O‘ Murchu, Ina. Second Life: Welcome to the Metaverse, Feb. 22, 2007.

The Metaverse. Second Life: Education in Second life; Business in Second Life; Some Second Life Stories.


Conklin, Megan S. 101 Uses for Second Life in the College Classroom. Elon, NC: 2007.

The 1.0 version of this document was originally presented as part of the Second Life Symposium at the Games, Learning, and Society Conference, June 23-24, 2005 in Madison, WI. The featured speakers for this symposium were Cory Ondrejka and James Cook with "Brace for Impact: How User Creation Changes Everything".

The information presented at the conference and summarized in this handout (and now updated in the 2.0 version) is based on my personal experience using the software, as well as my readings and ideas for how a variety of academic disciplines might be able to make use of the software. These ideas are grouped and outlined in an easy-to-read format for the participants to refer to later, and include listings of sample assignments, essay topics, discussion topics, and in-world activities that I have developed for use by my students.

How Education Enterprises Use Virtual Worlds.

Hundreds of leading universities and school systems around the world use the Second Life Grid™ as a vibrant part of their educational programs. Linden Lab works enthusiastically with Education enterprises to familiarize them with the benefits of virtual worlds, connect them with other educational organizations and support providers, and showcase their inworld implementations.

Kirriemuir, John. "The Second Life of UK Academics". Ariadne 53, 2007.

John Kirriemuir introduces a series of studies investigating how the Second Life environment is being used in UK Higher and Further Education.

Kemp, Jeremy. SimTeach: Information and Community for Educators using M.U.V.E.'s: Multi-User Virtual Environments.

Blog: From where I hover..., Wiki: Second Life Education Wiki, Forum: SL Educators (aka The SLED List), and Machinima: Jeremy Kemp's Channel.

Second Life Education Blog.

A blog dedicated to the ins and outs of K-20 education using the Second Life® world. This blog is written by educators and for educators, for those who are seasoned Second Life veterans and for those just starting out, for those who are die-hards and those who are skeptics. All are welcome. We hope you’ll read, enjoy, and comment on what you see.

Second Life in Education.

This space was designed to provide an overview of the educational possibilities of virtual worlds, in particular Second Life.

Within this space, Jo Kay (aka jokay Wollongong) and Sean FitzGerald (aka Sean McDunnough) document a detailed list of Educational Uses of Second Life, provide useful resources for educators, link to a range of handy Second Life online resources, and list some of the many other virtual worlds that exist.

UberNoggin, previously Second Life Education Research.

Sarah "Intellagirl" Robbins writes about technology, education, business and other smart stuff.

SLEDevents in SL.

Bruce Summerville maintains a great Google Calendar of scheduled educational events.

Second Life's Education Bookmarks on Delicious.

These are some of the tasty Education bookmarks Pathfinder Linden (John Lester) has saved on Delicious.

ISTE Second Life.

Second Life, a multi-user virtual environment (MUVE), is a favorite ISTE venue for online learning, collaborating, and networking.

ISTE's Second Life space provides a venue for educators to network and learn from each other about real-life education opportunities and best practices in Second Life.

ISTE sponsors an in world group, hosts weekly networking socials and topical events, and sponsors a television series broadcast live from Second Life.

The New Media Consortium (NMC).

The New Media Consortium (NMC) is an international 501(c)3 not-for-profit consortium of nearly 300 learning-focused organizations dedicated to the exploration and use of new media and new technologies.


MUVEnation is an European project con-funded by the European Commission under the 2007 Lifelong Learning programme, under the Comenius - School education sub-programme. MUVEnation was conceived as an answer to the priority 1.2.2.c:

"Approaches designed to encourage teachers to develop new pedagogical methods to increase pupil motivation".

The project seeks to develop a European peer learning program for teacher training for the use of "Active learning with Multi-Users Virtual Environments to increase pupils' motivation and participation in education".

Moving to the Second Classroom, Nov. 25, 2008.

Teachers have had great success by moving the classroom into virtual worlds. Teaching in virtual environments can be very productive.

Use of Video Game Technology in the Workplace Increasing, Jun. 23, 2008.

