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The Role of Virtual Education in Second Life: Learning Without Boundaries

Second Life, the virtual world created by Linden Lab in 2003, has evolved beyond a platform for social interaction and entertainment. It has become a dynamic arena for education, blurring traditional boundaries and fostering new pedagogical opportunities. This article explores how Second Life redefines learning, creating a boundless educational environment, and examines its applications, benefits, and challenges.

A Unique Learning Environment

Second Life is a Multi-User Virtual Environment (MUVE) offering a rich 3D experience. Users, represented by avatars, interact in real-time within an environment created and owned by its residents. This provides a unique combination of spatial experience, avatar representation, and synchronous chat, creating an engaging and interactive platform, distinctly different from traditional online learning tools. The ability to create personalized avatars and communicate via text or voice chat promotes social interaction and collaboration, crucial for effective learning, particularly in distance education. This immersive nature fosters a sense of presence and engagement often absent in traditional online settings. Research from the University of Southern Queensland Repository emphasizes the importance of facilitating immersion in such virtual worlds.

Key Features and Terminology

Several features make Second Life unique. Users can build 3D objects, known as “prims” (short for “primitives”), which serve as the basic building blocks of the virtual world. Interactivity is added using Linden Scripting Language (LSL), allowing objects and avatars to respond to user actions and environmental changes. Other important terms include “SLURL” (a Second Life URL that links to a specific location), “teleport” (instantly moving from one location to another), and “inworld” (referring to events or actions taking place within Second Life). Understanding this terminology is key to navigating and utilizing the platform effectively.

Pedagogical Applications in Action

Second Life hosts diverse educational applications, from synchronous and asynchronous teaching to professional development. Institutions worldwide have embraced the platform. Harvard University, for example, experimented with the “CyberOne: Law in the Court of Public Opinion” course in Second Life. This demonstrated the platform’s ability to engage students from various locations, fostering a sense of community and encouraging participation, as detailed in an article on Computerworld. Similarly, Stanford University’s LEAD program, an online business certificate, utilizes a virtual campus built in collaboration with VirBELA (a platform similar to Second Life). While Second Life is a predecessor, platforms like VirBELA showcase the continued relevance of virtual worlds in education, offering immersive environments complete with avatars, lecture halls, and social spaces.

Fostering Creativity and 21st-Century Skills

Beyond specific courses, Second Life’s tools enable creative pedagogical methods. A study in the *International Journal of Educational Methodology* (2020) confirmed Second Life’s positive impact on art and design students’ creativity, highlighting its capacity for fostering 21st-century skills like problem-solving and imagination. Students used the platform to create avatars, design 3D objects, apply textures and colors, and even integrate scripts, leading to a “Good” rating in the design process and “Outstanding” to “Good” ratings for creativity, according to the study.

Diverse Examples Across Disciplines

Second Life’s applications extend beyond art and design. It facilitates immersive language learning through cultural experiences and interactions. Medical training can use it for simulated patient interactions, providing a safe practice environment. Scientific simulations, like exploring molecular structures, are also possible. Research also shows the practical value of these environments, such as a study within the Australian sugar industry where virtual worlds helped improve real-world decision-making skills. These diverse examples showcase Second Life’s versatility.

Impact on Distance Education

A major challenge in distance education is fostering community. Second Life addresses this by offering a virtual campus where students interact, regardless of location. This virtual presence, with avatars representing individuals, creates “co-presence,” enhancing the learning experience, as described in research from the Open University. This shared virtual space strengthens connections among students and instructors, promoting a more engaging environment.

Advantages of Virtual Education

Virtual education in Second Life transcends geographical limitations and promotes active participation. It can also reduce social barriers. Students often feel more comfortable sharing in a text-based environment, leading to a more inclusive classroom, as observed in Harvard’s Second Life experiment. The platform also offers multisensory stimulation and caters to different learning styles. The ability to learn at one’s own pace is particularly beneficial in distance education, as highlighted by research on *IntechOpen*.

Addressing Accessibility Needs

Second Life presents both opportunities and challenges for accessibility. While the platform may pose difficulties for users with certain disabilities, its customizable nature offers potential solutions. Text-based communication can benefit students with hearing impairments, while visual customizations can aid those with visual impairments. However, challenges remain. Users with motor skill limitations might find navigating the 3D environment difficult, and those with cognitive differences might require adapted interfaces. Ongoing efforts are crucial to ensure Second Life and similar platforms are fully accessible, including initiatives and communities within Second Life focused on these issues.

