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What is Second Life

Encyclopedia of Information Science and Technology, Fourth Edition
A three-dimensional virtual world where every avatar is a real person and every place is created by residents.
Published in Chapter:
Creating Active Learning Spaces in Virtual Worlds
Reneta D. Lansiquot (New York City College of Technology of the City University of New York, USA), Tamrah D. Cunningham (New York University, USA), and Zianne Cuff (City University of New York, USA)
DOI: 10.4018/978-1-5225-2255-3.ch685
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Building Blocks, Opportunities, and Challenges of Metaverse in Web 3.0
Second Life is a virtual world platform that allows users to create avatars and engage in a range of social and creative activities. The platform was launched in 2003 and was one of the first virtual worlds to gain mainstream attention. Second Life has been used to explore a range of social, educational, and business applications, and is seen as a precursor to the metaverse.
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Social Networking Behind Student Lines in Japan
Sometimes referred to as simply SL, Second Life is a 3D virtual reality developed by the Linden Lab in California, USA, that was launched in 2003. It became more prominent in late 2006 as a number of global corporations and educational institutions opened buildings there. Based on a free downloadable client, Second Life estimates that up to 18 million accounts have been registered there as of early 2008.
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Does Second Life Mark the Beginning of a New Era of Online Shopping?: Exploring the Avatar-Based Shopping Experience in Virtual Worlds
Second Life is one of the most widely known non-game virtual worlds, where over 14 million internet users (as of September 2008) from around the world are registered.
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Breaking Away: How Virtual Worlds Impact Pedagogical Practices
A three-dimensional virtual world that was released to the public by Linden Lab in 2003. Basic membership is free, and individuals from around the world create SL accounts.
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Relationship Between Second Life and the U.S. Economy
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Using Virtual Worlds to Assist Distributed Teams
Second Life is a popular MMOG developed by Linden Lab. It allows users to edit the world and their own characters to their own specifications.
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Second Life: Simplifying and Enhancing the Processes of Teaching and Learning
Virtual world environment used for social networking and educational purposes (Linden Laboratories, June, 2013).
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Engagement in the Second Life Virtual World with Students
Internet-based, immersive, three-dimensional, virtual environment developed by Linden Lab, US.
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Learning Problem-Solving Strategies in Virtual Worlds That Encourage People to Respect Human Rights
A virtual world where avatars from anywhere on earth can interact in an immersive 3D environment.
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Social Psychology and Massively Multiplayer Online Learning Games
A unique MMOG that provides an open virtual world in which players can create, own, and sell their own virtual objects.
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The Pedagogical Considerations in the Design of Virtual Worlds for Organization Learning
A virtual world that was developed by Linden Lab and launched in 2003 and that is accessible from the Internet through a free Second Life or other compatible client.
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Usability and Affordances for Teaching and Learning in Second Life
Second Life is a virtual world developed by Linden Lab (Secondlife.com). It is accessible on the Internet through a client program or viewer that enables its users to interact with each other in a variety of contexts. Currently there is a deal of great interest in its uses in teaching and learning contexts.
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The Usefulness of Second Life for Language Learning
A 3D virtual environment created by Linden Lab where “residents” create “avatars” to represent themselves and where a majority of the content is user-created.
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Participating on More Equal Terms?: Power, Gender, and Participation in a Virtual World Learning Scenario
A free, open, 3D virtual world where users act and move using avatars, and where they can create, connect, and chat with others using voice and text chat.
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Computer-Mediated Learning: What Have We Experienced and Where Do We Go Next?
a 3-D virtual world created by its Residents and it allows users to interact with each other through motional avatars, providing an advanced level of a social network service combined with general aspects of a metaverse. Residents can explore, meet other residents, socialize, participate in individual and group activities, and create and trade items (virtual property) and services with one another. (Wikipedia, n.d.).
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Non-Verbal Communication Language in Virtual Worlds
An online digital electronic virtual world (MUVE) launched on June 23, 2003 by the American company Linden Lab following an idea of the latter's founder, physicist Philip Rosedale. It is an IT platform in the new media sector that integrates synchronous and asynchronous communication tools and finds application in multiple fields of creativity: entertainment, art, education, music, cinema, role playing, architecture, programming, business, etc.
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Pedagogy and Learning in the Virtual World of Second Life®
A computer-based 3-D virtual world environment that is accessible over the Internet and that features massively user-created content
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Learning in Second Life: Developmental Theory of Avatar Growth and Change
Virtual world environment used for social networking and educational purposes.
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A 3D Environment for Exploring Algebraic Structure and Behavior
An online multi-user three-dimensional environment that caters to general-purpose object creation, interaction, and dynamic script-based manipulation.
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A New Vision for Distance Learning: Learning to Teach in Second Life
A computer-based 3D environment where users control avatars as they experience work, life, and play
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Art and the Avatar in Virtual and Mixed-Reality Exhibition Space
Second life is a latest-generation multi-user virtual environment. It is available globally to internet users who meet online to socialize, to create and to share digital identities, objects and locations. See www.secondlife.com
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Fishing for Quality Learning: KnowledgeNet a New Zealand Solution
A virtual world developed by Linden Lab that was launched on June 23, 2003 and is accessible via the Internet.
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Towards Open-Source Virtual Worlds in Interdisciplinary Studies
A 3D world created where every avatar is a real person and every place is built by people.
