It seems that some residents of Second Life aren't happy with the commercialism that is coming to the online world. Slate has this news about the actions of those individuals in an effort to make the corporations feel unwelcome:
Terrorism has erupted in a huge, online fantasy world.
Membership in Second Life has soared from 100,000 to 2 million in a year. Freeloaders and corporations selling real stuff are coming in; imaginary elves are leaving. The company that runs the world says it needs corporate money to keep it growing and going. Some old-timers, angry at the changes, stratification, and limits on democracy, have formed the "Second Life Liberation Army" and are virtually shooting people and detonating bombs outside chain stores to generate real publicity. Liberation Army's spin: We're like the American revolutionaries.
Left-wing view: Everything started going to hell when the corporations came in. Right-wing view: Everything started going to hell when the terrorists came in. Human Nature's view: Everything started going to hell when the people came in.
If the long term residents want corporations to go away, I think that just continuing their normal behavior of dressing up like animals or children and having lots of cybersex with appropriate animations will eventually do the trick.
Article from Razorwire News
23.2.07
ING creates Dutch 'mini state' in Second Life
Dutch banking group ING has ceated a virtual mini-state - ourvirtualholland - on screen-based 3d-world Second Life.
The bank says the aim of the site is to build an online community of creative and entrepeneurial people. Residents will be able to set up a new business, build their own housing and design new products.
The bank is also pitching the site as a tourist hotspot, expressly designed to reflect Dutch culture and architecture. Included in the plans is a virtual art gallery, at which ING will make available digital reproductions of its private art collection, and show work by other artists.
ING's venture into Second Life follows that of its compatriot ABN Amro, which in December opened a virtual financial advice centre for game-players.
The bank says the aim of the site is to build an online community of creative and entrepeneurial people. Residents will be able to set up a new business, build their own housing and design new products.
The bank is also pitching the site as a tourist hotspot, expressly designed to reflect Dutch culture and architecture. Included in the plans is a virtual art gallery, at which ING will make available digital reproductions of its private art collection, and show work by other artists.
ING's venture into Second Life follows that of its compatriot ABN Amro, which in December opened a virtual financial advice centre for game-players.
12.2.07
Second Life Metrics January 2007
The Official Linden Blog has a post out describing the key metrics involving Linden Labs Second Life. Below are the relevant data:
The size of the world – Linden claims that the size of the world, as measured by virtual square kilometers of simulation, expanded by 23 percent last January over December's 361 square kilometers.
The economy – The virtual economy, as measured by LindeX volume, and user-to-user transactions increased faster than land mass. User-to-user transactions increased 37 percent to 6.1 billion. The Official Linden Blog reports that this is consistent with the 47% increase in user hours. Conversely Linden Lab sold fewer Linden dollars in January than they did in December.
Resident population vs. Unique Users vs. Log ins vs. Active Users – The report informs that a comparison of total resident population to unique residents that have logged in grew approximately 38 percent over December. Residents with Premium Accounts increased 16 percent to more than 57.7 thousand. To address the controversy regarding total residents versus unique residents, the report informs that Unique users represent approximately 63 percent of total residents.
Usage by nationality - The top five countries represented in Second Life are the US, France, Germany, the UK, and the Netherlands.
The size of the world – Linden claims that the size of the world, as measured by virtual square kilometers of simulation, expanded by 23 percent last January over December's 361 square kilometers.
The economy – The virtual economy, as measured by LindeX volume, and user-to-user transactions increased faster than land mass. User-to-user transactions increased 37 percent to 6.1 billion. The Official Linden Blog reports that this is consistent with the 47% increase in user hours. Conversely Linden Lab sold fewer Linden dollars in January than they did in December.
Resident population vs. Unique Users vs. Log ins vs. Active Users – The report informs that a comparison of total resident population to unique residents that have logged in grew approximately 38 percent over December. Residents with Premium Accounts increased 16 percent to more than 57.7 thousand. To address the controversy regarding total residents versus unique residents, the report informs that Unique users represent approximately 63 percent of total residents.
Usage by nationality - The top five countries represented in Second Life are the US, France, Germany, the UK, and the Netherlands.
10.2.07
My Second Life Car is a Scion

Toyota launched two new models of their 'trendy' Scion line automobiles yesterday at both the Chicago Auto Show and within the flying penis covered wilderness of Second Life. They held simultaneous press conferences to introduce the newly redesigned xB and the brand new xD Scion models. Money makes the virtual world go round, so now users can buy virtual for virtual money in 'Scion City', and then customize them with all different kinds of accessories. I expect to see some very interesting gearshifts in the near future.
Last year Toyota launched virtual Scions in Whyville, opting this year to hold the event somewhere people have actually heard of.
So many questions I have. Why buy a car when your character can fly? For role-playing purposes? Speaking of role-playing, can two avatars fit in the backseat? Can you have virtual sex in a virtual car within a virtual world, and if so do you have to buy virtual upholstery shampoo to get the seats clean afterwards?
