Second Life
Arnaud Harley | 02/09/2007Second Life is an Internet-based virtual world launched in 2003 which hase raised the media international attention in late 2006 and early 2007. A downloadable client program called the Second Life Viewer enables its users, called “Resident “, to interact with each other through motional avatars, providing an advanced level of a social network service. Residents can explore, meet other Residents, socialize, participate in individual and group activities, create and trade items and services from one another.
Linden Lab, while developping the game, wanted to create a world in which people can interact, play, do business, and otherwise communicate. Second Life’s virtual currency is the Linden Dollar (Linden, or L$) and is exchangeable for real world currencies in a marketplace consisting of residents, Linden Lab and real life companies.
While Second Life is sometimes referred to as a game, this description does not fit the standard definition. It does not have points, scores, winners or losers, levels, an end-strategy, or most of the other characteristics of games, though it can be thought of as a game on a more basic level.
More than 9.8 million accounts have been registered.
Community Chest, en partenariat avec l’agence
Le 20 mars 2007, à la veille du printemps, Community Chest a lancé en avant première sur
















