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Group 4. Bruno Campolo, Roger Carman, Chase Miller, Jeremy Gove. 2. Introduction. Created by the Linden Lab in 2003 Became increasingly popular from 2006-on 9.8 million accounts have been registered 25% of Second Life's users are from outside the USA, UK second-largest country of origin

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Group 4 l.jpg

Group 4

Bruno Campolo, Roger Carman, Chase Miller, Jeremy Gove


Introduction l.jpg

2

Introduction

  • Created by the Linden Lab in 2003

  • Became increasingly popular from 2006-on

  • 9.8 million accounts have been registered

  • 25% of Second Life's users are from outside the USA, UK second-largest country of origin

  • Average age of users is 32

  • 43% of users are female


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3

What is Second Life?

  • It is a multiplayer online game

    • An internet-based virtual world

    • Players, or “Residents,” build themselves a “second life” online

  • Description of SL as a game is disputed

    • No points

    • No scores

    • No winners / losers

    • No levels

    • No end-strategy

  • Can be thought of as a game on a more basic level

    • Semi-structured, virtual environment

    • Characters undertake activities for the purpose of personal enjoyment.


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    4

    What is Second Life? (cont.)

    • Offers players, aka “residents,” virtual ownership rights

      • Unheard of in internet gaming

      • Results in residents being more creative

        • Ex. Tringo

  • Real Money is used

    • Second Life currency is the Linden Dollar

    • Linden Dollars are exchanged for real money

    • $5 million USD in virtual transactions per month

    • Hundreds of members use SL as full time job

    • 75% of users are buyers, 25% are sellers.

  • Current Exchange Rate for the US: $1 USD = $300 LD


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    5

    Timeline: The Evolution of Virtual Worlds

    • Online virtual worlds go back decades

      • Have evolved over time

      • Have become more realistic over time

  • Mid-1970s-1980s: Dungeons & Dragons takes off in popularity.


  • Timeline the evolution of virtual worlds cont l.jpg
    Timeline: The Evolution of Virtual Worlds(cont.)

    • Early1980s-Late 1990s: Role-Playing Games move online

      • Text-based multiuser domains (MUDs) make it possible

      • Mutli-player computer game that combines elements of role-playing games, hack and slash style computer games and social chat rooms.

  • Early 1990s-Late 1990s: Chat rooms begin creating online communities.

    • Precursor to chat rooms was BBS

    • Bulletin board system is a system running software for computers that enables users to dial into the system via a phone line


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    7

    Timeline: The Evolution of Virtual Worlds (cont.)

    • Mid-1990s-Present: 3-D MMORPGs on the rise

      • MMORPGs = massive multiplayer online role-playing games

      • Spurred on by improved computer graphics and faster Internet connections

      • Examples: Ultima Online, Everquest, World of Warcraft


    Timeline the evolution of virtual worlds cont9 l.jpg

    2000 to Today:“The Sims” computer game hits the market

    Offers a more open-ended game that resembles real life

    Encourages players create and control their characters' lives

    Timeline: The Evolution of Virtual Worlds (cont.)


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    10

    Timeline: The Evolution of Virtual Worlds (cont.)

    • Late 1990s to Today: Virtualworlds take “the Sims” concept to a new level

      • Encourage players to go beyond roleplaying

      • Give participants more power to create their own experiences

      • Examples of virtualworlds:

        • There

        • ActiveWorlds

        • Second Life


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    11

    Playing The Game

    • Consists of Three Steps

      • 1. Sign Up

      • 2. Recreate Yourself

      • 3. Do What You Want and Have Fun


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    12

    Step 1: Sign Up

    • Must sign up online

      • Software is downloaded to computer

  • Two types of accounts

    • 1. Basic

    • 2. Premium


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    13

    Basic Accounts

    • Free

    • Cannot own land on Second Life mainland

      • Can own your own island

      • Can be “homeless”

  • Basic gives you the opportunity to customize your avatar as well as gives you building options.


