Long And Foster Rosedale
Second Life
Imagine a recluse from the existing drainage of life where even the most whimsical desires can often come true. Anticipating a world where people can aspire to walk up to the end of a marathon in most orchards in most tropical islands that can not even be registered on the map called Earth. Understanding an existence that is awake when you're asleep, but no worries of being robbed, confiscated and emotions being distorted because of bad weather or limitations of life. Enlighten yourself with the waves of joy that you feed and permeates only in dreams. Imagine a world that is identical to the earth, but without the disturbance of your past failures and compromises. Second Life is the world. A world that has given life to the word 3 – dimensional revolution. A revolution that gives people the chance to live life again, but without the years go by the school and Pampers.
In short, Second Life (http://www.thevirtualcountry.com/Second-life.aspx) is a Web portal that allows people to live their life as a self created avatar. You can choose your avatar and the control of several of its aspects relating to life on screen. Thousands of people use this platform to meet new friends, partners business, interest groups and even a cult that you simply do not like to get involved. With the veneer of the avatar, people tend to open up and provide an opportunity to grow and be open which is not possible in the world we live in. The concept to be completely free is a winner primal impetus for this site.
The spirit behind this amazing project is a Californian Philip Rosedale who created this concept in 1998. His vision has even surpassed his imagination. Very similar to how computers have revolutionized humanity how mobile and gave the world instant roaming capabilities, even secondlife has certainly provided an opportunity to exist in a million and the form that was not possible before.
Not only secondlife embark on a journey foster new relationships, it also became a harbinger of centrifugal financial activity. Secondlife has thousand of users around the world to buy land and become owners of large virtual land. Anshe Chung is a virtual land baron with a fortune in real life. The woman behind the Anshe avatar is Ailin Graef, a former teacher of life Language, near Frankfurt, Germany. Several years back the professor of ancient languages have begun to buy and develop virtual land in Second Life to see if its virtual economy could sustain a real life. It turns out it can: Chung became the first millionaire in Second Life in 2006. His business Anshe Chung Studios, with a staff of 60, buys virtual property and builds homes or other structures that it rents or sells to other people Second Life.
The success of SecondLife allusion took time to finally reach momentum. Second Life has become an online business in 2001, but was able to collect only 1.5 million registered users. This number has changed radically. In 2006, registered users estimated for this site are only more 8 million users. Speculating on current trends, Gartner Research firm finds that, in the next ten years, every fifth Internet user become a registered user and active site. Research indicates that the 2 billion Internet users 1.6 billion will be part of SecondLife 2011.
small and large companies are now targeting SecondLife as other media to sell their products. Companies like IBM, General Motors, Dell and even clothing business forward their way to commercial scale and purchasing land and investing in all locations of choice in this portal. Second Life has some years to go, but will become an environment where people can buy laptops, watches and even condoms on the net for themselves or their avatars.
The drawback behind this amazing phenomenon is the long hours that individuals are putting in surfing, interacting and socializing with the rest of the world. A recent Dutch survey indicated that about 60% of users Registered spend more than 18 hours per week on site and 30% spend more than even 30 hours a week there. The total number of hours is also directly proportional to the selling running. Stats indicate approximately 1 million dollars in the purchase of various materials ranging from houses, cars, clothing and other items for avatars.
Whatever the volume of numbers that SecondLife is going out with, there is a decent amount of criticism regarding socialism online. The bells and whistles of online activity will never replace the fervor or the impact of the interaction face face. Criticism aside, SecondLife is here to stay and become a virtual dynasty.
For more information on Second Life: http://www.thevirtualcountry.com
About the Author
Maria host http://www.thevirtualcountry.com and expresses her passion for events through writing and discussion. She works for Less Corporation at http://www.ticketnest.com