Study finds 70 percent of major employers use interactive computer training that includes game-like simulations.

Swanson, Bernadette Daly and Kane, Danielle. Second Life: Education in a Virtual World (slidecast), Nov. 2, 2007.

Academic Library 2.0, Library Association, University of California Berkeley.

Jarrett, Kevin and Martinez, Sylvia. Images, thoughts and insight from educators exploring Second Life, Oct. 1, 2007.

K-20 Educators Exploring Virtual Worlds - Panel.

Second Life Education without Boundaries, 2007.

Tell them it’s like the web used to be.


Second Life: Open Education and Virtual Worlds, Nov. 19, 2008.

Millions of people worldwide have flocked to a virtual environment known as Second Life during the past few years. There, they create three-dimensional representations of themselves, known as avatars, that buy, sell, teach, build, and relate in a world totally created by its residents. Harvards father-daughter team of Charles Nesson and Rebecca Nesson as they examine Second Life and the opportunities and problems that this virtual environment confronts.

Education in Second Life, Nov. 17, 2008.

This video shows some of the institutions researching the use of virtual worlds in education, in the US, Portugal and Brasil.
Its objective is to demonstrate how Second Life, and virtual worlds in general, are not just amusement spaces, but serious research subjects in education, worldwide.
Most of the video is a machinima recorded in Second Life using Fraps and the special effects allowed by Second Life itself in-world, like camera controls, and then edited using Adobe Premiere.
Its content is the use of technologies, specifically virtual worlds, in education, and it was developed for the learners interested in these areas of research, but are still not familiar with what is going on in terms of education inside Second Life.
In Second Life, I am Erectus Amat.
A post for the video in my blog:

Virtual Learning Labs, Nov. 3, 2008.

Introduction to startup Virtual Learning Labs

International Society for Technology in Education -- ISTE Second Life, Oct. 28, 2008.

Explore the world of possibilities as you go along on the journey of several educators working and learning in Second Life. With your host, Kittygloom Cassady, find out how ISTE Island created a powerful educator network and supports this ongoing collaboration within Second LIfe. . --- Knowclue Machinima

Introduction to Second Life and education, Sep. 3, 2008.

SL Education Demo Video, Mar. 21, 2008.

Explores SL capabilities in education, using two teaching scenarios as an example.
Participants:Lazaros Ioannidis and Chrysanthi Tseloudi.
Filmed and edited by Chrysanthi Tseloudi.

Training simulations in Second Life, Nov. 1, 2007.

Overview of Second Life as training, education and e-learning tool, demonstration of several training and educational simulations in Second Life.

Second Life in Education, Oct. 24, 2007.

Sarah Robbins, doctoral candidate at the University of Indiana, aka Intelligirl, talks about her experiences using Second Life in her classrooms.

Educational Uses of Second Life, Aug. 10, 2007.

An overview of educational uses of Second Life including educational locations, tools, and learning archetypes that are applicable to Second Life.

Education in Second Life, Aug. 20, 2007.

A video I (joe sanchez) made in 2006 for educators who have never heard of or seen virtual worlds. Though some of the information is now old, I thought i would post it in case someone found it useful. See my blog for more infor

Education in Second Life: Explore the Possibilities, May 29, 2007.

A brief overview about Second Life and how educators may be able to use it in their classes.


Second Life in the News.

Success Stories.

Employees in large enterprises and government agencies from all over the world are working together in Second Life right now—without a single case of jetlag.


The Marketplace.

One of the most exciting aspects of Second Life is its vibrant marketplace for virtual goods and services. Second Life has a fully integrated economy built on the residents' ability to buy and sell their virtual creations.

Economic Statistics (Raw Data Files).

Each day's files reflect data as of midnight the previous day. - Quantcast Audience Profile.

Official website. Second Life is a free 3D virtual world where users can socialize, connect and create using voice and text chat.

Business Opportunities.

There are as many opportunities for innovation and profit in the Second Life world as in the Real World. Open a nightclub, sell jewelry, become a land speculator; the choice is yours to make. Thousands of residents are making part or all of their real life income from their Second Life Businesses.

