Second Life

Second Life
 
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Second Life residents get free cellphones

YouNeverCall, an online cellphone retailer, decided to break new ground in terms of business by moving into the virtual one. They have a ready market of 1.5 million potential customers by jumping straight into the Second Life online community, offering a fully functional in-game cellphone for free. These virtual cellphones in Second Life are meant to be more than an accessory that offers meaningless fun - YouNeverCall will incorporate actual cellphone features in the virtual world by enabling them to ring, and there is no need to download any additional module to snag one for yourself. All you need to do is to head on here to get your very own virtual cellphone.

These free cellphones can be used to retrieve important information like real world U.S. stock quotes, the exchange rate between the Linden dollar (currency used in Second Life) and the U.S.


Ninja Tune to launch Second Life music video channel

UK record label Ninja Tune is to launch a virtual music video channel in the online world Second Life, a virual economy and online world 'inhabited' by hundreds of thousands of users.

Second Life is a virtual 3D world built by its 1.5m users. Once created, objects can be bought and sold using the Second Life virtual currency, known as Linden Dollars. These can be sold for real US dollars, so that users can make real money from their Second Life activity. There are several thousand virtual retailers and real estate developers running real businesses, making real profits.

Ninja Tune sees its Second Life station, called Ninja TV, as a way to profile new acts and sell digital music. Ninja TV will feature several hours' worth of full length videos from artists such as Roots Manuva, Coldcut, Spank Rock, Cinematic Orchestra, Pop Levi and Mr Scruff.


Buzz Watch: Has Second Life Created Its First Real Life ...

Real estate and development magnate Anshe Chung held a press conference in Second Life on Tuesday to discuss her claim that she is the first to have amassed US$1 million worth of assets in Second Life. She is walking a fine line in making that claim, since Second Life residents don’t take lightly to people making false Second Life claims in order to gain PR in the real world. Earlier this month, Dreamland (Second Life’s largest residential project) residents voted to ban public relations firms that made false claims.During the press conference, Chung talked about how she placed a big bet on the Second Life real estate market with funds she had accumulated since entering the world in 2004, according to Reuters:"Before November 15th I used profits from this business and made one big investment of 250,000 US$ to expand Dreamland, our largest residential project," she said .


Second Life creates a millionaire

A press conference this week on Second Life, the virtual world where "land" and buildings are now so valuable someone is claiming to have made a million dollars, proved remarkably like a reporter's first life.

Except for the teleporting and the dancing squirrel, that is.

The news was that Anshe Chung, a Second Life character created by a woman named Ailin Graef, now has assets in the online world that are worth more than US$1 million in the real world. Second Life has its own currency, called Linden Dollars, but people in real life (RL) are willing to pay for things like islands, office buildings and houses that will only ever appear on someone's PC screen.


Anti-poverty org WDM reminds Second Life of real-world issues

Video games and online virtual worlds (like Linden Lab's Second Life) normally are avenues of escape from the real world. With Second Life, however, the lines between reality and virtuality are blurred as the "real" slowly infiltrates the "virtual": Reuters, Dell, digital product piracy *AHEM*... and now the global anti-poverty movement.

The British-based World Development Movement (WDM) is the first anti-poverty non-governmental organization (NGO) to make its presence - and make it felt - in Second Life. Not only are there members living and meeting in that virtual world, they've put up a large billboard with the "Global Poverty Death Counter" on it.

Call it a reminder in the virtual world of what's happening in the real world. The counter announces how many children around the world have died of poverty-related issues - and there are a ton of poverty-related issues that can kill a child - since Second Life's founding in July of 2003.


Second Life: Virtual world training wheels for corporate America

As you may know, I'm not a huge fan of the Second Life buzz and especially the now-cliche Second Life meeting-press conference-party-brainstorming session.

My biggest hurdle: I just don't get the appeal for companies or gamers. My other nagging question: Are corporate activities in Second Life–the hotels, the PR firm offices, the news bureaus, meetings and brainstorming sessions–all that cutting edge? Why exactly are all these companies popping up in Second Life? Where’s the value added? Aside from the off-the-record corporate answer–a Second Life office gives us some cheap press–I was hurting for any insight on what value a Second Life island provided a company. At the Terra Nova State of Play conference in New York Friday I found my answer.

The Art of Gaming

JACKSONVILLE, FL -- World of Warcraft, Second Life and Madden Football, just a few of the most popular games right now. Experts say the average gamer spends about five hours per day playing games. So, what's with the obsession?

Blaring D.J.'s, flickering screens, the :Game U" Tour recently made a stop at the University of Florida.

Attending the tour, lots of people, mostly men, from all different backgrounds. But, they all have one thing in common, the love to game.

"I love sports games. I'm a sports man. Love, sleep, eat, breathe, football, basketball, then baseball," said Abdul Salvanor.

In America last year, the video game business was worth seven billion dollars. That's close to the nearly nine billion made at movie box offices.

 
 
 
 

 
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