What is second life? The short answer is that it’s a virtual world that launched in 2003 and was hailed by some as the future of the internet. The longer answer is that it’s a landscape full of goth cities and preciously tattered beach shanties, vampire castles and tropical islands and rainforest temples and dinosaur stomping grounds, disco-ball-glittering nightclubs and trippy giant chess games. In 2013, in honor of Second Life’s tenth birthday, Linden Lab—the company that created it—released an infographic charting its progress: 36 million accounts had been created, and their users had spent 217,266 cumulative years online, inhabiting an ever-expanding territory that comprised almost 700 square miles. Many are tempted to call Second Life a game, but two years after its launch, Linden Lab circulated a memo to employees insisting that no one refer to it as that. It was a platform. This was meant to suggest something more holistic, more immersive, and more encompassing.

Second Life has no specific goals. Its vast landscape consists entirely of user-generated content, which means that everything you see has been built by someone else—an avatar controlled by a live human user. These avatars build and buy homes, form friendships, hook up, get married, and make money. They celebrate their “rez day,” the online equivalent of a birthday: the anniversary of the day they joined. At church, they cannot take physical communion—the corporeality of that ritual is impossible—but they can bring the stories of their faith to life. At their cathedral on Epiphany Island, the Anglicans of Second Life summon rolling thunder on Good Friday, or a sudden sunrise at the moment in the Easter service when the pastor pronounces, “He is risen.” As one Second Life handbook puts it: “From your point of view, SL works as if you were a god.”

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