Challenges and Considerations

Despite the advantages, challenges exist. A study in the *Quarterly Review of Distance Education* (2010) highlighted a lack of empirical studies examining the effects of virtual worlds in distance education, demonstrating a need for more research in this area. There’s also a learning curve for both students and teachers to master the technology and new pedagogical approaches. Furthermore, institutions need to consider the financial investment required for virtual campuses and weigh the demonstrable advantages against existing, often cheaper, distance education technologies like video conferencing, as pointed out in an article on Inside Higher Ed.

Second Life vs. Newer Platforms

While Second Life was a pioneer, newer platforms like VirBELA have emerged. VirBELA addresses some of Second Life’s shortcomings by being a closed, education-focused platform with improved usability and a more controlled environment. However, the fundamental challenge remains: virtual worlds must offer significant advantages over existing technologies to achieve widespread adoption. The long-term success of these platforms depends on proving their pedagogical and economic value.

The Future of Learning

Virtual education in Second Life represents a significant step towards more boundless learning. By offering immersive and interactive environments, it can reshape education, creating opportunities unconstrained by physical distance. Virtual Reality (VR) adds further dimensions of interactivity. As technology evolves and research deepens, virtual education will likely play an increasingly important role. This isn’t about replacing physical classrooms but creating a complementary and enriching environment.

Getting Started with Second Life in Education

For educators interested in exploring Second Life, several resources are available. Educators can explore educational builds and simulations to get inspiration. The Second Life website and community forums offer tutorials and support. Several groups and communities of practice within Second Life connect educators to share best practices and collaborate on projects. Exploring these resources is a great first step towards leveraging the potential of Second Life for enhanced learning outcomes.

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The Economic Impact of Second Life’s Virtual Marketplace in 2025

Second Life, a pioneering virtual world launched in 2003, has cultivated a complex and dynamic virtual economy. This article analyzes the economic impact of Second Life’s virtual marketplace, examining its foundational elements, historical performance, current operational strategies, and projected future in 2025. The analysis considers the influence of Linden Lab’s policies, the role of the Linden Dollar (L$), and the potential integration of emerging technologies like NFTs.

Foundations of the Second Life Economy

The core of Second Life’s economy is the Linden Dollar (L$), a virtual currency facilitating transactions between users. The LindeX, operated by Linden Lab, functions as the official exchange, enabling users to buy and sell L$ using real-world currencies. This exchange bridges the virtual and real-world economies, with fluctuating exchange rates influenced by supply and demand. Users can engage with the LindeX through Market and Limit orders, offering flexibility in managing their virtual finances. Transaction fees on all LindeX transactions contribute to the overall economic structure. The ability to purchase L$ directly within the Second Life virtual world enhances accessibility and facilitates spontaneous transactions.

Historical Economic Performance

Second Life’s economy has historically demonstrated significant activity. In 2005, Linden Lab reported monthly economic activity of $3,596,674 USD. By 2006, Second Life’s Gross Domestic Product (GDP) reached $64 million USD, and by 2009, it expanded to $567 million USD, representing approximately 25% of the total U.S. virtual goods market at the time. User earnings in 2009 totaled $55 million USD, an 11% increase from 2008. These figures illustrate substantial growth and established Second Life as a significant player in the virtual economy, demonstrating user willingness to spend real money on digital goods, as evidenced by TIME’s report of $3.2 billion spent over a decade.

Linden Lab’s Influence

Linden Lab’s policies and actions directly impact the Second Life economy. Changes in game rules, infrastructure, and land pricing have far-reaching consequences. The transition from “telehubs” to “InfoHubs” provided certain services with market advantages. The ban on gambling with Linden Dollars, while aimed at regulation, caused economic disruptions, including the collapse of Ginko Financial, a major virtual bank. More recently, the growth of Linden-owned regions, particularly in Bellisseria, suggests a strategy to offer more accessible virtual spaces, potentially impacting land pricing and user demographics.

