'s role as a stored-value system facilitating real-money transfers. registered as a (MSB) with the U.S. (FinCEN) in March 2013, subjecting cashout operations to the Act's anti-money laundering (AML) and know-your-customer (KYC) requirements, including transaction monitoring and suspicious activity reporting. In response, the company banned unregulated virtual banks and financial institutions from Second Life in January 2008 to curb risks of unlicensed money transmission and . Subsequent 2019 updates mandated additional identity verification for withdrawals exceeding certain thresholds, aligning with evolving U.S. financial regulations and enhancing AML safeguards. These steps reflect broader efforts to prevent illicit finance while preserving the platform's economic functionality.

Cultural Impact and Legacy

Second Life has been depicted in television as a venue for criminal investigation and virtual intrigue. In the October 24, 2007, episode "Down the Rabbit Hole" of CSI: NY (Season 4, Episode 5), a murdered woman is discovered to closely resemble a prominent avatar in Second Life, prompting the CSI team to create accounts and navigate the platform to uncover clues about her real-world killer, portrayed as a professional assassin targeting her digital identity. The episode highlighted Second Life's immersive qualities, including avatar customization and user-generated environments, while emphasizing risks of blurring virtual and physical realities; it aired amid the platform's peak popularity, drawing over 10 million registered users by mid-2007. To promote the storyline, Linden Lab collaborated with CBS to build an interactive crime scene sim within Second Life, allowing residents to solve a parallel mystery and win prizes, which attracted thousands of participants and extended the episode's reach into the virtual economy. Literature has featured Second Life as a setting for adventure and . The AFK series by author and Second Life resident Huckleberry Hax, beginning with AFK in 2007, follows avatar protagonists navigating exploits, quests, and social dynamics within the platform's grid, drawing on real mechanics like land ownership and scripting for plot devices. Similarly, Anima: A Novel About Second Life (2011) by John G. Swann explores themes of identity and escapism through characters immersed in the , reflecting early user experiences amid the platform's economic boom. These works, often self-published or from niche presses, portray Second Life not merely as a backdrop but as a causal driver of narrative events, such as virtual economies influencing real-world decisions, though they remain lesser-known outside enthusiast circles. Artistic representations have treated Second Life as a canvas for surreal exploration. Canadian artist Jon Rafman's series (circa 2008–2010) features a customized avatar touring dystopian and utopian Second Life landscapes, capturing screenshots and to critique consumerist and architectural absurdities in ; exhibited in galleries, these pieces underscore the platform's role in enabling emergent, often uncanny digital aesthetics. Such depictions, while influential in , contrast with mainstream media's focus on Second Life's potential for or , privileging empirical observation of its creative outputs over . No major motion pictures have centered on Second Life, though tangential references appear in thrillers like S.J. Watson's Second Life (2015), which involves online personas but not the platform specifically.

Influence on Subsequent Virtual Platforms

Second Life, launched in 2003 by , established foundational elements for virtual platforms, including , persistent 3D environments, and a convertible (Linden Dollars) that enabled real-world economic transactions exceeding $5 million in monthly volume by 2006. These features demonstrated the viability of decentralized and ownership, influencing subsequent platforms' emphasis on creator economies and immersive social spaces. For instance, , released in 2006, adopted Second Life's model of user-built experiences and monetization through , though with greater emphasis on youth-oriented gaming and centralized to scale to over 70 million daily by 2023. Later blockchain-based worlds like (2017) and The Sandbox drew from Second Life's virtual land sales, where users purchased and developed parcels for profit, but integrated for true ownership via NFTs, addressing Second Life's limitations in asset and central control by . (2014), focused on avatar-driven social interactions in VR, echoed Second Life's emphasis on customizable avatars and emergent user events, such as virtual concerts, but leveraged modern hardware for lower-latency experiences, attracting creators who migrated from Second Life's scripting tools like Linden Scripting Language. Founder has noted that Second Life's persistence proved sustained virtual economies require robust standards, a lesson applied in platforms like Spatial (formerly ), his 2016 VR project emphasizing spatial audio and open protocols over proprietary silos. Second Life's experiments in virtual and —such as IBM's island for employee training—influenced corporate pilots, though many later platforms prioritized over open-ended to retain users amid hardware constraints. Rosedale has cautioned that modern metaverses risk repeating Second Life's issues without prioritizing user agency and economic realism, as evidenced by Fortnite's (2017) event-driven social hubs that blend gaming with virtual commerce but lack Second Life's full persistence. Overall, Second Life's legacy lies in validating virtual worlds as extensions of human interaction, prompting successors to refine its open-world paradigm with improved accessibility and .

Assessments of Long-Term Success and Failure

Second Life achieved initial commercial viability and cultural buzz in the mid-2000s, with monthly economic activity reaching $3.6 million USD by September 2005 and peaking at an estimated $567 million USD by 2009, driven by sales and real-money trading of Linden Dollars. Concurrent logins hit a high of 88,220 on March 29, 2009, reflecting hype around virtual economies and social experimentation that attracted media attention and corporate investments. However, these metrics masked underlying structural limitations, as the platform's user-generated model prioritized creative freedom over accessibility, leading to a steep that deterred mass adoption despite over 50 million total accounts created by 2021. Post-2009, Second Life experienced sustained decline in engagement, with peak concurrent users dropping to 47,000–49,000 by early 2025 and monthly stabilizing around 500,000 as of late 2024, representing a of the platform's hyped potential. This contraction, including an 8% drop in during 2024, stemmed from technical stagnation—such as persistent lag, viewer crashes, and graphics updates like PBR that alienated users with older hardware—compounded by high land ownership costs and content oversaturation that fragmented the . Competition from more polished, mobile-friendly platforms like and games further eroded growth, as Second Life's non-gamified, open-ended design failed to retain casual users amid shifting digital preferences toward streamlined interactions. Long-term assessments highlight Second Life's partial success as a proof-of-concept for decentralized virtual and persistent user-driven worlds, sustaining a loyal niche and influencing discourse without collapsing entirely after 22 years of operation. Yet, it fundamentally underdelivered on transformative ambitions, as Linden Lab's reluctance to impose structured progression or aggressive —coupled with challenges like inadequate prevention—prevented scaling beyond early adopters, resulting in a platform that persists as a specialized simulator rather than a dominant digital frontier. Empirical trends confirm this: while the generated $500 million USD in , adjusted activity has since mirrored user contraction, underscoring causal links between unmet usability demands and stalled expansion.

References

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