The uses of virtual worlds are very diverse. They are in almost every area, be it science, business or entertainment use. Thus, as buildings or even entire cities to be built, virtual l visited first. This technique allows the building owner or architect, the clients with the simulation of a city, a building or an entire virtual world to present a sensual experience. Sales and marketing companies and departments benefit enormously from this new presentation technologies, because especially when it difficult to explain or very large or microscopically small products is about, which offers virtual reality technology in virtual worlds is an ideal tool. Compared with a costly change to the finished project provides the simulation, a suitable alternative.
Currently, millions of players already living in the world of Second Life. The social aspect is predominant in this game Unlike other massively multiplayer games, there is no quests, no fighting against the environment. Fighting between players (PvP) are allowed in certain areas, but are not mandatory for progress in the game. The transition to a free model (pay-option still exists) has greatly contributed to the popularity of Second Life, but it was mainly certain peculiarities of the game that explain its current success. I am here trying to provide you more service for better alternative for that.
Notably, the total freedom given to residents of Second Life. Indeed, almost the entire virtual world is directly produced by the players, and they are the ones that change their own world. Second Life is also known for its economy. The lack of progress levels typically encountered in MMORPG encourages players to consider the creation and accumulation of wealth and consumption as ends in themselves. On the other hand, the game's internal currency is convertible into dollars. It did not take much for top brands like Adidas, Dior, and Toyota fall in love with this new consumerist paradise.
Beyond the social phenomenon that is becoming Second Life, this game certainly seems capable of satisfying different audiences. Some will be attracted by the infinite possibilities in terms of role-playing. Others by social interactions enabled by a world already involves more than 9 million people. More by greed or seeking a showcase to promote their creations. The future will tell what Second Life can meet expectations, or not.
How it Works
As in most of the virtual social spaces (online games or virtual worlds), the first step in launching the program is to create a character (an avatar) to represent the user and allow him to interact with peers virtual. Once connected, one of the main activities in Second Life is to customize their avatar in his image. From one of eight basic models available in the interface to create avatars, it will be possible to change the character's appearance in detail (since its size and girth up eye color, shape Face or arm length through the choice of an outfit).
The appearance of the avatar is such a place in Second Life that barbers and merchants of apparel (more or less altruistic) are legion. Each user can indeed design and import outfits in the world of Second Life, where appropriate, offer for sale (cons Linden dollars, convertible to U.S. dollars - at a rate of one U.S. dollar for 273L $). Once satisfied with his appearance as a "virtual tourist", the resident will explore a world whose main function is to materialize and share the imagination of designers. During these trips, the resident will visit places of socialization inevitably where to meet, to come across users with common interests. Most investors will join the builders in Second Life, every day that shape the universe, multiplying the sights that the first visit.
As a tourist, he can to discover a universe of disparate, partly because the developer Linden Lab , but also and above all the other residents of the virtual world, totally anarchic. A medieval area can mix a futuristic space and a region where the night is permanent, may adjoin a city bathed in light, according to the tastes of the creators or visitors. Some regions are realistic (reconstruction of the city of Dublin or Amsterdam or Mont St. Michel) or freely inspired from reality (see e.g. Little Egypt, Little Deauville or Sigil inspired the American West in the 19th century), others are entirely imaginary and worthy of Lewis Carroll (as the island of Svarga, for example).
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