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* [http://www.tls.timesonline.co.uk/article/0,,25549-2644262,00.html Second Lives and online utopias]: a review in the [http://the-tls.co.uk TLS], [[May 16]] [[2007]]
* [http://www.tls.timesonline.co.uk/article/0,,25549-2644262,00.html Second Lives and online utopias]: a review in the [http://the-tls.co.uk TLS], [[May 16]] [[2007]]
* [http://slod.secondlife.it/ ''Second Life Open Directory''] – Second Life Slurl Open Directory website
* [http://slod.secondlife.it/ ''Second Life Open Directory''] – Second Life Slurl Open Directory website
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Revision as of 09:29, 30 May 2007

Second Life
Genre(s) Virtual world
Developer(s) Linden Research, Inc
Publisher(s) Linden Research, Inc


Second Life (abbreviated as SL) is an Internet-based virtual world which came to international attention via mainstream news media in late 2006 and early 2007.[1][2] Developed by Linden Research, Inc (commonly referred to as Linden Lab), a downloadable client program enables its users, called "Residents", 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, create and trade items (virtual property) and services from one another.

Second Life is one of several virtual worlds that have been inspired by the cyberpunk literary movement, and particularly by Neal Stephenson's novel Snow Crash. However, Second Life is in a virtual world class of its own. The stated goal of Linden Lab is to create a world like the Metaverse described by Stephenson, a user-defined world of general use in which people can interact, play, do business, and otherwise communicate.[3] Second Life's virtual currency is the Linden Dollar (Linden, or L$) and is exchangeable for US Dollars in a marketplace consisting of residents, Linden Lab and real life companies.

While Second Life is sometimes referred to as a game, this description is disputed. 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. It is a semi-structured virtual environment where characters undertake activities for the purpose of enjoyment.

In all, more than six million accounts have been registered, although many are inactive, and some Residents have multiple accounts. Despite its prominence, Second Life has notable competitors, including Weblo.com, Active Worlds, There, and newcomers such as Entropia Universe, Dotsoul Cyberpark, Red Light Center, and Kaneva.

Features of the virtual world

Template:Second Life

Residents

For more information, see: Resident (Second Life).


Residents are the users of Second Life, and their appearance is their avatar (often abbreviated to av or ava). The basic avatar is human in appearance, but avatars may be of either sex, have a wide range of physical attributes, and may be clothed or otherwise customized to produce a wide variety of humanoid and other forms. A single person may have multiple accounts, and thus appear to be multiple Residents (a person's multiple accounts are referred to as alts). However, the use of additional accounts requires the Resident to register them and pay a small fee, though after May of 2006, there is no verification process preventing users from creating multiple "first" accounts using false information, a common practice.Template:Fact Also, a single Resident's appearance in Second Life can vary dramatically at will, as avatars are easily modified.

Communication and transport

Within Second Life, there are two main methods of text-based communication: local chat, and global "instant messaging" (known as IM). Chatting is used for public localized conversations between two or more avatars, and can be "heard" within 25 m. Avatars can also 'shout' ('audible' within 96 m) and 'whisper' ('audible' within 18 m). IM is used for private conversations, either between two avatars, or between the members of a group. Unlike chatting, IM communication does not depend on the participants being within a certain distance of each other. Voice communication is currently in beta testing.

The most basic method of moving around is by foot. To travel more rapidly, avatars can also fly up to about 170 m over the terrain (meaning 270 m if ground level is 100 m, 180 m if ground level is set to 10 m) without requiring any special equipment, and with scripted attachments there is currently no limit to how high an avatar can fly (although once past several thousand meters, the rendering of the avatar mesh starts to be affected).Template:Fact

Avatars can also ride in vehicles; many vehicles are available — there is a basic go-kart contained in the object library and there are many Resident-made vehicles available freely and for purchase including helicopters, submarines and hot-air balloons.Template:Fact Airborne vehicles can fly up to about 4000 m high (the maximum altitude allowed for any object).Template:Fact

For instantaneous travel, avatars can teleport (commonly abbreviated to "TP") directly to a specific location. An avatar can create a personal landmark (often called an LM) at their current location, and then teleport back to that location at any time, or give a copy of the landmark to another avatar. There's also a map window that allows direct teleportation anywhere.

There are some external websites that allow Residents to locate each other from outside of the virtual world, and SLurl.com allows external links through the Second Life World Map to locations in-world.