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Classroom-in-a-Box: Rethinking Learning Community Classroom Environment Needs within Three-Dimensional Virtual Learning Environments
A three-dimensional virtual world environment that is inhabited by avatars, and the virtual world is created by the inhabitants of the world.
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The Prospects for Teaching in Virtual Worlds
A virtual world launched in June 2003 by the American company Linden Lab, from an idea of its founder, physicist Philip Rosedale. A free program (client) called Second Life Viewer allows users, represented by Avatars, to interact with each other. Residents can explore, socialize, meet other residents and manage individual or group activities, create partnerships, marry, create projects, teleport and travel through the islands and lands that form the virtual world. Digital data are stored on a grid of servers in San Francisco. The system provides its users (called “residents”) with tools to add new graphic content. Examples of metaverse are MMORPGs and 3D Virtual worlds such as Second Life or Active Worlds.
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Collaborative Approach to Successful Virtual Team Leadership
Second Life (SL) is a social virtual world, emphasizing the general use of immersive worlds for supporting a variety of human activities and interactions, presenting a plethora of new opportunities and challenges for enriching how we learn, work and play ( Boulos, Hetherington & Wheeler, 2007 ; Prasolova-Førland, Sourin & Sourina, 2006 ).
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Schoolteachers' Perspectives of Augmented Reality in Classroom Teaching
An online multimedia platform that allows people to create an avatar for themselves and have a second life in an online virtual world.
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Pioneering in the Virtual World Frontier
A commercial virtual world operated by Linden Research, which conducts business as Linden Lab.
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Designing Games for Learning
An online, virtual world developed by Linden Research that functions as a social network in which users can develop their own content in the form of buildings, clothing, jewelry, and scripts which cause their characters to act in different ways such as dancing, firing weapons, and breathing fire.
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Authentic Learning in Second Life: A Constructivist Model in Course Design
A virtual world developed by Linden Lab used as a learning environment in this chapter. It is a computer-based 3D environment where students meet and interact with each other.
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Applications of Second Life
An advanced three dimensional online virtual world with a complex and realistic digital landscape (known as the grid) where individuals create and author avatars (known as residents) that interact with one another.
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Technology and Design for Inclusion: The Impact of Universal Design
An open-ended virtual world where users are provided tools and guidelines to design, create and manipulate the in-world environment and interact with other users from around the world ( Wang & Burton, 2013 ).
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Adapting Three-Dimensional-Virtual World to Reach Diverse Learners in an MBA Program
is a multi user virtual environment or 3D virtual world where “users can socialize, connect and create using free voice and text chat”.
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Disruptive Technologies and Education: Is There Any Disruption After All?
Web site offering a 3D virtual reality environment in which users interact with others using human-like avatars—characters that represent them—in a virtual world that resembles reality. The use of Second Life as an e-Learning platform or Virtual Learning Environment has been explored by some educators who consider that the virtual reality environment offers is ideal to interact with people from distant places; however Second Life has also been criticized for facilitating the assumption of fake personalities by people.
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Enhanced Interaction in Mixed Social Environments
An open-ended virtual world created by San Francisco-based Linden Lab. Its foci are socialization, economic activity, and non-profit interactions. The creation of former RealNetworks CTO Philip Rosedale, Second Life gives its users (referred to as residents) tools to shape its world. (Wikipedia, 2007c)
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Designing and Developing the Virtual English Adventure in Second Life
Second Life is a virtual world developed by Linden Lab. A free client program called the Second Life Viewer enables its users (Residents) to interact with each other through using avatars. Residents can explore, meet other residents, socialize, participate in individual and group activities.
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Systems Engineering Concepts with Aid of Virtual Worlds and Open Source Software: Using Technology to Develop Learning Objects and Simulation Environments
An online virtual world, where people can socialize and connect with other people all over the world ( Boulos, Hetherington, & Wheeler, 2007 ).
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Technology Change and Online Community Development
An online virtual environment in which users, via a free downloadable client program, interact with other users through avatars and can produce and edit the content.
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Exploring Ideas and Possibilities of Second Life as an Advanced E-Learning Environment
Second Life is a 3D online virtual world developed by Linden Lab. Second Life provides only online community environment and the every content created by the residents.
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Cyber Security and Anti-Social Networking
A virtual world which enables a wide range of activities and experiences.
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Interoperability, Learning Designs and Virtual Worlds: Issues and Strategies
A MUVE commonly used by educators, created in 2003 by Linden Lab. It has around 16 million users. A separate Teen Grid for 13 to 17 year olds also exists.
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A Professional Development Program Proposal for English Language Teachers: Using Technology in the Classroom
It is a virtual social media environment where people can sign up and create an avatar for the purpose of learning and interacting with others.
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Affordances in Virtual World Learning Communities
A well-known virtual world platform initially developed by Philip Rosedale and Linden Lab.
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Collaboration Intricacies of Web 2.0 for Training Human Resource Managers
A three dimensional universe in which avatars can transact business, meet one another, and purchase user created electronic objects (along with pieces of virtual land) using Linden dollars.
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Tourism in Virtual Worlds: Means, Goals and Needs
Second Life is one of the first Virtual Worlds, which was launched by Linden Lab in 2003. For more information, see http://secondlife.com
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