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17.72 / February 7, 2017; 11 months ago ( 2017-02-07) Website Second Life is an online, developed and owned by the -based firm and launched on June 23, 2003. By 2013, Second Life had approximately 1 million regular users. In many ways, Second Life is similar to; however, Linden Lab is emphatic that their creation is not a game: 'There is no manufactured conflict, no set objective'. Intel Parallel Studio Download Crack. The virtual world can be accessed freely via Linden Lab's own or via alternative Third Party Viewers. Second Life users (also called ) create virtual representations of themselves, called, 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 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, which is exchangeable with real world currency. Second Life is intended for people aged 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). Built into the software is a tool based on simple geometric shapes, that allows residents to build virtual objects.

There is also a scripting language,, which can be used to add interactivity to objects. (sculpties),, 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 (DRM) functions. However, Linden Lab changed their terms of service in August 2013, to be able to use user-generated content for any purpose. The new terms of service prevent users from using textures from 3rd-party texture services, as some of them pointed out explicitly. Founder of Second Life.

In 1999, formed Linden Lab 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. 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. That effort eventually transformed into the better known, user-centered Second Life. Although he was familiar with the of 's novel, 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, where he studied physics. In 2005 and 2006, Second Life began to receive significant media attention, including a cover story on magazine featuring the virtual world and Second Life avatar. 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. On December 11, 2007,, who helped program Second Life, was forced to resign as. In January 2008, residents spent a total of 28,274,505 hours 'inworld' and on average 38,000 residents were logged in at any particular moment. The maximum concurrency (number of avatars inworld) recorded is 88,200 in the 1st qtr. 2009 On March 14, 2008, Rosedale announced plans to step down from his position as Linden Lab CEO and to become chairman of 's board of directors. Rosedale announced as the new CEO effective May 15, 2008. In 2010, Kingdon was replaced by Rosedale, who took over as Interim CEO.

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