Word: virtual
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Dates: during 2000-2009
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...Created by Linden Lab in 2003, Second Life is a “3-D online digital world imagined, created, and owned by its residents” that is free to join. Its roughly five million users create avatars, which are virtual character representations of themselves that can be anything from men and women to butterflies. Second Life is not a game so much as it is an “online community” because there is no specific goal or winner. Users are able to interact, create buildings, and buy land on the Second Life globe...
...same time, however, the lack of restraint on capitalism defeats the potential good that could be fostered from this malleable digital reality. Rather than promote virtual values that could benefit players, essentially the main objective of Second Life is the reselling of virtual “real” estate at a profit...
...Business Week profiled Anshe Chung, a Second Life user who had made $250,000 USD in virtual Linden Dollars. Chung could exchange this for American dollars on the LindeX Currency Exchange that Linden Lab operates through PayPal. Such singular concern for profit does not make Second Life a good teaching tool, even though companies have claimed to use it as such. In an effort to teach young people how to manage money, Wells Fargo & Co. created an amusement park island on Second Life in 2005 where users could withdraw money from ATMs. Underlying this supposedly instructive intent, was, of course...
...create a virtual campus,” said Benjamin P. Schwartz ’10, one of the site’s co-founders. “We don’t just want a student Web portal, we want a student...
GRECO-TURKISH TENSIONS Turkey banned the site for three days after a Greek user allegedly posted a clip calling the founder of modern Turkey--Mustafa Kemal Ataturk--a homosexual. The stir caused a virtual video war to break out, as Greeks and Turks posted YouTube clips insulting one another...