![]() 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). Second Life also has its own virtual currency, the Linden Dollar, which is exchangeable with real world currency. The platform principally features 3D-based user-generated content. 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. Second Life users, also called residents, create virtual representations of themselves, called avatars, and are able to interact with places, objects and other avatars. #Second life copybot 2016 softwareThe virtual world can be accessed freely via Linden Lab's own client software or via alternative third-party viewers. 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". Growth eventually stabilized, and by the end of 2017 the active user count had declined to "between 800,000 and 900,000". 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. (“We hope you enjoyed watching Iron Man 5, but we’ll fine you if you give your family a synopsis of the movie.Second Life is an online multimedia platform that allows people to create an avatar for themselves and have a second life in an online virtual world. I understand the creator’s point of view, but giving government more power through regulation is a bad road to go down. Money is the real problem though addressing it may be awhile off, if money was not an issue then most creators would be happy, even proud, to share their work with others. This isn’t because it’s inherently immoral (unless the copier turns around and calls the item his/her own work, which is stealing credit for the creation), but because they can’t earn money off it to pay their bills. The original creators get mad at this new technology and want to control it. The only reason this has become an issue, on and offline, in recent years is the capacity of computers/photographs to make very accurate “sketches”. ![]() Making a sketch of a picture and keeping the sketch instead of buying the original picture. “I’m trying to think of an analogy like this in the real world and there is not one.” As a Marketer, I just hope that people embrace these issues as opportunities and are not scared off by this brave new world. It’s hard to foresee how things will unfold in Second Life because virtual worlds are just too new. And, in the end, that’s the biggest problem. I’m trying to think of an analogy like this in the real world and there is not one. Until they are, the use of CopyBot or any other external application to make unauthorized duplicates within Second Life will be treated as a violation and may result in your account(s) being banned.”īasically, he’s saying that Linden Lab did not see this coming, they need to figure out a way to “lock” what people are creating and assign the creators some type of IP, but that this may take a while. Unfortunately, these are not yet in place. “Second Life needs features to provide more information about assets and the results of copying them. Here’s what Linden Lab’s (creators of Second Life) Chief Technology Office, Cory Ondrejka, said: But, for the Avatars that are spending bucks on stuff like real estate, clothing, cars, etc…, imagine how upsetting it is to know that others are grabbing this program and doing as they wish. You can just wander around, chat, connect and maybe get the occasional virtual lap dance. The first big one is: what’s right and what’s wrong? If you’re in a virtual world like Second Life, you don’t have to buy anything. This leaves me asking many big questions. That includes goods such as clothing that people purchase for their in-world avatars, and even the virtual PCs that computer giant Dell announced Tuesday it is going to sell in the digital world.” “The controversy gathered steam Monday when Linden Lab, which created Second Life, posted a blog alerting residents of the virtual world to the existence of a program or bot called CopyBot, which allows someone to copy any object in Second Life. Turns out that CNET reports ( ‘Second Life’ Faces Threat To Its Virtual Economy) there’s a new threat to the Second Life economy: You can’t leave the metaverse of Second Life for more than a minute without something major happening.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |