Second Life: Difference between revisions
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* [http://lindenlab.com/ Linden Lab]: developer's official website |
* [http://lindenlab.com/ Linden Lab]: developer's official website |
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* [http://blog.secondlife.com/ Official Linden Blog] |
* [http://blog.secondlife.com/ Official Linden Blog] |
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* [http://secondlife.com/whatis/economy_stats.php Economic Statistics] |
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* http://secondlife.com/join |
* http://secondlife.com/join |
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* [http://www.lslwiki.com/lslwiki/wakka.php?wakka=HomePage Linden Scripting Language wiki] |
* [http://www.lslwiki.com/lslwiki/wakka.php?wakka=HomePage Linden Scripting Language wiki] |
Revision as of 03:12, 29 November 2006
Second Life (SL) is a privately owned, partly subscription-based 3-D virtual world, made publicly available in 2003 by San Francisco-based Linden Lab,[2] and founded by former RealNetworks CTO Philip Rosedale. The Second Life "world" resides in a large array of servers that are owned and maintained by Linden Lab, known collectively as "the grid".[3] The Second Life client program provides its users (referred to as Residents)[4] with tools to view and modify the SL world and participate in its virtual economy, which concurrently has begun to operate as a "real" market. At precisely 8:05:45 AM PDT, October 18 2006, the population of Second Life hit 1 million Residents.[5]
Second Life as the Metaverse
Second Life is one of several virtual worlds that have been inspired by the science fiction novel Snow Crash by Neal Stephenson, and the Cyberpunk literary movement. The stated goal of Linden Lab is to create a world like the metaverse described in the novel Snow Crash, a user-defined world of general use in which people can interact, play, do business, and otherwise communicate. Despite its prominence, it has notable competitors, among them Active Worlds, considered by some to be the founding company of the 3D internet concept in 1997, There and newcomers such as Entropia Universe and the Dotsoul Cyberpark.
External websites such as SL Census (domain now parked) allow Residents to locate each other from outside of the virtual world, and SLURL allows external links through the Second Life World Map to locations in-world.
Pricing
It has been suggested that this article be merged into Economy of Second Life and Talk:Second_Life#Economy_of_Second_Life. (Discuss) |
Second Life has three membership plans. [6]
- Basic — Free
- Additional Basic — one time fee of US$9.95
- Premium — There are three billing options for Premium accounts:
- Monthly — US$9.95
- Quarterly — US$22.50 (US$7.50/month)
- Annually — US$72.00 (US$6.00/month)
All account types receive a signup bonus if payment details are provided — L$250 for Basic and Additional Basic, L$1000 for Premium. Providing payment details for Basic and Additional Basic accounts is entirely optional.
The pricing plan for Second Life has varied over time. Earlier versions did not feature free first-time Basic Accounts, or required a fee paid for every basic account beyond the first. During the beta period, Residents had the option of a lifetime subscription for a one-time payment of US$225.00. After the release of SL 1.2 and the introduction of tiered land payments, this turned into a lifetime tier-free ownership of 4096m2 of land.
Stipends
Eligible Residents receive stipends once a week - Basic and Additional Basic accounts have to log in during the weekly period in order to receive theirs, Premium accounts do not (they receive the stipend regardless of account activity).
Basic and Additional Basic accounts are not currently eligible for a stipend:[7] [8]
- Those registered before May 29, 2006 receive L$50/week
- Those registered after May 29, 2006 receive no stipend
Stipends for Premium accounts have also changed over time:[9] [10]
- Those registered before July 21, 2006 receive L$500/week
- Those registered before November 1, 2006 receive L$400/week
- Those registered on or after November 1, 2006 receive L$300/week.