Current Operational Aspects and Mobile Expansion

Second Life’s expansion to mobile platforms, as highlighted by GameDeveloper, is a key factor influencing its economic landscape. Mobile access broadens the user base, potentially increasing economic activity. The seamless integration between desktop and mobile versions, ensuring cross-progression, maintains the integrity of the virtual economy. Linden Lab’s strategy includes offering membership benefits, such as daily Linden Dollar rewards for mobile logins, as detailed in the Second Life Community blog, directly injecting currency into the economy and incentivizing engagement.

The Potential of NFTs in Second Life

Non-fungible tokens (NFTs) represent a potential evolution for Second Life’s economy. While Second Life has long supported user-created content and virtual asset ownership, NFTs could enhance these aspects by providing verifiable digital scarcity and ownership. However, as Philip Rosedale notes in his interview with Global Finance Magazine, the value of NFTs should be tied to their utility, and speculative bubbles are a risk. The integration of NFTs could offer new avenues for creator monetization and potentially attract a new wave of users interested in digital collectibles and assets. Careful management is needed.

Projections for 2025

By 2025, Second Life’s virtual marketplace is expected to continue evolving, influenced by several factors. The mobile expansion is likely to drive user growth and transaction volume. The balance between Linden-owned and private regions will shape the virtual land market and user experience. The adoption (or lack thereof) of NFTs will significantly impact creator economics and asset values. As MIT Sloan points out, Second Life’s model, prioritizing user-generated content and direct transactions, offers a viable alternative to advertising-driven metaverses. The platform’s ability to adapt to technological advancements and maintain a stable virtual currency system will be crucial for its continued economic success. Furthermore, broader trends in digital trade, as seen in real-world economies, will likely be mirrored within Second Life’s virtual marketplace, with an increasing volume of transactions and a greater economic footprint.

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The Evolution of Virtual Fashion in Second Life: 2003-2025

Virtual fashion is a form of digital clothing and accessories designed for avatars in online environments. Since its launch in 2003, Second Life has not only pioneered the concept of a persistent digital world but also fostered the evolution of virtual fashion. From early user-created designs to collaborations with major fashion houses and the rise of Non-Fungible Tokens (NFTs), Second Life has both reflected and, at times, predicted trends in the physical fashion world. This article explores the captivating development of virtual fashion within Second Life, examining its growth from inception to its projected future in 2025.

A History of Innovation

In Second Life’s early years, from 2003 to the early 2010s, the platform’s fashion landscape was primarily shaped by its users. The ability for users to generate their own content (User-Generated Content or UGC) formed the foundation of a dynamic virtual fashion industry. Creative residents designed and traded clothing and accessories, establishing a lively marketplace. This era was defined by experimentation and innovation, as users explored digital self-expression. As Philip Rosedale, founder of Linden Lab, highlights, Second Life provided the “building blocks and a toolkit,” empowering users to create a wide range of items, including “amazing hair for avatars,” showcasing the early emphasis on customization (FUTURES Podcast).

By 2005, a robust virtual economy had taken root, powered by Linden Dollars (L$), exchangeable for real-world currency (Orion Magazine). A significant part of this economy was driven by virtual goods, with clothing being a major component. Users were willing to spend real money on virtual attire, highlighting the importance of avatar appearance. Early examples of this fashion-related commerce included virtual kiosks offering hairstyles alongside art and business services.

The Mesh Revolution

A pivotal moment arrived around 2010-2012 with the introduction of mesh technology. This allowed for the creation of more detailed and realistic avatars and clothing, mimicking human forms with remarkable accuracy. Metaverse observer Wagner James Au notes that this was crucial, as “a believable human template” naturally led to increased demand for realistic virtual accessories and clothing (New World Notes). This technological leap fueled expansion of the virtual fashion market. Designers began crafting intricate clothing, accessories, and avatar enhancements, fulfilling the desire for personalized and visually striking digital identities. The introduction of mesh allowed for flowing fabrics, intricate textures, and form-fitting designs.

The Rise of Creator Tools

By 2022, virtual fashion design had reached a high level of sophistication. Tools like Blender, a free and open-source 3D modeling program, became the standard for many creators. Add-ons like AvaStar were created to optimize designing for Second Life avatars within Blender. Specialized software like Marvelous Designer, celebrated for its cloth simulation, also gained popularity. The constant evolution of these tools, discussed on Nalates’ Things & Stuff, has broadened access to fashion creation (Nalates’ Things & Stuff), fostering a vibrant community of designers.