Second Life: Ready for Work.

Spotlight on Training: Second Life is the leader of virtual meeting, event, training, prototyping, and simulation solutions that catalyze innovation while reducing the cost and environmental impact of travel.

Business Blogs.

Second Life Wiki: Blogs about Business in Second Life.

Second Life Business Communicators Wiki - Resources for business communicators...

This wiki is intended to be a collaborative resource for anyone interested in business and communications applications of Second Life, virtual worlds or 3D user interfaces.

SL entrepreneur Magazine | SLENTRE | Second Life Business Magazine.

SLentreprenuer Magazine is a publication dedicated to business in the virtual world Second Life. Created and conceived in January of 2008, the magazine seeks to present valuable content on all aspects of Second Life Industry. Sections include Second Life Profiles, News, Features, Second Life Traffic Report and the SLENTRE.COM FREE classifieds.

mappa novus: second life maps & search.

The ultimate second life map and land search site!

Guide to Jobs in Second Life.

Second Life is somewhat like an MMORPG in the sense that you need skills to get a job -- or rather, make a living in Second Life -- but, unlike MMORPGs, the skills you need are your own real life skills!

So: There are no buttons to press in dialog boxes that make you "instantly" upgrade an artificial skill that will bump your character into the world of professional services. Instead, you have to apply your own real life skills in Second Life in order to succeed. In this article, we'll try to cover a few different types of jobs.

The potential of Second Life for businesses is only starting to be understood.

Although there is online help - and avatar-assistants within the virtual world itself - there isn’t a guide for businesses who are taking their first steps into this strange new world. This brief document is intended to help.

We have tried not to replicate the existing material too much, but instead provide a business perspective on getting started and how to connect with other businesses.

Virtual World Analytics: Which Virtual World Optimization Solution Is Right For You?, Feb. 4, 2009.

In this article, I outline the top providers of Virtual World Analytics solutions. Whether you own a simple Second Life shop or are creating your own corporate Virtual World platform, one of the providers below can help you track and reach your goals.

Ferguson, Tim. Second Life's ecommerce double whammy, Jan. 22, 2009.

Second Life creator Linden Lab has acquired virtual marketplaces OnRez and Xstreet SL to extend ecommerce options for its residents beyond in-world shopping.

11 Companies In Fortune 100 Maintain Presence In Second Life (Update: And Many In The Global Fortune 100), Jan. 5, 2009.

Many of them integrate the metaverse into their regular corporate activity, as opposed to consumer marketing.

Photos: Second Life gets down to business, Oct. 31, 2008.

How do Microsoft, Nasa, Nokia and Peugeot look in the virtual world.

Second Life survey says: "Try it for work — you’ll like it", Oct. 10, 2008.

The non-profit Social Research Foundation recently announced the results of its Second Life Annual Survey 2008, a Web-based survey of 1,258 Second Life residents who are part of the organization’s First Opinions Panel™. Thanks to Social Research Foundation, ThinkBalm was able to contribute a few questions about work-related usage of Second Life. Here are some findings from the survey, which was fielded in September of 2008.

Plurkshop #11 - Survey Answers and Second Life links, Jul. 28, 2008.

The answers to the survey, along with some links to Second Life resources.

McKinsey: ignore Second Life at your peril, Apr. 23, 2008.

Companies which do not embrace virtual worlds risk missing the next wave of the web's development.

Reynolds, Roo. Can the Third Sector use Second Life and other Social Media?, Jan. 2008.

This is all a part of the moving illustration drawn by his computer according to specifications coming down the fiber-optic cable. The people are pieces of software called avatars. They are the audiovisual bodies that people use to communicate with each other in the Metaverse.

Dove Lane » Blog Archive » Second Life and Other Virtual Possibilities, Sep. 3, 2007.

This summer I have had the opportunity to provide an introduction to virtual worlds to quite a few work colleagues. It has been a ball…watching their faces light up as they suddenly understand how to make the technology do their bidding, and then getting very excited as they sense the possibilities latent in applying virtual interactions to all kinds of scenarios.


Doing business in Second Life, Dec. 11, 2008.

