Virtual life as important as the actual

TELETRABAJO THROUGH VIRTUAL COMMUNITIES

Having only one life (work, study, 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 growing in number and size at a dizzying pace. Only in Second Life may have been more than a million and half people in the past two months reaching a staggering 5,440,518 virtual residents live, shop, dream, get married and create a world every day of your choice.

Do not confuse virtual universes Games Multiplayer On Line Role-Playing (MMORPG). In the first live a second life is virtually a complete society in which not only performed an adaptation of the individual user but also of businesses, real brands and institutions. They are definitely an ideal projection of the real world. Instead MMORPGs are 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 your hair, your 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.

We are witnessing a transformation in the forms of communication while on unifying cultures and civilizations, can be separated individuals of the same social groups they belong in favor of a virtual reality alternative. 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 for regular users of these parallel worlds is at 50% of leisure of the individual, which comes to assume an average of 4 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 requires a personal reflection on the half-time responsibility, security and above all in economics, that each must take to protect themselves from excessive realism it can charge a world of its kind.

Let's take a journey through time to see the different virtual worlds that have emerged over recent years:

1994:
WORLD CHAT
Appears World Chat, the first based 3D chat avatars and virtual rooms owned Worlds.net that fell to the lack of users and connections.
Official Website: World Chat
1995
Active Worlds
It is a platform still active as J. Crew or Banana Republic used for marketing efforts and product sales. It looks like the alternative to Second Life.

Active Worlds Video:

Official Website: Active Worlds
1999
Whyville
At the end of the last century comes the Whyville virtual community. This exclusive creation of scientists at Caltech is focusing 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 community created by Sulake emulates an interactive world that recalls the lego games with habo (characters, avatars or alter egos) very static and square but they offer a great versatility when moving by Habo and talks. In this world you can buy furniture with real money. Though 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 the 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 does not project into a virtual character they control the life of it, from what you eat to what you saw, including work and social relationships. Interestingly users of this game or virtual chat girls are mostly a very high proportion. McDonalds and Intel are examples of companies that were interested in 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 tries 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, 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 users themselves are those who set 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 but shows a significant increasing number of speaking. According to a 2006 study the average virtual life of its users is 4 hours per day which represents 50% use 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 Microsystems, 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 the socialist Ségolène Royal and the far-right Jean-Marie Le Pen of France, who have moved into Second Life his 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 cyber-begins to exist "will be official regulations?). 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 DJ and free virtual drink.

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 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 Liveye your virtual enterprise. And is that a world that is moved daily over 600,000 real dollars is very attractive. Anshe Chung invested $ 9.95 in 2004 and two years after getting together a million dollar fortune through the sale 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 that are going to be who you are or who want to be. The avatars are fully customizable and high-precision graph. There stands today as a 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's 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 its playful component is considerably higher. The Entropy world marked 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 primary workplace.
We have not had a chance to prove Entropia Universe though it appears that this virtual combines the qualities of an MMORPG making it a more dynamic.

Video of Entropy

Official Website: Entropy

2006
TEEN SECOND LIFE
Under the emerging success of the project Second Life Teen Second Life, a virtual world designed especially for teenagers which aims to oust the competition platform, There. In summer camps are conducted 3 hours a day 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). In very recent creation, this virtual world is 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 mixture of fun and worked on ideas taken from SL, There and Teen SL.

Video Laguna Beach:

Video 2 of Laguna Beach:

Official Website: Virtual Laguna Beach

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6 Responses to "Virtual Life, as important as the real"


  1. [...] Related: virtual life, as important as the real [...]

  1. 1 rochuuu

    buno not write I can not wait to enter this virtual world

  2. 2 alfredo

    How do I register in teen second life
    respòndamme please thanks

  3. 3 laura250667

    improve it is to enjoy life

  4. 4 Demi

    q this is cool by jego and not q pedes not play online as well by the computer so I do not like I want to play for the oden direcato without buying things and complicate my life if sabesislguno or alguans of you-as ajugun game can play by qla direct computer tell me if I'm going to escrbidmelo q etrar todoas day to see ok? xaooo

  5. 5 Paul F Burgueño

    In Demi you have an almost perfect example of Hoygan. Had he written in capital letters.

Answer here:

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