From CNN.com
8.2.07
Can Second Life Solve Classroom Crowding?
In a report from Sun Microsystem’s Worldwide Education and Research Conference (which is taking place now in San Francisco), CNET News makes an interesting point about Second Life, the virtual world that’s becoming increasingly popular with colleges. To some campus officials, Second Life may still seem like a novelty. But to administrators at large, public universities, the technology offers a possible solution to classroom overcrowding.
The California State University system, for example, is worried that rising enrollment will put a pinch on classroom space. So Charles B. Reed, the system’s chancellor, says he expects his students to become more like telecommuters — meeting with professors and classmates once a week and spending the rest of their time downloading course work and hanging out in virtual worlds.
The California State University system, for example, is worried that rising enrollment will put a pinch on classroom space. So Charles B. Reed, the system’s chancellor, says he expects his students to become more like telecommuters — meeting with professors and classmates once a week and spending the rest of their time downloading course work and hanging out in virtual worlds.
7.2.07
Mazda Hakaze Design Concept to be Launched at Second Life

Mazda’s latest concept car Mazda Hakaze will soon be driving through cyberspace on NagareIslandat Second Life and Mazda Motor Europe wants you to join in the fun.
Mazda Hakaze expresses an exciting new design language called Nagare, created by Mazda’s new global design director, Laurens van den Acker. It was designed at Mazda’s European Design Centre near Frankfurt, Germany, and is the third concept to be shown this auto show season – following Mazda Nagare (shown at
the LA Auto Show this past November) and Mazda Ryuga (shown at the Detroit Motor Show just one month ago).
“Nagare is about expressing motion, energy and beauty, in ways that people connect with, and Second Life is one of the Internet’s best interactive venues,” said van den Acker.“Of course we love the idea of giving people the chance to connect with and drive our latest concept – virtually, rather than in reality, of course.”
In 2003, the UScompany LindenLab created Second Life, a virtual 3-D continent that now has about 3 million inhabitants from around the globe. It is one of the fastest-growing “countries” in cyberspace and boasts an average of 15,000 users at any given moment. You can find more details at www.secondlife.com.
“Mazda Hakaze and Second Life are a perfect match,” says Peter Birtwhistle, Chief Designer at Mazda Motor Europe. “Hakaze is a cool, compact crossover with roadster feel, and NagareIslandwill be a great place for people to do a virtual drive and just chill out with others. And there are several exciting surprises in store as well.”
Article from Duemotori.com
6.2.07
Vodafone's Second Life interactive island opens
Vodafone is reaffirming its commitment to Second Life, the virtual online world, with the official opening of an interactive island.
The island is part of the telecoms company's "Make the most of now" strategy and is designed to help as part of Vodafone's ongoing brand building. The island has been developed by advertising agency Bartle Bogle Hegarty with Rivers Run Red.
Visitors to island will be able to experience features such as "photographic ice skating", "butterfly flights" and a user-generated "sound garden".
The sound garden gives residents an "intense sensory experience" as they make their own music depending on the direction they are facing, the number of residents in the same space and the direction of movement, so that more residents co-operate the sound becomes richer and more varied.
BBH and Rivers Run Red will be keeping the island updated with regular up-loads of further features and events.
David Erixon, head of brand strategy and manifestation, Vodafone says : "The launch of the island marks an important point in the evolution of Vodafone's 'make the most of now' brand strategy and we hope that it delivers something of real benefit to the Second Life community. In the long term we are looking to engage even more fully with the community, further opening up communication channels between real and virtual life."
Earlier this month, as reported exclusively on marketingweek.co.uk, Vodafone rolled out a new telecoms service which means residents can call each other via virtual mobiles, as well as "punch out" into the real world and speak to friends outside Second Life.
The island is part of the telecoms company's "Make the most of now" strategy and is designed to help as part of Vodafone's ongoing brand building. The island has been developed by advertising agency Bartle Bogle Hegarty with Rivers Run Red.
Visitors to island will be able to experience features such as "photographic ice skating", "butterfly flights" and a user-generated "sound garden".
The sound garden gives residents an "intense sensory experience" as they make their own music depending on the direction they are facing, the number of residents in the same space and the direction of movement, so that more residents co-operate the sound becomes richer and more varied.
BBH and Rivers Run Red will be keeping the island updated with regular up-loads of further features and events.
David Erixon, head of brand strategy and manifestation, Vodafone says : "The launch of the island marks an important point in the evolution of Vodafone's 'make the most of now' brand strategy and we hope that it delivers something of real benefit to the Second Life community. In the long term we are looking to engage even more fully with the community, further opening up communication channels between real and virtual life."
Earlier this month, as reported exclusively on marketingweek.co.uk, Vodafone rolled out a new telecoms service which means residents can call each other via virtual mobiles, as well as "punch out" into the real world and speak to friends outside Second Life.
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