Economy and real estate

For more information, see: Economy of Second Life.
For more information, see: Real estate (Second Life).
File:Second Life map.gif
The Main Grid land map in March 2007.

Second Life has its own economy and a currency referred to as Linden Dollars (L$). Though the exchange rate fluctuates, as of February 2007 it is reasonably stable at around L$ 270 to one US dollar.[4]

Residents create new goods and services, and buy and sell them in the Second Life virtual world. There are also currency exchanges where Residents can exchange US$ or other real world currencies for L$. These exchanges are open markets, except that Linden Lab sometimes changes in world Linden Dollar "sinks" or sells Linden dollars to attempt to keep the exchange rate relatively stable. A small percentage of Residents derive net incomes from this economy, ranging from a few hundred to several thousand US$ per month, while a larger percentage derive a gross income large enough to offset most of their expenditures in L$. The currency has become the subject of concern in economic circles in regard to possible taxation.[5]

Premium members can own land (up to 512 m² without additional fees). Owning larger areas of land incurs an additional fee (which Linden Lab calls "tier") ranging from US$5 a month up to US$295 a month for an individual island.[6][7] Linden Lab used to sell land at a reduced rate to new Residents in small 512 m² lots (e.g., 16 by 32 meters) through its First Land program, but this program ended on 20 February, 2007 as the land was often being quickly resold at a profit rather than kept by the Resident.[8] It also sells 16 acre (65536 m2) regions. Once a Resident buys land he or she may resell it freely and use it for any purpose. The only exception to this is land purchased in "private sims" or "private islands", which are governed by Residents and not Linden Labs. These private islands have what are called covenants that may restrict use of the land, such as prohibiting any commercial activity, or even resale of the land itself.

Creation and copyright

One of the distinguishing characteristics of Second Life is that the Residents, not Linden Lab, create most of the content of the world. The Resident avatars are one example of such user-generated content.

There is a 3D modeling tool in Second Life that allows any Resident with the right skills to build virtual buildings, landscape, vehicles, furniture, and machines to use, trade, or sell. This is a primary source of activity in the economy. Any Resident can also make gestures from small animations and sounds from the standard library. Outside Second Life, Residents can use various graphics, animation, and sound tools to create more elaborate items, and upload them into the world. Once the creation is in the world of Second Life, the system makes efforts to help protect the exclusive rights of the content creator.

Second Life also includes a scripting language called Linden Scripting Language, or LSL. LSL is used to add autonomous behavior to many of the objects in Second Life, such as doors that open when approached. LSL has been used to create relatively advanced systems, such as the artificial life experiment on the island of Svarga, where a complete ecology runs autonomously (including clouds, rain, sunshine, bees, birds, trees and flowers).[9]

When objects are created (or instantiated) in-world and then transferred to the Resident's computer, they are said to "rez" — a reference to the Disney movie Tron. This also appears in LSL, where the command to create an object is llRezObject().[10]

A Resident who creates an item and the Resident that owns an item may retain certain rights, simulating and in some ways enhancing the copyright available in the real world.Template:Fact The creator can mark an item as "no copy," which means that no copies of it may be made by others, "no mod," which means that others may not modify the item's characteristics, and "no trans," which means that the current owner may not give it to another.

Live music performances take place in Second Life, in the sense that vocal and instrumental music by Second Life Residents can be provided from their homes and studios. This is played into microphones, uploaded to audio streams, and played in-world for the enjoyment of other Residents. This started with performances by Astrin Few in May 2004[11] and began to gain popularity mid 2005. For example the UK band, Passenger, performed on the Menorca Island in mid-2006.[12] Linden Lab added an Event Category "Live Music" in March 2006 to accommodate the increasing number of scheduled events.[13]

Arts and creativity in Second Life

Many of the (initial) residents of Second Life have a creative background. There is a large virtual community of artists and designers. They use Second Life not only as platform to demonstrate their art from real life, but also to express themselves and create new (virtual) art. The virtual creations from the metaverse are disclosed in real life by initiatives such as Fabjectory (statuettes)[14] and Secondlife-Art.com (oil paintings)[15]. The modeling tools from Second Life allow the artists also to create new forms of art, that in many ways are not possible in real life due to physical constraints or high associated costs. The virtual arts are visible for example in the Second Life Louvre, a virtual representation of the Louvre Museum.

Businesses and organizations in Second Life

For more information, see: Businesses and Organizations in Second Life.


