MachineMachine /stream - tagged with secondlife https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[Second Life Still Has 600,000 Regular Users - The Atlantic]]> https://www.theatlantic.com/magazine/archive/2017/12/second-life-leslie-jamison/544149/

Second Life was supposed to be the future of the internet, but then Facebook came along. Yet many people still spend hours each day inhabiting this virtual realm. Their stories—and the world they’ve built—illuminate the promise and limitations of online life.

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Sun, 26 Nov 2017 10:30:33 -0800 https://www.theatlantic.com/magazine/archive/2017/12/second-life-leslie-jamison/544149/
<![CDATA[What happened to Second Life?]]> http://news.bbc.co.uk/1/hi/magazine/8367957.stm

Not long ago Second Life was everywhere, with businesses opening branches and bands playing gigs in this virtual world. Today you'd be forgiven for asking if it's still going.

Once upon a time Second Life had a Twitter level of hype. Even those without a cartoon version of themselves couldn't plead ignorance due to blanket coverage in newspapers and magazines.

Second Life is a virtual world started by the US firm Linden Lab in 2003, in which users design an avatar to live their "second life" online.

And everything about this world can be customised for a price - new outfits, drinks in a bar, even a luxury mansion can be bought with Linden dollars.

Mentions of Second Life first crept into the UK media mainstream in early 2006.

A year later, newspapers fell over themselves to cover it, devoting many column inches in their business, technology and lifestyle sections to profiles and trend pieces. By the end of 2007 Second Life had secured more than 600 mentions in UK newspapers and m

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Sat, 21 Nov 2009 04:20:00 -0800 http://news.bbc.co.uk/1/hi/magazine/8367957.stm