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Q How would you describe Second Life?
A It's an immersive 3D world owned by its users--a place where you can change everything, and create or experience anything you can imagine. Buy and sell land, build a real business, design cars, play games, go dancing--these are all possibilities.
Q Is it a game?
A Second Life is more than a game. It's is a living, growing, digital world. And as participants add attractions--like theme parks or charity events--it will become more like another country you can visit with a computer. Yet, because its early pioneers often build virtual businesses that provide entertainment to others, it often feels like many games within a broader open platform or playground.
Q How did the idea originate?
A I've been intrigued since an early age by the possibility of using networking and computers to create a special kind of space between people that captures our passion to communicate, express ourselves, and pursue our dreams.
Q Why hasn't this been done before?