Let’s start with clarifying what Second Life is.
Second Life is a 3-D online virtual world where avatars do the kind of stuff real people do in real life: Buy stuff. Sell stuff. Gamble. Listen to music. Buy property. Flirt. Play games. Watch movies.
But is it a game?
The mainstream press has struggled with how to characterize Second Life. The term “3-D online virtual world” doesn’t roll off the tongue as easily as the term “game.” And it’s a whole lot harder to get in a headline. But what is it, really?
Linden Lab, the company that created the platform that is Second Life, is emphatic that their creation is not a game. “There is no manufactured conflict, no set objective,” says spokesperson Catherine Smith. “It’s an entirely open-ended experience.”
Second Life does bear some resemblance to the “Sim City” and “Sims” franchises from Maxis and Electronic Arts. Players build and design a city in “Sim City,” and in “The Sims,” players control characters in day-to-day activities. There are no monsters to kill, no real objective to speak of. But the grow-your-own quality of these games resonated with players. “The Sims” is the best-selling PC game of all time.
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