A combination of Linden Lab granting Second Life Residents the copyright over their content,[16] and legal trading of the in-world currency "Linden Dollars" (L$)[17] has encouraged the creation of solely in-world businesses, the creation of legally registered companies that were previously solely in-world, and the in-world participation of previously unrelated companies and organizations.

In early 2007 the Swedish Institute stated it was about to set up an Embassy in Second Life.[18] The Swedish Minister for Foreign Affairs, Carl Bildt, stated on his blog that he hoped he would get an invitation to the grand opening.[19]

Education in Second Life

Second Life has recently emerged as one of the cutting-edge virtual classrooms for major colleges and universities, including Harvard, Vassar, Pepperdine, University College Dublin, Elon University, Ohio University, Ball State, New York University, University of Houston, Stanford University, Delft University of Technology[20] and AFEKA Tel-Aviv Academic College of Engineering.[21] Second Life fosters a welcoming atmosphere for administrators to host lectures and projects online, selling more than 100 islands for educational purposes, according to a New York Times article.[22] The article quoted Rebecca Nesson, an instructor at Harvard who brought her Legal Studies class to Second Life in the second half of 2006. "Normally, no matter how good a distance-learning class is, an inherent distance does still exist between you and your students," she says. "Second Life has really bridged that gap. There is just more unofficial time that we spend together outside of the typical class session." Joe Sanchez, a researcher at the University of Texas at Austin evaluated the use of Second Life in education in an interactive qualitative analysis, finding that once students overcome the technical and interface difficulties with Second Life, they "indicate a preference to social learning activities and find it enjoyable to interact with other avatars while learning in this space".[23]

Among the more active educators in Second Life are librarians. The Illinois' Alliance Library System and OPAL have teamed up to extend the programs currently offered online to librarians and library users within Second Life. There are numerous libraries within what is referred to as the Info Islands. A virtual reference desk in SL is staffed by real life volunteer librarians for many hours every week. They also teach workshops there to help librarians and educators learn more about Second Life.

Late in 2006, a trend emerged whereby large consortia purchased several islands comprising an archipelago of education-focused land. The land is then subdivided into smaller parcels and rented to colleges, universities, and educational projects. Typically, land is rented for as little as $200 per year and comes with permission to use some common space for larger events. Two prime examples are the Info Islands, which includes EduIsland I and II, and the New Media Consortium's NMC Campus which includes many Teaching Islands and a wide range of educational tools, services, and meeting spaces, a museum and library, and a planetarium. The consortial model has allowed for many more institutions to offer participation to students and faculty within a learning-centered environment. As a result, there are now hundreds of colleges and universities experimenting with Second Life.

Pricing

Pricing determines what residents pay to Linden Lab, and is separate from the Second Life economy where residents buy and sell to each other. There are two types of accounts, basic and premium. Basic accounts have no recurring fee, but lack the right to own land within Second Life. Premium accounts pay US$9.95 per month, as of February 2007.[24] It is perfectly possible to use Second Life for free. Premium accounts receive a weekly stipend (paid in Linden dollars) which somewhat offsets the membership payment. This stipend has reduced with time; as of February 2007, it is L$300 per week.[25][26] Basic accounts registered before 29 May, 2006 receive a stipend of L$50 for every week in which they log into Second Life, but no stipend is provided to basic accounts registered after that time.[27]Template:Fact

Teen Second Life

For more information, see: Teen Second Life.

Teen Second Life was developed in early 2005 to enable people aged 13-17 to play Second Life without entering false information to participate in the Main Grid. Both Grids at that time required the entry of credit card details, but the Main Grid made it mandatory that the credit card be the Resident's own, whereas the Teen Grid made it mandatory that it belonged to a parent. (Since then, the requirement for a credit card to register on the Main Grid has been removed. Also, for players in some but not all countries, a parent's credit card is no longer required to register on the Teen Grid, only a valid cell phone with SMS enabled.)

New (voluntary) identity/age validation measures are also being proposed to further secure the distinctions between "PG" and "mature" regions on the main grid, ensuring that only validated adults can enter the latter.

Issues and criticisms

For more information, see: Second Life issues and criticisms.

Because it is under constant development, and is an open environment that can be used by almost anyone with broadband internet access,[28] Second Life has encountered a number of challenges. These range from the technical (Budgeting of server resources) and moral (pornography) to legal (legal position of the Linden Dollar, Linden Lab lawsuit).