Land Ownership
It has been suggested that this article be merged into Real estate (Second Life) and Talk:Second Life#Second Life.23Land sales system. (Discuss) |
Premium members also have the ability to own land (up to 512m2 without additional fees). Owning larger areas of land attracts an increasing additional fee (what Linden Lab calls "tier") ranging from US$5 a month up to US$195 a month for an entire 65,536m2 of land or individual island.[11] [12]
Residents
Residents are the users of Second Life, and their appearance is their avatar. A person may have multiple accounts, and thus be multiple Residents (a person's multiple accounts can be referred to as alts), and a single Resident may have multiple avatars. All scripts and 3D content are created by Residents using nothing but the client, and even though animations, textures and sounds have to be created outside the client, every experience in Second Life is entirely user-created.
Recent improvements
The group tools received many improvements:
- Ability to be members of up to 25 groups; previous limit was 15
- Minimum group membership count reduced to 2; previous requirement was minimum of 3
- Improved communication
- Sending objects to everyone in a group (also possible to implement with LSL)
- Defining roles and capabilities of roles (roles will be similar to the current Officer and Member title system)
These improvements were implemented on August 23, 2006, with the release of Second Life client version 1.12.0
Open standards
Linden Lab is an avid user of open standards technologies, and already uses such Open-source technologies such as Apache and Squid.[13]
Open Standards improvements throughout 2006
The plan is to eventually move everything to open standards by standardizing the Second Life protocol. Cory Ondrejka, Vice President of Product Development, has stated that a while after everything has been standardized, both the client and the server will be released as open source.[14]
- Throughout 2006 the built-in instant messaging system will be replaced with Jabber[15]
- The current proprietary LSL virtual machine will be replaced with Mono[16]
- uBrowser, an OpenGL port of the Gecko rendering engine, which has been used in the client since version 1.10.1 [17] to display the Help documentation, will also be used to display webpages on any of the surfaces of any 3D object the user creates.
Second Life protocol
In May 2006 it was revealed that the Second Life protocol had been reverse-engineered. A wiki was set up to further the effort [18]
Since Linden Labs has allowed third party programs to access Second Life[19], a project called libsecondlife has been established. Among functions developed are a map API, recently-removed the ability to create objects larger than normally allowed, and other unforeseen capabilities.[citation needed]
Economy
It has been suggested that this article be merged into Economy of Second Life and Talk:Second Life#Second Life.23Economy. (Discuss) |
This section needs expansion. You can help by adding to it. |
Second Life has its own economy and a currency referred to as Linden Dollars (L$). Residents receive an amount of L$ when they open an account if they supply credit/debit card details,[20] and used to receive weekly stipends thereafter — only premium accounts and basic accounts that were already receiving stipends currently receive stipends. Additional L$ are acquired by selling objects or services within the environment.
Linden Lab has stated that the Second Life economy generated US$3,596,674 in economic activity during the month of September 2005,[21] and as of September 2006 Second Life was reported to have a GDP of $64 Million.[22]
LindeX Currency Exchange
Residents may purchase L$ directly through the client, or convert between Linden currency and U.S. currency through either Linden Lab's currency brokerage, the LindeX Currency Exchange, or other third-party currency exchanges.[citation needed] The ratio of USD to L$ fluctuates daily as Residents set the buy and sell price of L$ offered on the exchange, and fluctated between L$240/USD and L$350/USD between October 2005 and September 2006.
The current lowest yearly membership fee in Second Life is $72 (USD).[6] A premium (user receiving a L$400/week stipened) would accumulate enough L$ over the course of their subscription (L$20,800/year if they did not spend any of it), and they would be able to recoup their subscription (not taking exchange fees into account) if they were able to obtain an exchange rate of L$288/USD. At L$289/USD and above, the user would start to make a loss on their investment.
