Virtual life, as important as real
TELEWORK THROUGH VIRTUAL COMMUNITIES
Having only one life (work, school, family ...) is no longer enough. With the revolutionary advances in AI, 3D spaces, graphics engines and the increasing speed of Internet access via broadband, virtual worlds are increasing in number and size at a dizzying pace. Only in Second Life has had more than a million and half people in the past two months reaching a staggering 5,440,518 virtual people who live, buy, dreams, marry and create a world every day of your choice.
Do not confuse virtual universes Games Multiplayer Online RPG (MMORPG). In the former living a second virtual life in a whole society in which not only performs an adaptation of the individual user but also of businesses, real brands and institutions. They are definitely an ideal projection of the real world. In contrast, the MMORPG is based on the embodiment of virtual characters for heroic achievement of a goal in a fantastic world of adventure and action.
In virtual worlds the user live a second life that you can configure to your taste, from the color of his hair, his name, the configuration of your home, your personality, to the same sex may, for example, appear in this universe being boy when in reality it is a girl or vice versa.
It is a transformation in the forms of communication but about unifying cultures and civilizations, can be separated individuals of the same social groups to which they belong in favor of an alternative virtual reality. The danger is the possibility that this projection is additional and not substitute traditional life. Surveys show that dedication to the creation of a virtual alter-ego regular users of these parallel worlds is at 50% of the individual's free time, what comes to assume an average of four hours a day. Businesses, organizations and even political parties and religious movements are becoming more aware of this fact and take virtual screening measures as diverse as those below highlight when talking about Second Life, currently the virtual structure par excellence. In a society in which they are losing the traditional values of social communication is necessary a personal reflection on the half-time responsibility, security and above all in economics, that everyone should take to protect themselves from excessive realism it can take a world like this.
Let's take a journey through time to see the different virtual worlds that have emerged over recent years:
WORLD CHAT
Official Website: World Chat
ACTIVE WORLDS
Still active is a platform that J. Crew or Banana Republic used for marketing efforts and product sales. It looks like the alternative to Second Life. Active Worlds Video:
Whyville
At the end of the last century arises Whyville virtual community. This exclusive creation of Caltech scientists is focused on socialization and educacución children between 8 and 15 years. The portal currently has over 2 million users. The currency used is the Clam. It has the support of Toyota, NASA and the Getty Museum, among others. Whyville Video:
Official Website: Whyville
2000
Habo
This online community created by Sulake emulates an interactive world reminiscent of the lego games with Habo (characters, avatars or alter egos) very static and square but that offer great versatility to get around in Habo and talks. In this world you can buy furniture with real money. Although it was once the most striking chat tool in its apparent stagnation graph catualidad relegated to second place.
Habo Video:
Official Website: Habo
2002
THE SIMS ONLINE
In 2002 comes to on-line (online or through internet) of the popular game The Sims. This system contains an essential variant over its predecessors. In The Sims the user is not projected into a virtual character, but the life of the monitor, from what you eat to what you saw, including his work and social relationships. Curiously, the users of this virtual chat game or are mostly girls for a very high proportion. McDonalds and Intel are examples of companies that have inquired about the possibilities of marketing the Sims universe. As a curiosity we note that all sims (or characters) sims speak the same language, an invented language that aims to bring the user to the Sims world and globalize the talks.
The Sims Online Video
Official Website: The Sims Online
2002
SECOND LIFE
With excellent graphics quality, Second Life is set to lead the industry since its inauguration as a platform for virtual life in 2003 (The beta version appeared in 2002). The peculiarity of this world is that the same users that make it up ab initio, ie the virtual world it is given for them to believe and what to model to your liking. Registration with a basic account is free. Once inside you can buy clothing, transportation, land, houses ... The currency is the Linden Dollar and has an exchange value of U.S. dollar 150LD. The players are mostly Americans although there is a significant increasing number of speaking. According to a 2006 study the average virtual life of its users is 4 hours a day job representing 50% of free time on Second Life.
Second Life's success is its versatility and functionality that gives play to many companies and institutions to open offices and virtual offices in this alternative world. Companies such as Adidas, American Apparel, Sun Mycrosystems, Toyota, IBM, Sony-BMG, Condenast, Dior, MTV, Nissan, Reuters, ING Direct, ABN Amro ... were free, bought land and are already getting real benefits thanks to Second Life . Harvard University or the Swedish Government itself did not want to fall behind and have done the same. HastaU2 touches and gives concerts in SL.
Another example is that of the Socialist Segolene Royal and the far-right Jean-Marie Le Pen of France, Second Life have moved to their election campaign. El Pais newspaper has not missed the opportunity to open a virtual kiosk in Second Life which, incidentally, stole the chairs in January (the virtual begins to exist cybercrime Will there be a government regulation?). Either way, the host of The Ciberpaís in Second Life, Laylah Mayfair, to play the matter by reminding everyone that the next day would give a big party with free virtual DJ and drinks.
But the main reason for the resounding success of Second Life is much more terranal: sex and money. For less than 2 euros you can keep virtual sex, if they do not get it free (as the same ness). And if you organize well and business vision you can try to follow in the footsteps of Anshe Chung, the first real millionaire thanks to Second TREND Livey your virtual enterprise. And is that a world in which daily move more than 600,000 real dollars is very attractive. Anshe Chung invested $ 9.95 in 2004 and two years after getting together a million dollar fortune by buying and selling of virtual land. Of course, the press conference took place in Second Life in front of hundreds of virtual reporters.
Video Second Life:
Official Website: Second Life
2003
THERE 
This is a fun virtual world, aimed at young people, full of games and opportunities you are going to be who you are or who want to be. The avatars are fully customizable and high graphic precision. There currently stands as the direct competitor to Second Life for ages 16 to 26 years. The basic registration is free but then have the possibility to increase your virtual goods as you would in real life, scratching his pocket.
There Video:
Official Website: There
2003
Entropia Universe
In a futuristic virtual world embody a character can evolve and acquire new skills. The graphical polish is not as high as Second Life but is far superior and unique touch. The world of Entropy has meant the first virtual real estate boom of relevance. The final price of the virtual property sold at public auction for $ 213,784 was real. Many entrepreneurs and self-Entropy have already seen their main workplace.
We have not had a chance to prove Entropy Universe but it seems that this virtual universe combine their qualities with those of an MMORPG making it a more dynamic world.
Entropy Video
Official Website: Entropy
2006
SECOND LIFE TEEN
Under the success of the project arises Second Life Teen Second Life, a virtual world specifically designed for teens that aims to topple the platform competition, There. In summer camps are held three hours daily in fun activities that take place in a young and social. The basic listing is free.
Video of Teen Second Life:
Official Website: Teen Second Life
2007
VIRTUAL LAGUNA BEACH
The proposed MTV is VLB (Virtual Laguna Beach). Very new, this virtual world intended to engage with users and young adolescents with striking scenery, good music and a graphical interface worked. Given its versatility and customization, it seems that VLB is a fun mix and worked on ideas taken from SL, There and Teen SL.
Laguna Beach Video:
Video 2 of Laguna Beach:
Official Website: Virtual Laguna Beach
























































Buno I'm not eager to write to enter this virtual world
how do I sign up for teen second life
respòndamme please thanks
improve it is to enjoy life
Jego q this is not nice for q and pedes not play online so the computer so I do not like I want to play for the oden direcato not buy things and complicate my life if you sabesislguno or alguans of ajugun game-as the QLA can Juga direct computer tell me if I'm going to escrbidmelo q todoas etrar day to see ok? xaoo
In Demi you have an almost perfect example of Hoygan. Only failed to capitalize.