Economic and Social Dynamics

Between 2005 and 2007, Second Life saw interest from real-world companies. Brands like Reebok, American Apparel, and Adidas recognized the platform’s potential. Reebok, for instance, found success with its virtual store, allowing residents to create custom designs (ResearchGate). However, around 2008, enthusiasm from large corporations diminished, potentially due to the rise of competing social media platforms and complexities of maintaining a virtual presence.

Despite this shift, virtual fashion thrived, driven by the platform’s user base. However, the increasing prominence of fashion-focused events has drawn criticism. Long-time Second Life blogger Prisqua Newall argues that the platform is “overwhelmed by virtual fashion shopping events & consumerism” (New World Notes). The economic incentives for sim owners to host shopping events also contribute, as these events can be highly profitable.

Mainstream Fashion’s Metaverse Interest

Recently, Second Life has attracted established fashion brands. Designer Jonathan Simkhai showcased his FW22 collection in Second Life (Dezeen), a significant event where fashion journalists and influencers participated as digital avatars. A digital avatar is a graphical representation of a user within a virtual environment, allowing for interaction and communication. This blending of physical and digital presentation is becoming increasingly common.

The Impact of NFTs

NFTs (non-fungible tokens) have further propelled virtual fashion. After Simkhai’s show, the virtual garments were made available to Second Life residents, and six were auctioned as NFTs, allowing their use in other 3D virtual environments. This highlights digital ownership and interoperability. NFTs introduce scarcity, provenance, and potential resale value into the virtual fashion market, mirroring aspects of physical art and collectibles. For example, digital fashion houses like House of Blueberry have seen significant success selling NFT clothing items (Observer).

Community and Connection

Virtual fashion in Second Life plays a crucial role in social interaction. Fashion shows, such as “Fashion For Change” (Wikipedia), serve as social gatherings. These events provide platforms for designers, style expression, and community building. The rise of fashion blogging, documented by Fashionnovation, further demonstrates the social significance of virtual fashion (Fashionnovation).

Looking to the Future

The future of virtual fashion in Second Life is promising. The planned launch of a mobile app in 2023 aimed to increase accessibility (Fashion United), potentially expanding the reach of virtual fashion. Second Life continues to pursue partnerships with entertainment companies and brands. The platform also supports community-led events, such as the annual ‘Shop ‘n Hop’ festivals. Data analytics, as used by companies like House of Blueberry, are likely to play an increasingly important role.

The integration of VR will enhance the experience of virtual fashion. The potential for greater integration with real-world fashion, including virtual try-ons, and the continued evolution of digital ownership through NFTs, points to a dynamic future, extending well beyond 2025. The continued growth of AI could also influence the future of virtual fashion, assisting in the creation and design processes. Virtual fashion in Second Life exemplifies the potential of user-generated content, community, and digital self-expression. It remains a dynamic space, constantly evolving due to technological progress and the ever-changing tastes of its vibrant community.

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Networking and Collaboration in Virtual Spaces

Artificial intelligence and virtual reality are no longer just distant dreams in a sci-fi novel; they are already impacting work and leisure pursuits. Those who are familiar with the game of Second Life will undoubtedly see the benefits of bringing similar ideas to a place of employment. Being able to network and collaborate with colleagues in different locations has many advantages. But those who are more wary, might ask what is a digital workplace?

Benefits of a Modern Digital Workplace

Unfortunately, you can’t spend all your time playing Second Life and will no doubt have to work, too. Although you probably have knowledge of virtual spaces, perhaps you have often wondered what is a digital workplace. Typically, this will make use of an intranet system, offering digital tools that can be accessed by employees for networking and collaboration. This leads to easier access to information, higher productivity, and scalability.

Employees have greater flexibility when using an intranet system, as they can work from home and still keep up to date with urgent communications and allocated tasks. This will appeal to those who enjoy Second Life, as you can jump straight into the platform when taking a break. A further benefit to being in a digital workplace is the greater transparency between management and other employees. Everybody has access to the same information at the same time.

There is no getting away from it; automation, artificial intelligence, and virtual reality spaces are here to stay.

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Staying Comfortable Whilst Playing Second Life

People who enjoy Second Life on a regular basis will know how addictively fun it is. They may end up in a gaming session that lasts all day. Therefore it is vital that players know how to stay comfortable. This is especially true for those with joint conditions that can flare up due to lack of mobility. Second Life gamers should start by considering what they are sitting on. A good quality chair or sofa is a must.