As of October 16, 2006, the exchange rate for selling currency was L$243/USD.[23]
Land sales system
It has been suggested that this article be merged into Real estate (Second Life) and Talk:Second Life#Second Life.23Land sales system. (Discuss) |
Linden Lab usually sells land in small 512m2 blocks (16 by 32 meters) through its First Land program, or as entire 16 acre (65536m2) regions. Residents also buy and sell land to other Residents, generally intending to make a profit by selling the plots of land at a price higher than the original purchase cost.[citation needed]
First Land
The First Land program is used to reserve small blocks of land for first time land buyers, intending Residents to purchase their first parcel of land below the current market value.[24] This program also serves as an incentive for new Residents with free accounts to upgrade to premium accounts. A Resident pays a fixed fee of L$1 per 1m2 for a 512m2 plot.[24]
These First Land plots are frequently consolidated into larger plots when the original owners sell them to other residents.[citation needed]
Regions
- Regions put up for auction are usually accessible from the main continent (e.g. by crossing the simulator boundary) of Second Life.[citation needed]
- Regions purchased privately are not allowed to be accessible directly from the main continent of Second Life, multiple regions can be purchased and placed next to each other creating their own island or small continent.[citation needed]
The high land tier fees (US$195 a month) associated with owning a 16 acre region have resulted in many privately purchased simulators being focused solely on content that can return a profit, reducing the variety available.[citation needed] There are exceptions to this behavior, such as Svarga (an artificial eco system driven by LSL, created by Second Life Resident Laukosargas Svarog.[25]
A region can theoretically hold up to 100 users at a time,[26] but performance can severely degrade at these numbers, and factors such as the amount of prims and active scripts running on the server also factor into performance.
Openspaces
Whereas normal private islands run on their own dedicated CPU, the Openspace regions run four per CPU: this limits their performance. Each of the four is limited to only 1875 prims. Openspaces only ever share with other openspaces on a server. Openspaces must be anchored to a normal existing Island or be used in a series to create space between islands. In other words, they cannot be used to “float” space on their own.[27]
Teen Second Life
It has been suggested that this article be merged into Teen Second Life and Talk:Second Life#Second Life.23Teen Second Life. (Discuss) |
Teen Second Life was developed in early 2005 for people aged 13-17 to play Second Life, without entering false-information to participate in the Adult Grid.
On January 1, 2006, the teen grid opening hours were increased to 24 hours a day, whereas it was previously open only during Linden Lab's office hours. [citation needed]
Differences
The 13-17 Teen Grid and the 18+ Main Grid are different in many ways.
Age
- Teen Grid users are transferred to the Main Grid once they turn 18, taking all content and private islands with them. [citation needed]
- Underage users found to be fraudulently accessing the Main Grid (e.g. by being under 18) that are transferred to the Teen Grid lose all their inventory, in an effort to prevent Mature content being transferred to the Teen Grid. [verification needed]
- Overage users found to be fraudulently accessing the Teen Grid (e.g. by being over 18 and lying on the registration form) face banning from all areas of Second Life (website, Teen and Main Grid) designated teen only.[28]
- Open Registration was implemented, but quickly removed for the Teen Grid, to increase security against users over age 18 from entering the Teen Grid.[verification needed]
Land
- The Teen Grid is significantly smaller in the size of its userbase, the amount of land and concurrent Resident population at any given time. [citation needed]
- The Teen Grid is a fraction of the size of the Adult Grid, and has significantly fewer Resident owned estates.[29] [30]
Content
- The Teen Grid has a zero-tolerance policy for mature content, including gambling[citation needed] and nudity.[31]
- Since nudity is not allowed on the Teen Grid, Teen Residents are unable to remove their underwear. However, Teen Residents can use textures with transparent sections for clothing — just as Main Grid Residents can — so that using completely or partially transparent underwear in combination with skins featuring genitalia, their avatar can appear to be nude.[citation needed] Such actions are against the Teen Second Life Community Standards.[31]
- The client differs slightly, in terms of user-interface. [verification needed]
- The real life info -profile tab is disabled.[verification needed]
- The web page in profile function is disabled.[verification needed]
Economy
- The Teen Grid, lacking the economic support of gambling and other mature content, has a much different economy. Land prices and in-world object prices are known to be different, as the average income for the people that play these grids differs. [verification needed]
- LindeX (The Linden Lab endorsed trading service), however, takes from the same pool of Linden Dollars (L$) for both the Main Grid and the Teen Grid. [verification needed]
Businesses and Organizations in Second Life
It has been suggested that this article be merged into Businesses and Organizations in Second Life and Talk:Second Life#Second Life.23Businesses and Organizations in Second Life. (Discuss) |
- For information on Residents, and Residents who have achieved notoriety through Second Life, see Resident (Second Life)
Originating from Second Life
- Businesses and organisations listed here should be legally registered/recognised entities created specifically for Second Life.