Prior to June 6 2006, all Residents were required to verify their identities by providing Linden Lab with a valid credit card or PayPal account number, or by responding to a cell phone SMS text message.[29] (Residents providing information were not charged if their account type cost nothing to create.) After that date, it became possible to create an account with only an e-mail address; even standard verification methods such as e-mail reply verification are not used.[30] Access to Teen Second Life still requires credit card details. Linden Lab has the ability to ban Residents from Second Life based on a hardware hash of their local PC,[31] preventing them from returning with other accounts.

The policy change to email-address-based membership brought about harsh criticism. The resultant flood of new members (most of them non-paying users) overtaxed the system both in hardware and manpower, causing excessive lag, teleportation and inventory failures, a dramatic increase in "griefing" and other problems. Allegedly to attract corporate interest, Linden Lab posted a public blog patting themselves on the back for reaching the "2 million residents" mark. This was met by numerous angry criticisms pointing to degraded system performance as a result. Several users noted that the claimed "residence" figures were highly exaggerated, pointing out that the actual activity of the board was roughly nine percent of the claimed residency figures, with paying membership below the two percentile point. Blogs and forum posts regularly attack the company for making exaggerated membership and performance claims. http://blog.secondlife.com/2006/12/14/ill-see-your-million-and-double-that/ There is also considerable criticism regarding paying members footing the bill for countless "freebie" users, while themselves receiving no preferential treatment or increased system performance. Free users have countered they "contribute" to the system just by their presence, some making claim of significant contribution via "time and content". Paying users counter that "playing a game" does not constitute contribution to the system. Debate regarding this issue has been drawn-out and heated, with advocates and critics on both sides of the issue.

In January 2007, two articles were published on the Internet which compared the economy of Second Life to a pyramid scheme.[32][33] In the same month, a "virtual riot" erupted between members of the French party National Front who had established a virtual HQ on Second Life, and opponents, including Second Life Left Unity, a socialist and anti-capitalist user-group.[34][35][36][37] Since then, several small internet based organizations have claimed some responsibility for instigating the riots.[38]

There are also issues with SecondLife support being under resourced, with support tickets and billing issues going unresolved. Residents have complained of having money stolen from their accounts, having credit withdrawals fail and other related billing issues.

During 2006 several established members of Second Life ceased support of the system. Among these was Starrax, SL's most popular sculptor and builder/scripter. Premiere live musician Astrin Few publicly posted a stern warning of intent to leave the system if host company Linden Lab did not pay more attention to customer needs. Criticisms against host company Linden Lab involve continuing system technical issues such as lag, repetitious bugs, customer inventory loss and excessive downtimes. Also cited were issues regarding "self-serving" company policies, failure to police the system (including lack of protection of members from alleged unethical/criminal activities), and criticism of host company Linden Lab for gross misrepresentation of membership figures. The late 2006 exit of the Elven Lord Wayfinder Wishbringer and the subsequent decision of the Elf Clan Counsel to shut down lands and cease financial support of the Second Life platform was a negative milestone that created significant ripples. The group cited as primary cause for shutdown the host company ignoring misappropriation by a renegade officer of thousands of dollars in group funds and lands-- a common criticism of Linden Lab policies.

The same time period brought strong criticism against Linden Lab for their allegedly catering to big business and ignoring the people and groups who had helped them build the system. Such criticism increased dramatically when Linden Lab in anticipation of corporate investments increased first year costs of private virtual islands by some 32% and second year rentals by 50%, making it difficult for hobbyist users to afford such fees.

First year costs of private islands are $1,695 purchase price and $295 a month maintenance fees, for total first-year costs of $5,235 USD. It has been pointed out that such costs are equal to or in excess of purchasing an acre of land in real life. Second year land costs total $3,540, far in excess of any conceivable real life property taxes.

Parody

Second Life is parodied by the website "Get a First Life" by Darren Barefoot, extolling the virtues of meatspace/real life.[39] Instead of sending the site creator a cease and desist letter, Linden Lab sent him a humorous "Permit-and-Proceed" letter.[40] Material from the site includes false links to such topics as "Go Outside [-] Membership is Free" and "Fornicate Using Your Actual Genitals."

Technical information

A graph illustrating the growth of Second Life from Jan 2006 to Mar 2007.