Working Lunch's Rob Pittam meets a company which only has offices in the virtual world of Second Life.

Organizational Use of Second Life, Nov. 17, 2008.

A tour of corporations and other organizations using Second Life for employee communication, advertising, and education.

Future Retail In SecondLife, Nov. 10, 2008.

How will retail stores do business in the future? In the Swiss town of Regensdorf, SAP Research, together with partners, is testing the supermarket of the future. RFID technology and SAP know-how make it happen.

Second Life and the Future of Ecommerce, Aug. 27, 2008.

This is Chris Collins, the Director of Enterprise Business Systems for Second Life. We were lucky enough to catch up with him at the Next Generation in Gambling conference in Montreal, and he took a few minutes to speak with us. Here, he discusses the future of ecommerce, and how Second Life is using its virtual currency to move toward that vision.

Second Life - Introduction for Businesses..., Aug. 9, 2008.

An Introduction for Businesses and Organizations. OBJECTIVES:: To Present: General SL Background Information; Lists of Organizations in SL; Reasons for B&O to Consider SL; Examples of Effective SL Utilizations. Descriptions of SL: Implementation Steps, Basic Communication Features, Technical Requirements. Additional Facts & Data.

Business in Second Life, May 5, 2008.

Second Life® is a 3-D virtual world created by its Residents. Since opening to the public in 2003, it has grown explosively and today is inhabited by millions of Residents from around the globe. Because Residents retain intellectual property rights in their digital creations, they can buy, sell and trade with other Residents. Learn business skills that will be a benefit in Second Life.

Enterprise Applications of Second Life, Apr. 17, 2008.

Summary of applications of Second Life platform to Enterprise Learning and Collaboration Solutions.

Virtual Sex in Second Life, Mar. 14, 2008.

Tracey Smith from the CBS Early Show explores the "seamier side of SL" SexGen Escorting and Virtual Sex are highlighted in this provocative piece.Be sure to visit Stroker in Second Life or email him at

Business of Second Life 1, 2, 3, 4, Feb. 19, 2008.

Coverage of the Sunday Times conference on the future of business in Second Life

Doing Business 2008 Report Gets a Second Life - World Bank, Dec. 7, 2007.

On October 26 Doing Business turned its attention to the virtual world by launching Doing Business 2008 in Second Life. During the three-hour event, Dahlia Khalifa presented the report and took questions from Second Life residents on Activ8 Island. In total, almost 700 residents and their online personas, known as avatars, attended. Another 1,000 tuned in by audio.

Learn More -

Discussion panel on business KPIs inside second life.

Live recording of the second life info session on business KPIs on October 2nd, 2007. There was a live broadcast to SAP TechEd Las Vegas 2007.

Lab With Leo #82 - Business and Second Life, Sep. 27, 2007.

Business and Second Life: What works and what doesn't?

Catherine Winters
Virtual Worlds Marketing Consultant

More and more real-world organizations are using popular virtual world Second Life for a variety of purposes: advertising, education, e-commerce, or for the novelty factor alone. Are these meaningful forays into the future of the internet, or simply companies playing around in virtual reality for its own sake? Catherine Winters (Catherine Omega in Second Life) shows some examples of real-world organizations' Second Life presences and explains what works and what doesn't — and why.

Catherine discusses future applications of virtual worlds and explains why sometimes the best tool is the simplest one.

RELATED WEBSITE LINKS - Omega Point, Catherine Winters' blog - Second Life website

Second Life, virtual world developed and run by Linden Lab; access is free.

Internet Marketing on Second Life, Sep. 23, 2007.

Best Selling Author Pat O'Bryan shows off his Portable Empire Island on Second Life, and explains why and how Second Life is an Internet Marketer's dream.

Second Life Economy Machinima, Aug. 7, 2007.

This is a machinima designt by three Bloomsburg University students discussing the 3D worlds economy.

The Second Life Sex Bed Case, Jul. 20, 2007.

UK TV channel More 4 News made this report on the Sex Gen bed court case - with footage of the bed IN USE. The strange world of Second Life, seen at its strangest.