- Subsidiaries, divisions, satelite groups etc of entities existing prior to Second Life therefore should not be placed within this section, but should in fact be placed under the Operated inside Second Life section.
Aimee Weber Studio
Provides virtual content creation and services for companies looking to use the Second Life platform for marketing, education, and other purposes.
Run by Aimee Weber, owner and creator of a wide variety of content in Second Life, including the *PREEN* clothing line and the Midnight City island.
Aimee Weber Studio has worked with The United Nations,[32] [33] American Cancer Society,[34] American Apparel,[35] National Oceanic and Atmospheric Administration,[36] the Exploratorium[37] [38] and various universities.[39]
Anshe Chung Studios
A virtual real estate business founded by Ailin Graef and her husband in Second Life. It has now evolved into a real company that is said to employ more than 20 people.[40]
The Electric Sheep Company
A design, building and scripting firm that creates content for three-dimensional online worlds. Originating in Second Life, they have also done work on the Virtual Laguna Beach project for MTV,[41] Reuters,[42] New Media Consortium,[43] [44] Starwood Hotels/aloft,[45] and Sony BMG Music[46].
SL Business Magazine
A monthly magazine centered around the business aspects of Second Life. Currently published in Adobe PDF, Yahoo Widget (text only), print (via Cafe Press) and as an in-world object.
Operated inside Second Life
- Businesses and organizations listed here are those originating in real life that have operated in Second Life and were not founded specifically for Second Life, or having originated from the Content Creation market within Second Life
- Documents used as citations for the activities of the company with regards to Second Life should NOT be housed on domains owned by company (parent, partner or subsidiary etc.) in order to best avoid potential violations of WP:V and WP:ADVERT
0-9
- 20th Century Fox held a premiere for X-Men: The Last Stand in Second Life.[47] [48]
A-F
- Adidas Reebok will be creating a permanent presence in Second Life with assistance from Rivers Run Red[49] [50]
- American Apparel opened a branch inside the virtual world selling digital renderings of clothings modeled after real-life merchandise.[35] [51]
- American Cancer Society has held a version of its Relay For Life national fundraising event inside Second Life.[34] [52]
- BBC Radio recreated the 2006 One Big Weekend event on a 64 acre virtual island in Second Life.[53]
- Bite Communications
- Bite hosted the first-ever virtual press conference held by a Fortune 500 company in Second Life in October 2006. The press conference represented the first client work done by a PR agency in Second Life.[verification needed]
- Bite facilitated the first "in-world" press briefing for Sun at the CNET headquarters in Second Life in October 2006.[verification needed]
- Centric, an advertising agency based in Los Angeles, opened its Second Life office in October 2006. Centric has also started a De-advertising campaign by buying adspace in Second Life and turning it into public parks[54].
- Creative Commons is building a community in Second Life around Creative Commons licenses and standards through events and projects in the virtual world.[55]
- Dell sell PC in Second Life.