The flat, Earth-like world of Second Life is simulated on a large array of Debian servers, referred to as the Grid.[41] The world is divided into 256x256m areas of land, called Regions. Each Region is simulated by a single server, and is given a unique name and content rating (either PG or Mature).

Software

The Second Life software comprises the viewer (also known as the client) executing on the Resident's computer, and several thousand servers operated by Linden Lab. There is an active beta-grid that has its own special client, which is updated very regularly, and is used for constant software testing by volunteers. This testing software was introduced to eliminate the short amounts of time between real updates, and increase its overall quality. The beta-grid reflects the standard main-grid, except that the actions taken within it are not stored by the servers, it is for testing purposes only. Every few months, the standard software is replaced by the beta-grid software, intended as a big upgrade. The Second Life user-base is growing rapidly, and this has stimulated both social and technological changes to the world; the addition of new features also provides periodic boosts to the growth of the economy.

Linden Lab pursues the use of open standards technologies, and uses free/open source software such as Apache and Squid.[42] The plan is to move everything to open standards by standardizing the Second Life protocol. Cory Ondrejka, Vice President of Product Development, has stated that a while after everything has been standardized, both the client and the server will be released as free/open source software.[43]

  1. The current in-house virtual machine will eventually be replaced with Mono[44], which will reportedly produce a dramatic speed improvement.
  2. uBrowser, an OpenGL port of the Gecko rendering engine, which has been used in the client since version 1.10.1[45] to display the Help documentation, will also be used to display webpages on any of the surfaces of any 3D object the Resident creates.

Linden Lab provides viewers for Microsoft Windows, Mac OS X, and most distributions of Linux. Viewer upgrades are usually mandatory; the old viewer will not work with the new version of the server software. However, Linden Lab is working on a more flexible protocol that will allow clients and servers to send and take whatever data they may require, hence differing versions would nonetheless be able to work together.

As of January 8, 2007, the Viewer is distributed under version 2 of the GNU General Public License,[46][47] with an additional clause allowing combination with certain other free software packages which have otherwise-incompatible licenses. Currently not all of the required dependencies have been released. See https://wiki.secondlife.com/wiki/Open_Source_Portal for details.

The OS X viewer is a universal binary and is about twice the size of the Windows and Linux binaries.[48]

Second Life protocol

For more information, see: libsecondlife.

In May 2006 it was announced that the Second Life protocol had been reverse-engineered. A wiki was set up to further the effort.[49]

Since this project produced some useful software, Linden Lab modified the TOS to allow third-party programs to access Second Life,[50] enabling the project to be formalized under the name libsecondlife. Among functions developed are a map API, the ability to create objects larger than normally allowed (recently disabled), and other unforeseen capabilities such as CopyBot.

Outside the U.S.

As of 2007, Brazil is the only country to have an official and authorized localized version of Second Life with independent servers. [51] [52]