People can order Ikea covers from the website Bemz. There are more than 100 different fabric options available. Customers are sure to find something that suits their tastes. The items can be conveniently shipped straight to their door. This service is even free with a minimum $150 spend.

Time Issues

The great thing about Second Life is the freedom it gives users. They are able to spend their time on the platform doing whatever makes them happy. Some will focus on acquiring Linden Dollars whereas others try to create replicas of their real lives. This broad style of gameplay is the main reason why it is easy to get sucked in. Time may end up going by surprisingly quickly.

If the player spends this time in an uncomfortable position then it can lead to back problems. It may be avoided by looking for a seat with the right level of firmness. The item should then be paired up with a great looking cover from the website Bemz.

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Virtual Frontiers: Exploring Breast Enhancement in Second Life

Second Life, a virtual reality (VR) platform with a vast user base and a diverse community, has become a hub for self-expression and creativity. In this digital realm, users can embody avatars, representing an idealised version of themselves or an entirely different persona. Within this context, breast enhancement has gained popularity among Second Life loyal fans to personalise their virtual identities further and express themselves in a way that aligns with their aesthetic preferences and desires.

Why Mia Femtech® Breast Enhancement?

One of the primary reasons for the prevalence of Mia Femtech™ breast enhancement in Second Life is the desire for a sense of beauty and attractiveness. As such, Mia Femtech® breast enhancement procedures allow individuals to craft an idealised image of themselves just like any other form of digital representation in this VR platform. For some, enhancing their avatars’ features, including breast size, is a way to align with personal ideals of beauty, symmetry, or cultural preferences.

Another factor contributing to the popularity of breast enhancement in Second Life is the freedom from societal norms and constraints. Users can experiment and modify their looks, just as with avatars, without the real-world judgments and limitations often associated with body image. This freedom fosters a sense of empowerment, allowing users to explore and express their creativity in a virtual space freely.

Furthermore, the availability of customisable options and accessories within Second Life facilitates easy modifications, enabling users to experiment with different looks and styles. In many ways, this platform’s aspect is synonymous with breast enhancement operations.

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The Future is Here Now

Those who are fans of Second Life will know that it is set in a virtual world, a very futuristic concept. It’s a place where not everything is as it seems, and you can be whoever you want to be. At one time, this vision of the future may have been seen as far-fetched, a work of science fiction. However, the advances in technology, particularly in the medical field, are pretty astounding. It really seems as though the future is already here now.

See the Future Now

Second Life is much more than a virtual world; it is even possible to make money from it, just like any career. The fact that this is possible shows just how far technology has advanced. When it comes to medical breakthroughs, what can be achieved is equally futuristic. A world leader is Antaros Medical, which is renowned for its imaging services worldwide. They focus on disease biology and the development of new drugs.

Be Who You Want to Be

In Second Life, you can totally reinvent yourself and have the career you have always dreamed of. If this is related to the medical field, then perhaps you could consider working for Antaros Medical in the real world. There are always vacancies advertised on their website for a variety of exciting positions. For example, you could be involved in project management, business administration or software development.

A Global Phenomenon

Second Life was initially released in 2003 and has steadily increased in popularity to the point where it has over a million users. Antaros Medical has seen a similar rise, originally founded in 2014, and now one of the world’s top innovators when it comes to drug development. Their skill lies in looking at the body as a whole, taking a holistic approach to disease biology. Working with pharmaceutical companies, Antaros can assess the effectiveness of new drugs.

The world of science fiction is now coming true, and many predictions that were seen as impossible just a few decades ago are heading our way. Welcome to the reality of virtual living and the ability to solve many medical problems with the use of imaging.

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Playing Second Life With Osetoarthritis

Second Life is an online game that features a virtual reality world where participants can create virtual avatars of themselves. It was launched on 23 June 2003 and players are called residents. The residents can freely move around the virtual world and interact with other avatars, places, and objects. They can build structures such as shops and participate in group and individual activities, including trading virtual online goods and property. At the height of its popularity, it had over one million users. Many people would like to play this game but because they have osteoarthritis they are not sure if it is possible.

