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Secondlife

Second Life is a 3D online virtual world launched in 2003 by Linden Lab. It enables users, known as residents, to create avatars, explore vast user-generated environments, socialize with others, and participate in activities ranging from education and commerce to art and entertainment.

The platform operates as a social economy built on user-created content. The in-world currency, the Linden Dollar

Content creation and scripting are central features. Users build and script objects using in-world tools and

Second Life has been influential in virtual culture and digital economies. It has millions of registered accounts

Access and technology: The official viewer runs on Windows and macOS with support for Linux via community

(L$),
can
be
exchanged
for
United
States
dollars
on
the
LindeX
exchange.
Residents
earn,
spend,
and
trade
L$
for
virtual
goods
and
services,
including
land,
clothing,
buildings,
and
experiences.
the
Linden
Scripting
Language
(LSL),
enabling
interactive
objects,
games,
and
simulations.
Land
ownership
is
available
in
Mainland
regions
or
private
estates,
allowing
owners
to
develop,
rent,
or
monetize
virtual
property.
and
has
experienced
periods
of
high
activity,
with
tens
of
thousands
of
concurrent
residents
online
at
times.
The
platform
has
faced
ongoing
discussions
about
safety,
privacy,
intellectual
property,
and
moderation,
and
operates
under
a
Terms
of
Service
and
community
standards.
projects.
Users
typically
interact
via
avatar-based
social
spaces,
voice
chat,
and
a
variety
of
content
created
within
the
platform.
Over
the
years,
the
project
has
emphasized
openness
and
user
creativity,
rather
than
a
fixed
game
structure.