Virtual worlds - hype or reality for businesses?, Jun. 28, 2007.'s Steve Ranger chats with a panel of experts about what virtual worlds such as Second Life mean to businesses. Is it all hype? Or should companies be getting involved? If so how?

Steve is joined by Rupert Goodwins, technology editor of ZDNet UK; Michael Parsons, editor of; and David Naylor, partner in the technology law practice of Field Fisher Waterhouse.

Second Life - BRANDS IN SECOND LIFE, May 6, 2007.

A short compilation (using the cool joystick cam feature!) of some of the branded builds in Second Life (part of a 30minute longer video) - from the likes of Reuters, BMW, Sony BMG and Ericcson, BigPond, Reebok, Vodafone, IBM, ABC TV, Showtime, Pontiac, American Apparel, Virgin, Dell, NBC, Apple (unofficial), Sears, Circuit City and AOL.

For the latest stats on these brands go to

Music, filming and editing by Gary Hayes

Second Life Strategies for Companies and Future Uses, Nov. 22, 2006.

Philip Rosedale, Founder and CEO of Linden Lab talks to iinnovate about the current and future uses of Second Life and what companies should be mindful of when developing a Second Life strategy. For more information check out


Policy on Resident-Run L$ Financial Services and Securities.

Linden Lab has noted the appearance of resident enterprises that are similar to investment funds, stock offerings, and banking services. We applaud the continued innovation and entrepreneurship of our community, and we think that many of these services can provide great benefits to Second Life.

The Secondlife Newspaper FINANCE.

Market Summary for Week Ending [date]. $L Financial Summary.

Hsu, Jeremy. Second Life bank crash foretold financial crisis, Nov. 21, 2008.

Ginko Financial promised an interest rate of more than 40 percent.

New Policy Regarding In-World “Banks”, Jan. 8, 2008.

As of January 22, 2008, it will be prohibited to offer interest or any direct return on an investment (whether in L$ or other currency) from any object, such as an ATM, located in Second Life, without proof of an applicable government registration statement or financial institution charter. We’re implementing this policy after reviewing Resident complaints, banking activities, and the law, and we’re doing it to protect our Residents and the integrity of our economy.


Thursday January 8, 2008 Ken D. Linden announced on the Second Life's Official blog the closing of Second Life's banking atms. This is a reading of the transcript of that announcement.

ArcelorMittal Invites its Shareholders Live to Second Life /// Buzz & Viral Marketing Agency Vanksen|Culture-buzz, Jun. 17, 2008.

After the launch of the second season of its Web TV, ArcelorMittal once again shows its fondness for social media by inviting potential shareholders live to Second Life. In fact, June 17th was the official inauguration of ArcelorMittal’s virtual facilities. They used the opportunity to present the company’s group figures to shareholders.

SLJoe Show-Midas Bank Failure, Nov. 7, 2007.

Another bank has failed within Second Life with depositors losing over $25,000 USD. Midas Bank ceased operations.

Swan, Melanie. Virtual World Valuation: accounting, valuation, taxation and legal issues in virtual worlds, Nov. 2007.

Virtual worlds are becoming increasingly routine for business, academic and government use. Financial professionals and regulators are now getting involved; there is an opportunity for a leading accountancy to define and lead virtual world accounting and valuation practices. Demand for advisory services is growing along with strategic investment and M&A activity in all areas of the value chain. Doing business in a virtual world is similar to doing business in a foreign country.

Svensson, Peter. Virtual Bernanke Guides 'Second Life', Sep. 4, 2007.

Just before U.S. financial markets were roiled by a global credit squeeze this summer, an equally dramatic financial crisis threatened "Second Life," the much-hyped online world.

Anti-Gambling Policy Update: FAQ, Aug. 9, 2007.

Since we originally announced the anti-gambling policy, we have received more questions about what it covers and how we plan to enforce it. Following is the updated FAQ, which attempts to clarify our original explanation of the policy and enforcement.

Investing in a GAME ?, Jul. 25, 2007.

Marmaduke Mertel looks at the world of SL finance and speaks to some of the greatest thinkers of the field.

Ad blocker interference detected!

Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.