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    14

    Premium Accounts

    • Costs $9.95 / month

    • Can own land on Second Life mainland

    • Subscribers get an allowance of L$300 for each week they log in and a signup bonus of L$1,000 for going to premium


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    15

    Step 2: Recreate Yourself

    • Avatar = your character

    • Basic avatar is human in appearance, but can:

      • Be of either sex

      • Have a wide range of physical attributes

      • Be clothed or customized take on humanoid or other forms.

  • Can be changed at any point in the game

  • Minute details can be changed such as shape of nose and ears


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    16

    Step 2: Recreate Yourself (cont.)

    • Your identity

      • Much less anonymous in this virtual world

      • Any other avatar and any thing can ask:

        • For your avatar's legal name

        • For your avatar's date-of-birth

        • If real payment info is on file for your avatar

      • Your avatar is discussed without asking permission or notification

      • Anything you create in Second Life is registered to your avatar


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    17

    Step 3: Do What You Want and Have Fun

    • Game is entirely open-ended

    • The experience is what you make it

    • Can buy from / sell to / chat and interact with other residents

    • No points or score

      • More of a social network than a game

  • Games, puzzles, dance clubs, shopping malls, movie theaters, etc.

  • Can search for something to do- Discussions, Sports, Commercial, Entertainment, Games, Pageants, Education, Arts and Culture and Charity/Support Groups.


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    18

    Second Life: More Than Just Entertainment

    • Second Life has become more than just a game in recent years.

    • American universities, foreign countries, and local companies are finding Second Life to be a valuable tool.


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    19

    Education

    • Educational Applications of Second Life

      • Interactive virtual classrooms that can be accessed from anywhere

      • Spans the gap in long-distance learning

  • “Students interact with each other and there's a regular sense of classroom interaction. It feels like a college campus." - Rebecca Nesson, Harvard Professor

  • Professor Nesson holds both class discussions and office hours on Second Life.


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    20

    Education

    • Explosive growth

      • Last year there were 17 schools on SL

      • Currently there are 60, including:

        • Rice University

        • Harvard

        • Drexel

        • UNC at Chapel Hill

        • Ohio University

        • Stanford


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    21

    Political and National Relations

    • Some political organizations have established virtual HQs

      • National Front Party (France)

  • Virtual Embassies

    • Visitors can talk face-to-face with a computer-generated ambassador

    • Can talk about visas, trade and other issues


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    22

    Political and National Relations: Virtual Embassies

    • Several countries are currently using / planning to create virtual embassies on SL

    • Examples of countries currently using Second Life:

      • The Maldives

      • Sweden

  • Examples of countries planning to use Second Life

    • Estonia

    • Malta

    • Macedonia

    • The Philippines


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    23

    Video: Enhancing Business Using Second Life

    • Text 100 is the first Public Relations company to use Second Life

    • First portion of the clip talks about some of the advantages companies can gain from using SL.

    • Enhancing Business Using Second Life

      • http://www.youtube.com/watch?v=synxFmQJ_0A


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    24

    Opportunities in Business

    • Many see Second Life as an investment opportunity

      • Ex. Amazon.com

  • Others are using Second Life to improve their physical business

    • Companies can create, test out, and view new designs virtually

      • Ex. Rivers Run Red (clothing company)

  • Companies can experiment with creating new methods of collaboration

    • Ex. Wal-Mart using Second Life as a virtual classroom and as a training tool.

    • Breathes new life into online meetings

  • Companies can experiment with new marketing techniques

    • Almost no financial recoil


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    25

    Opportunities in Business (cont.)

    • Companies are also looking to tap into Second Life’s “creativity reservoir”

      • Large quantity of good quality technical work for a low price

  • Some Second Life ideas have proven profitable both virtually and in real life

    • Ex. Cuddle avatar

      • Is a virtual product

      • Creator makes money off of selling customized versions

      • Sold 1,900 in the last month


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    26

    Opportunities in Business (cont.)

    • Another profitable product from Second Life is “Tringo”

      • Mix between Tetris and Bingo

      • Originally created and played on Second Life

      • Recently licensed to Nintendo


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    27

    Video: Advertising in Second Life

    • This video shows many of the brands that are advertised in various ways on SL.

    • Brands in Second Life

      • http://www.youtube.com/watch?v=tEGHJuCbGdo



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