How Linden Lab Built a Virtual World for Business and Education

Chapter
Part of the Integrated Series in Information Systems book series (ISIS, volume 33)

Abstract

With the release of Second Life in 2003, an eccentric group of gamers, entrepreneurs, and academics broke ground and surprised its developers by pushing usage model boundaries. Linden Lab, the creators of Second Life, made a series of decisions around user-created content and intellectual property law that turned the development of a virtual environment into the development of a virtual platform. The ability to exchange US dollars for the Linden dollar, the limited license object used to exchange virtual goods, would open up a new method of conducting online business. The ability to have a 3D space provided a teaching and development medium for daring educators. In this chapter we will discuss the early development decisions, whether intentional or reactionary, that supported education, internal development of businesses inside Second Life, and external businesses entry into Second Life. We will take a closer look at the notable examples in business and education that influenced development decisions and how organizational structure influenced business and education.

Keywords

Titan Marketing Stake Metaphor Malone 

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Copyright information

© Springer Science+Business Media New York 2014

Authors and Affiliations

  1. 1.Dogpatch TechnologySan FranciscoUSA
  2. 2.Former Head of German Market Development, Linden LabSan FranciscoUSA

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