- Disney employed Second Life Resident Fizik Baskerville (and others in his team) to create content based on production designer's specs for the films The Hitchhiker's Guide to the Galaxy,[56] Pirates of the Caribbean[57] Pirates of the Caribbean: Dead Man's Chest[57] & Pirates of the Caribbean 3[57] and The Chronicles of Narnia[57]
- Forward Together, the PAC headed by former Virginia Governor Mark Warner, is integrating Second Life into its campaign strategy .[58]
G-L
- IBM recently met in Second Life to discuss the effects of MMOGs on business.[59]
- Intel
- Supported Second Life with Demo systems at Siggraph 2006 in Boston, Intel Jason Powell[verification needed]
- Supported Second Life with Demo systems at Emerce Day in The Netherlands in Sept 2006 and some joint marketing messages, Intel Jason Powell[verification needed]
- Lichtenstein Creative Media, 16-year old Peabody Award-winning[verification needed] documentary and public radio/TV production company, which became the first broadcast entity to have a permanent presence in Second Life,[verification needed] and the first to produce a live, virtual 3-D broadcast emanating from Second Life. They have produced live broadcasts from Second Life featuring host John Hockenberry, with singer/songwriter Suzanne Vega[citation needed], author Kurt Vonnegut[citation needed], MIT Media Lab's John Maeda[verification needed], and futurist Howard Rheingold[citation needed], for three episodes on "Virtual Communities" airing as part of LCM's national, weekly public radio series, The Infinite Mind.
- Leo Burnett Worldwide has established a creative hub in Second Life for globally dispersed staff to interact within.[60]
M-R
- MLB.com broadcast the Home Run Derby and a Red Sox-Yankees game into SL, with the help of the Electric Sheep Company.
- MTV held a fashion show which was later broadcasted on G-Hole, a show on MTV's IPTV channel, Overdrive.[61]
- The New Media Consortium, led by CEO Dr. Laurence F. Johnson, built a virtual campus in the spring of 2006 that includes a library, museum, planetarium, auditorium, classrooms, and a welcome center. In the fall of 2006, the communtiy affilitated with the campus had grown to nearly 1000 educators, and the NMC Campus expanded from 1 sim to 7. Plans included a machinma school and a life sciences center. The NMC has hosted several events on the virtual campus including IBM's Global Innovation jam,[62] a Howard Rheingold keynote speech,[63] and an in-world artists event[64]
- PA Consulting Group have established a presence in Second Life.[65] The firm uses Second Life to host virtual conferences, recruitment events and as a tool for its clients to simulate new product and service offerings.
- Reef Ball Foundation has a site in Second Life, trying to create more online awareness for their ecological preservation activities.[verification needed]
- Reuters has a news bureau which reports news in the virtual universe.[42] [66]
S-Z
- Starwood Hotels in conjunction with The Electric Sheep Company and marketing firm Electric Artists is premiering their new hotel brand, aloft, in Second Life via a virtual construction of the hotel before the actual hotels are built.[45] The building process was documented on virtualaloft.com.
- Sun Microsystems
- Sun held a metaverse press conference at the launch of their Second Life region Sun Pavilion in October 2006.[citation needed]
- Sun participated in an "in-world" press briefing at the CNET headquarters in Second Life in October 2006.[citation needed]
- TELUS Mobility (TELUS) opened a Second Life retail outlet offering replica mobile phones with in-world specific features. In the near future the store may be offering its real lineup of mobile phones with a twist, to Canadian avatars.[citation needed]
- Text 100, a leading global technology PR firm opened its virtual office in Second Life in August 2006.[verification needed]
- Toyota (via Millions of Us) have offered a virtual replica of the Scion xB[49]
- The University of Southern California's Center on Public Diplomacy owns its own Second Life island. The island is used by the Center's Public Diplomacy and Virtual Worlds Project to host events and displays on the role of MMOGs, in public diplomacy.[67] [68]
- The World Transhumanist Association has used Second Life to recruit and organise a transhumanist following within the virtual world and established a large island and conference centre called "Uvvy Island" to disseminate transhumanist ideas and provide unrestricted access to useful materials (including, among other things, videos and webcasts from WTA) to interested but geographically unrelated parties. Uvvy Island is organised like a regional Chapter, and even holds Chapter status within the WTA, holding weekly meetings, talks, and debates on various subjects.[69] [70]
- Universal Motown Records Group created a presence within Second Life.[71] [72] The Universal SoundScape Music venue was created by InWorld Studios to promote the rock band Hinder and the hip-hop sensation Chamillionaire.
