"Second Life" is a virtual world developed by Linden Lab that was launched on June 23, 2003. It enables its users, called Residents, to interact with each other through avatars. Residents can explore, meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another, or travel throughout the world, which residents refer to as the grid. "Second Life" caters to users aged over eighteen, while its sister site Teen Second Life is restricted to users aged between thirteen and eighteen. In this case study we will talk about Second Life itself, and discuss in detail how this model is viable and profitable, the competition, the financial data and the future openings.
APA Style reference
For your bibliographyOnline reading
with our online readerContent validated
by our reading committee