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Second Life

Online virtual world / From Wikipedia, the free encyclopedia

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Second Life is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user-created content within a multi-user online virtual world. Developed and owned by the San Francisco–based firm Linden Lab and launched on June 23, 2003, it saw rapid growth for some years and in 2013 it had approximately one million regular users.[6] Growth eventually stabilized, and by the end of 2017 the active user count had declined to "between 800,000 and 900,000".[7] In many ways, Second Life is similar to massively multiplayer online role-playing games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective".[8]

Quick facts: Developer(s), Initial release, Stable release...
Second Life Viewer
Developer(s)Linden Lab
Initial releaseJune 23, 2003; 20 years ago (2003-06-23)
Stable release6.6.14.581101 (August 23, 2023; 3 months ago (2023-08-23)) [±]
Repositorygithub.com/secondlife/viewer
Written inC++[1]
EngineHavok (physics engine)
Platform
Available in12 languages[2]
LicenseLGPL v2.1
Websitesecondlife.com Edit this on Wikidata
Close
Quick facts: Developer(s), Initial release, Stable release...
Second Life Server
Developer(s)Linden Lab
Initial releaseJune 23, 2003; 20 years ago (2003-06-23)
Stable release2023-09-07.6113592855 (September 7, 2023; 2 months ago (2023-09-07)) [±]
Written in
PlatformLinux
LicenseProprietary
Websitesecondlife.com Edit this on Wikidata
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The virtual world can be accessed freely via Linden Lab's own client software or via alternative third-party viewers.[9][10] Second Life users, also called 'residents', create virtual representations of themselves, called avatars, 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 virtual property 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 (L$), which is exchangeable with real world currency.[11][12]

Second Life is intended for people ages 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).[13][14]

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