Live Music
It has been suggested that this article be merged into Live music (Second Life) and Talk:Second Life#Second Life.23Live Music. (Discuss) |
It has been suggested that this article be merged into Resident (Second Life) and Talk:Second Life#Second Life.23Live Music. (Discuss) |
Live music denotes the performance of vocal and instrumental music by Second Life Residents from their homes and studios, played into microphones, uploaded to audio streams, and played into Second Life for the enjoyment of other residents. It started with performances by Astrin Few late 2004 [73] and began to gain popularity mid 2005 [74]. Linden Lab added an Event Category "Live Music" in March 2006 to accommodate the increasing number of scheduled events.[75]
Live musicians in Second Life are typically already musicians in the real world, using Second Life as a way to reach broader audiences.[citation needed] Most artists perform individually with vocal and one instrument using their Second Life Avatar Name.[citation needed]
Issues and criticisms
It has been suggested that Second Life issues and criticisms#Unverified users and Talk:Second Life#Second Life issues and criticisms.23Unverified users be merged into this article. (Discuss) |
It has been suggested that Second Life issues and criticisms#Favoritism and Talk:Second Life#Second Life issues and criticisms.23Favoritism be merged into this article. (Discuss) |
It has been suggested that Second Life issues and criticisms#Mac OS X client and Talk:Second Life#Second Life issues and criticisms.23Mac OS X client be merged into this article. (Discuss) |
Due to constant development, and as an open environment accessible by almost anyone with access to the internet,[76] a number of difficult issues have arisen around Second Life. Issues range from the technical (Mac OS X client, Budgeting of server resources), to moral (Pornography), to legal (Legal position of the Linden Dollar, Linden Lab lawsuit).
Trivia
- When objects are created (or instantiated) in-world and then transferred to the user's computer, they are said to "rez"--a reference to the Disney movie Tron. This also appears in the environment's internal scripting language, where the command to create an object is llRezObject().[77]
- Linden Lab itself is named after Linden Street, the street where the company's first office was opened.[citation needed] Many of the simulators of SL are named after streets or alleys around the San Francisco area; the very first sim of the world to be set up was (and still is) named Da Boom, a combined reference to DeBoom Alley in San Francisco and to the Big Bang.[citation needed]
Competitors
Screenshots
-
Avatar customization in Second Life; over 200 settings to tweak
-
Building/modifying an object in Second Life with the in-world 3D modeling tools
-
A crazy Second Life man with a chicken on his head.
-
Romance in Second Life.
-
Suzanne Vega's virtual performance in Second Life for public radio's The Infinite Mind.
-
Kurt Vonnegut's SL avatar created for his interview by host John Hockenberry for public radio's The Infinite Mind.