See also

References

  1. Sege, Irene. Leading a double life, The Boston Globe, 25 October, 2006. Retrieved on 2007-02-15.
  2. Harkin, James. Get a (second) life, Financial Times, 17 November, 2006. Retrieved on 2007-02-15.
  3. The king of alter egos is surprisingly humble guy. USA Today. Retrieved on 2007-02-20.
  4. LindeX Market Data. Linden Lab (2007-02-22). Retrieved on 2007-02-22.
  5. Thompson, Clive (2006-12-18). The Virtual Taxman Cometh. Wired News. Retrieved on 2007-01-07.
  6. Land Pricing & Use Fees. Linden Lab. Retrieved on 2006-11-24.
  7. Land: Islands. Linden Lab. Retrieved on 2006-11-24.
  8. Linden, Jack (2007-02-20). First Land program to end. Linden Lab. Retrieved on 2007-02-21.
  9. New World Notes: GOD GAME. Retrieved on 2007-03-03.
  10. LSL Wiki: llRezObject(). LSL Wiki. Retrieved on 2006-11-25.
  11. SL Live Music: The Musicians. Retrieved on 2006-12-27.
  12. Metaverse Messenger: Tuesday, August 9 2006. Metaverse Messenger (August 9, 2006). Retrieved on 2006-11-25.
  13. Version 1.9, Build 18: Other Changes. SL History Wiki. Retrieved on 2006-11-25.
  14. Fabjectory. Retrieved on 2007-05-06.
  15. Secondlife-Art.com: real life paintings from Second Life. Retrieved on 2007-03-02.
  16. Second Life Terms of Service. Linden Lab. Retrieved on 2006-11-18.
  17. LindeX: Currency Exchange. Linden Lab. Retrieved on 2006-12-08.
  18. Agence France-Presse (January 26, 2007). Sweden to set up embassy in Second Life. Sweden.se. Retrieved on 2007-01-26.
  19. Carl Bildt (January 30, 2007). Carl Bildt: Heja Olle Wästberg!. Retrieved on 2007-02-13.
  20. van Dijk, Tomas. TU koopt grond in Second Life (Dutch), Delta, 2007-02-22. Retrieved on 2007-02-24.
  21. Natan, Leo. Center for Internet, Metaverse and Society, 2007-03-19. Retrieved on 2007-03-19.
  22. Lagorio, Christine. The Ultimate Distance Learning, New York Times, 2007-01-07. Retrieved on 2007-02-14.
  23. Sanchez, Joe. Second Life an Interactive Qualitative Analysis, 2007-03-07. Retrieved on 2007-03-07.
  24. Membership Plans. Linden Lab. Retrieved on 2006-11-24.
  25. Linden, Philip (July 17, 2006). Linden Dollar Economy Announcement. Retrieved on 2006-11-24.
  26. Linden, Robin (October 15, 2006). SL Economy - Stipend change for new accounts. Retrieved on 2006-11-24.
  27. Linden, Robin (May 26, 2006). Change to Stipend Policy. Retrieved on 2006-11-24.
  28. Second Life System Requirements. Linden Lab. Retrieved on 2006-11-25.
  29. What if I don't have a credit card, SMS, or Paypal?. Linden Lab Knowledge Base. Retrieved on 2006-05-16.
  30. Linden, Daniel (2006-06-15). Abuse Levees Holding. Official Linden Blog. Retrieved on 2006-12-14.
  31. Linden, Robin (2006-06-27). [UPDATE] Open Registration. Official Linden Blog. Retrieved on 2006-12-14.
  32. Harrison, Randolph (23 January, 2007). SecondLife: Revolutionary Virtual Market or Ponzi Scheme?. Capitalism 2.0. Retrieved on 2007-02-14.
  33. Virtual world's supposed economy is 'a pyramid scheme'. Valleywag (January 23, 2007). Retrieved on 2007-02-16.
  34. Au, James Wagner (15 January, 2007). Fighting the Front. New World Notes. Retrieved on 2007-02-14.
  35. Zonk (17 January, 2007). Political Strife Erupts in Second Life. Slashdot. Retrieved on 2007-02-14.
  36. Hutcheon, Stephen (25 January, 2007). Virtual race war unsettles Second Life. Stuff.co.nz. Retrieved on 2007-02-14.
  37. Burkeman, Oliver. Exploding pigs and volleys of gunfire as Le Pen opens HQ in virtual world, The Guardian, January 20, 2007. Retrieved on 2007-02-14.
  38. How to start a riot in second life, forumite.com, February 16, 2007. Retrieved on 2007-02-16.
  39. Get a First Life. Retrieved on 2007-02-01.
  40. My Project Du Jour: GetaFirstLife.com. Retrieved on 2007-02-01.
  41. Inside Second Life's Data Centers. InformationWeek (March 5, 2007). Retrieved on 2007-03-17.
  42. Greenemeier, Larry (October 17, 2005). Open Doors To Innovation. InformationWeek. Retrieved on 2006-11-14.
  43. LugRadio Episode 42- I'm an excellent driver. LugRadio (January 16, 2006). Retrieved on 2006-11-24.
  44. Linden, Babbage (August 1, 2006). Second Life in Mono. Linden Lab. Retrieved on 2006-11-24.
  45. Version 1.10.1. SL History Wiki. Retrieved on 2006-11-24.
  46. Cite error: Invalid <ref> tag; no text was provided for refs named lindenlabdotcom-press-release-01-08-07
  47. Cite error: Invalid <ref> tag; no text was provided for refs named lindenblog-embracing-the-inevitable
  48. Community: Downloads. Linden Lab. Retrieved on 2006-11-18.
  49. SL Protocol Wiki. libsecondlife. Retrieved on 2006-11-24.
  50. libsecondlife FAQ. libsecondlife. Retrieved on 2006-11-26.
  51. http://info.abril.com.br/aberto/infonews/042007/23042007-3.shl
  52. http://tecnologia.uol.com.br/ultnot/reuters/2006/12/04/ult3949u547.jhtm

External links