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.
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Notes
- 1.
Full disclosure: I retain a financial interest in Linden Lab to date due to my employment. For this reason, I rely primarily on my interviews to give perspective and endeavor to present my observations analytically and fairly.
- 2.
- 3.
A prim is a single part object in Second Life that you can attach to other prims in order to create different kinds of objects. It is like a building block.
- 4.
CYA is an acronym for cover-your-ass.
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Miller, J. (2014). How Linden Lab Built a Virtual World for Business and Education. In: Hebbel-Seeger, A., Reiners, T., Schäffer, D. (eds) Synthetic Worlds. Integrated Series in Information Systems, vol 33. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-6286-6_2
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