![]() ![]() ![]() ![]() Since there are regions in Second Life that have “Adult Only” content, Second Life goes further by including in its Terms of Service this provision: “You affirm that you are at least 18 years of age, or the age of legal majority where you reside if that jurisdiction has an older age of majority.” For example, the 1998 Children’s Online Privacy Protection Act would preclude any child under age 13 from participating in Second Life. We all know there are laws that address the use of Internet activities. In the first 10 years of Second Life, “36 million accounts were created, $3.6 billion (that is real money!) was spent on virtual assets and the … total time users spent on SL is 217,266 years,” according to Wikipedia. Some readers may think Second Life is nothing but a game, but Second Life claims that there are more than “50 million user hours a month and over (US)$500 million user transactions each year.” Second Life celebrated its 10th anniversary in June. There has been some interesting litigation, particularly with Second Life, that sheds some light on those rights, and brings these issues out of the virtual world and into the real world. Those virtual worlds include Second Life and Maple Story, as well as video games.Īlthough these virtual worlds and games are used regularly by individuals around the world, few consider the ownership and other legal rights associated with their virtual activities. Going into 2022, Linden Lab has released a content roadmap that promises a vast array of new features such as new premium content, realistic avatars, and new marketplace variants.Millions of people have created avatars that live in Internet virtual worlds. In 2021, the Second Life team updated its platform to include new features and several major improvements such as updated instant messaging, group chats, notifications, an enhanced guidebook, new onboarding experiences, as well as over 140 eCommerce opportunities. Due to the increase in interest, Second Life plans to offer its users a Metaverse space complete with data protection. Thanks to the trending Metaverse, Second Life has seen a resurgence in interest with reportedly over “15,000 articles and broadcast outlets,” bringing eyes back to the platform in 2021. During the virtual festival, users could enjoy digital concerts and purchase band merchandise. In addition, Linden Lab founded the virtual reality (VR) platform Sansar in 2017, where various virtual events took place such as last year’s Splendour XR music festival. Organisations such as Stanford University, the American Cancer Society, and Adult Swim have also used the platform for enterprise-grade virtual events. Since its inception, Second Life has received approximately $11 million in funding and has created an in-game economy worth roughly $500 million.Īs of 2021, Second Life has reported around 64.7 million active users on its platform. #Second life seraphim software#San Francisco-based software firm Linden Lab founded Second life in 1999 to provide individuals with a virtual space to express themselves and acquire digital goods. Second Life ‘residents’ can browse the website for in-game content such as digital boutique items, tattoos, character skins, and interior design products. The firm has seen approximately 84 million page views since its debut over a decade ago. In 2021, the showcase page received a record-breaking 20 million page views, or 79.3 percent in growth, in 2019.įounded in 2011, Seraphim provides Second Life subscribers with a digital storefront to host and distribute user-created content. Seraphim, the content platform for veteran virtual social platform Second Life, has recorded a massive increase of roughly 34.3 percent in traffic last year, the company said in a press release. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |