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Second Life
B   E     N      E     F    I     T     S
Tiffany Akiyama :: Danh Nguyen :: Matt Spencer
Total Residents -
     9,038,819


   29.5 % of Second
Life’s users from USA


10.4% of users from
Germany, 2nd most

average age of adults is
          30
average age of teens is
          15
                           Population
43% female, 57% male

Growing at a rate of 15% per
month




                Population
Why Second Life?

What can you do?

How to get started.

What you need.

Final thoughts . . .

                       The Pitch
World created by its residents

Immersive, interactive environment

Collaboration and cooperation
without boundaries
Not a game, but it can be fun

Innovative tool for education &

    Why Second Life?             RATIONALE
Create your own unique avatar

Explore the world and meet
people

Create or interact with “real
world” multimedia presentations
or projects


    What can you do?         OVERVIEW
Displays, Exhibits, and Projects

Distance & Diversified
Education

“Real Life” Experience




    What can you do?          EDUCATION
Marketing
 Low cost/risk, high rewards
 Interactive “website”
 Decline in reach of traditional advertising
Marketplace Research
 Sell or give away new products
 Allows for feedback from consumers
 Gauge “real world” demand for products


    What can you do?                    BUSINESS
Create an account
 Basic - FREE, custom avatar, build
 objects
 Premium - FEE, land ownership, stipend

Acquire Currency - Linden
Dollars
Acquire Land - Building
Structures


  How to get started                  ACCOUNTS
Use Linden $ to acquire goods &
services
 Creators retain intellectual property rights
 over items
 Some goods & services available for free

Linden Dollars = US Dollars
Economic Statistics:
 Est $500-$600 GDP for 2007


   How to get started                    ECONOMY
Manipulating “prims”
 “Primitive” single part object
 Various shapes
 Manipulated in various ways
 Various types (elements)
Add texturing



  How to get started              CONSTRUCTING
Different types of solution
providers
 Full-Service Companies

 Consultants

 Tools

 Software Solution Providers




          What you need        CONTRACT LABOR
Before you start building:
 Get the lay of the land
 Attend classes and events in world
 Visit a number of different places
Resources for building:
 Public sandboxes
 Website tutorials
 Ask those in the community for help


           What you need              Do-It-Yourself
Second Life user software

High speed Internet connection

Computer 2-3 years old

High end graphics card
recommended


        What you need       TECH SPECS
SL is interactive, innovative, & fun

Many uses for education &
business

Easy to get started

YOU--build the world


   Final thoughts . . .
Can be used for many purposes

Engrossing and addictive

Gaining popularity




     Lessons Learned        OVERALL
Second Life can . . .
 become a potential environment for
 education

 develop students’ creativity

 help users develop their personal interests

 be the best place for shy students




      Lessons Learned                 EDUCATION
Improved customer relations

New medium for advertising

Low risk, high reward market




     Lessons Learned           BUSINESS
Thank you!

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Second Life Benefits and Uses in 40 Characters

  • 1. Second Life B E N E F I T S Tiffany Akiyama :: Danh Nguyen :: Matt Spencer
  • 2. Total Residents - 9,038,819 29.5 % of Second Life’s users from USA 10.4% of users from Germany, 2nd most average age of adults is 30 average age of teens is 15 Population
  • 3. 43% female, 57% male Growing at a rate of 15% per month Population
  • 4. Why Second Life? What can you do? How to get started. What you need. Final thoughts . . . The Pitch
  • 5. World created by its residents Immersive, interactive environment Collaboration and cooperation without boundaries Not a game, but it can be fun Innovative tool for education & Why Second Life? RATIONALE
  • 6. Create your own unique avatar Explore the world and meet people Create or interact with “real world” multimedia presentations or projects What can you do? OVERVIEW
  • 7. Displays, Exhibits, and Projects Distance & Diversified Education “Real Life” Experience What can you do? EDUCATION
  • 8. Marketing Low cost/risk, high rewards Interactive “website” Decline in reach of traditional advertising Marketplace Research Sell or give away new products Allows for feedback from consumers Gauge “real world” demand for products What can you do? BUSINESS
  • 9. Create an account Basic - FREE, custom avatar, build objects Premium - FEE, land ownership, stipend Acquire Currency - Linden Dollars Acquire Land - Building Structures How to get started ACCOUNTS
  • 10. Use Linden $ to acquire goods & services Creators retain intellectual property rights over items Some goods & services available for free Linden Dollars = US Dollars Economic Statistics: Est $500-$600 GDP for 2007 How to get started ECONOMY
  • 11. Manipulating “prims” “Primitive” single part object Various shapes Manipulated in various ways Various types (elements) Add texturing How to get started CONSTRUCTING
  • 12. Different types of solution providers Full-Service Companies Consultants Tools Software Solution Providers What you need CONTRACT LABOR
  • 13. Before you start building: Get the lay of the land Attend classes and events in world Visit a number of different places Resources for building: Public sandboxes Website tutorials Ask those in the community for help What you need Do-It-Yourself
  • 14. Second Life user software High speed Internet connection Computer 2-3 years old High end graphics card recommended What you need TECH SPECS
  • 15. SL is interactive, innovative, & fun Many uses for education & business Easy to get started YOU--build the world Final thoughts . . .
  • 16. Can be used for many purposes Engrossing and addictive Gaining popularity Lessons Learned OVERALL
  • 17. Second Life can . . . become a potential environment for education develop students’ creativity help users develop their personal interests be the best place for shy students Lessons Learned EDUCATION
  • 18. Improved customer relations New medium for advertising Low risk, high reward market Lessons Learned BUSINESS

Notas do Editor