See also
External links
- Second Life: official website
- Teen Second Life
- Current system requirements
- Linden Lab: developer's official website
- Official Linden Blog
- Economic Statistics
- http://secondlife.com/join
- Linden Scripting Language wiki
Media
- Second Life Media page
- series of 4 short films commissioned by Channel 4 (UK) providing an insight into Second Life - broadcast in August 2006
- Template:Google video
- Dr. James Purbrick and Cory Ondrejka on User Creation and Scripting in Second Life at Lang.NET Symposium 2006
News coverage
April 2004
- play money DIARY of a dubious proposition: an account of making real money selling imaginey goods. Julian Dibbell, April 19 2004
September 2005
- Money matters in cybercash game: BBC News article on Wells Fargo's activities in Second Life September 15, 2005
March 2006
- Second Life released for Linux NewsForge article on Second Life Client Application for Linux. March 09 2006
May 2006
- My Virtual Life: Business Week cover story on Second Life May 1 2006
- BBC starts to rock online world: BBC News article on BBC Radio 1's presence in Second Life for Radio One's Big Weekend 2006. May 12 2006
- In Second Life, the world is virtual. But the emotions are real: Houston Chronicle story on Second Life May 26, 2006
July 2006
- Does your life suck?: Boston Phoenix SL culture cover story on Second Life July 14, 2006
August 2006
- "You can have a Second Life on the Net" by Carly Weeks, Canwest News Service (Canada). Interview with Alex Strong, a 23-year-old Ottawa resident who sells property and supplements his income using Second Life. August 5, 2006
- Second Life Rocks (Literally) Wired News article on live music in Second Life August 15, 2006
September 2006
- Living a Second Life: The Economist Special report on Second Life (September 28th 2006)
October 2006
- "Second Life builds the social metaverse" InfoWorld. October 11, 2006
- Discussion of Second Life Harvard Law School Course Wiki, October 16, 2006
- "A real reporter in a virtual world" SFGate, October 17, 2006
- "Investing in the online property boom" CNN. October 20, 2006
- "Leading a Double Life" Boston Globe, October 25, 2006
November 2006
- Growing number of educators explore 'Second Life' online. CNN.com, November 14, 2006.
- Reporting Religion. BBC World Service, November 19, 2006.
- 'Worm' attacks Second Life world. BBC News, November 20, 2006.
- Philip Rosedale Podcast and Video interview at iinnovate. November 27, 2006
- First Virtual Millionaire Legal Pad with Roger Parloff. CNN.com. November 27, 2006
Undated
References
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(help) - ^ Carella, Chris (aka Satchmo Prototype) (September 20, 2006). "Laguna Beach Episode Premieres in VLB". Electric Sheep Company. Retrieved 2006-11-25.
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(help) - ^ Gold, Jonah (aka Hank Hoodoo) (October 12, 2006). "SONY BMG launching Second Life presence". Electric Sheep Company. Retrieved 2006-11-25.
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(help) - ^ Baskerville, Fizik (May 19, 2006). "X-MEN 3: the last stand". Linden Lab. Retrieved 2006-11-25.
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(help) - ^ Au, Wagner James (May 22, 2006). "The Uncanny X-Men (and News Corp) Come To Second Life". New World Notes. Retrieved 2006-11-25.
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(help) - ^ Wallace, Mark (August 19, 2006). "Adidas Reebok Runs to Second Life". 3pointD.com. Retrieved 2006-11-25.
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(help) - ^ Jana, Reena (June 27, 2006). "American Apparel's Virtual Clothes". Business Week. Retrieved 2006-11-25.
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(help) - ^ "Second Life Relay For Life". American Cancer Society. Retrieved 2006-11-25.
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(help) - ^ Jason Stoddard (October 24, 2006). "Building Parks, Not Ads".
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(help) - ^ Au, Wagner James (August 31,2006). "The Second Life of Governor Mark Warner". New World Notes. Retrieved 2006-11-25.
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(help) - ^ Banks, Martin (September 21, 2006). "IBM's 'secret island'". The Register. Retrieved 2006-11-25.
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(help) - ^ Bussey, Noel (September 28, 2006). "Leo Burnett opens virtual agency in Second Life". Retrieved 2006-11-25.
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(help) - ^ Au, Wagner James (January 9, 2006). "And Your Chicks For Free". New World Notes. Retrieved 2006-11-25.
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(help) - ^ Levine, Alan (October 21, 2006). "Howard Rheingold Keynote". New Media Consortium.
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(help) - ^ Levine, Alan (August 13, 2006). "Artists on the Green in Pictures and Audio". New Media Consortium. Retrieved 2006-11-25.
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(help) - ^ "Marketing Music In Second Life: SoundScape, Chamillionaire, Talib Kweli". ProHipHop. August 15, 2006. Retrieved 2006-11-25.
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