Ludography
Second Life cover

2003 · Linden Lab · Adult · MMO

Second Life

Travel with friends to thousands of beautiful and exciting places — all created by the Second Life community.

Released
23 June 2003
Platforms
LinuxWindowsmacOS
Genres
AdultMMOMassively multiplayer online socialSimulationVirtual world
Developers
Linden Lab
Publishers
Linden Lab
Modes
Multiplayer
Perspective
First personThird person
Country
United States
Age ratings
PEGI 16ESRB T

About

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

The virtual world can be accessed freely via Linden Lab's own client software or via alternative third-party viewers. 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.

Keywords

  • fashion
  • virtual pet
  • online
  • building
  • abstract
  • free-to-play
  • user generated content
  • sexual content
  • anthropomorphism
  • customizable characters
  • microtransaction
  • pregnancy

Media

The articlegameplay, story, development, reception

Development

Philip Rosedale formed Linden Lab in 1999 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 metaverse of Neal Stephenson's 1992 novel Snow Crash, 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 University of California, San Diego, where he studied physics.

Second Life began to receive significant media attention in 2005 and 2006, including a cover story in BusinessWeek magazine featuring the virtual world and Second Life avatar Anshe Chung. 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.

Releases by platformdates and regions as published

PlatformReleasedRegions
Windows23 June 2003Worldwide
Linux23 June 2003Worldwide
macOS23 June 2003Worldwide

Editions and related releases

Derivative works
Teen Second Life

Games like this

Collections4 collections

Platform libraries

Licensing

Description adapted from its source, CC BY-SA 4.0.