Ostearthritis

This condition occurs when the cartilage between joints is worn away by excessive use causing symptoms of osteoarthritis such as swelling, pain, stiffness and mobility problems with using the affected joint. It is prevalent in older people whose joints have had a lifetime of use, but it can also be caused by obesity and can also be hereditary. Any medical treatment involves the use of painkillers, dietary considerations, wearing suitable supports and gentle exercise. Losing weight is crucial if you are obese.

Gaming and Osteoarthritis

Since this condition can be exacerbated by extensive gaming, careful consideration must be given to playing any computer game such as Second Life. It may be wise to seek medical advice before starting any form of console or computer gaming. The practice of gaming can lead to incorrect posture and strenuous use of the hands, thumb and fingers. Some medical reports have warned that playing computer games can actually cause osteoarthritis. Secondlife is recommended for users over the age of 16 but is suitable for all ages. Since it is computer-based considerable use of a keyboard will be required. The good news is that appropriate aids can be purchased to help alleviate the strain, such as ergonomically-designed keyboards and wrist supports that provide vital stability whilst playing. Also, special computer chairs can be bought to give additional support. Care must be exercised when adjusting the chair to make sure it is the right height. A qualified medical risk assessment could be carried out just the same as if your daily job involves computer work. Gentle exercise is good for alleviating the symptoms of osteoarthritis, so short spells of computer playing whilst using the correct supports could be good for your physical and mental health. It is best to seek medical advice before deciding to play Second Life.

Summary

The symptoms of osteoarthritis may make it challenging to play Second Life, but it is not impossible. Follow the steps above and have a go.

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Escape from Reality with Second Life

For those who enjoy the virtual world of Second Life, they may see it as a fun way to pass the time. However, for others, it is a way to escape from reality and create the persona they have always dreamed of. Suppose somebody is perhaps embarrassed by the way they look in real life. In that case, they can hide behind their Second Life character, and nobody will know. However, the answer to their problems may lie in fixing what they see as a flaw in their body.

Taking Action to Regain Confidence

If a woman is not confident in her appearance, she could opt for having a safe breast augmentation to boost her self-esteem. A consultation with the experienced staff at Motiva Health will go a long way in reassuring a nervous patient. The procedure today is much quicker and safer than it used to be, and the implants look entirely natural. With a fast recovery time, it won’t be long before daily life can be resumed.

Socialising in Second Life and Real Life

A significant aspect of the Second Life world is the chance to socialise and get to know other characters. However, this should not replace real-life interaction. With newfound confidence following her breast augmentation at Motiva, any woman would be delighted to show off her perfect figure to friends and family. She might even change her appearance in Second Life to reflect how she really looks.

The virtual world of Second life is undoubtedly a fascinating concept, and users can enjoy exploring different lands and meeting new people. However, people should not become addicted to this way of life and ensure they contribute to society in the real world. It can be seen that a lack of confidence can be overcome, thanks to the skilled hands of the surgeons at Motiva. Breast augmentation can be life-changing and should not be overlooked.

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Relaxing After Playing Second Life

If you really immerse yourself in Second Life, it can be quite a daunting and mentally challenging task. In a virtual world where you can converse with anyone or buy and trade numerous items while exploring its infinite boundaries, you can soon become exhausted. To unwind after a hectic gaming experience, you will need to take some time out to recharge your batteries. Regular breaks are also recommended to avoid burnout and mental fatigue. What better way than to relax in the comfort of your own outdoor space or garden on a deckchair or sunlounger product from Royal Design? A perfect way to relax with a good book, have a snooze or catch up with family and friends.

Why Consider Royal Design?

Royal Design is one of the largest online retailers of home and garden furniture and accessories worldwide. They stock over 50,000 products from such well-known designers as Alessi, Waterford, Georg Jensen, Royal Copenhagen and Swarovski. Their motto is “design at the right price”, and as such, you can be assured of top quality designer items at affordable costs. Offering everything to enhance your home, they endeavour to make classic and stylish design available to everyone.

Royal Design Sunloungers and Deckchairs

This company offers products from five different design-houses that are as follows;

  • Fermob
  • Fiam
  • Brafab
  • Houe
  • Ethimo

They offer 15 colour choices and eight material choices such as:

  • Teak
  • Polyester
  • Steel
  • Plastic
  • Metal
  • Outdoor fabrics
  • Textile fabrics
  • Natural materials

As such, you are bound to be able to find the perfect accompaniment to help you relax and unwind after a hard day playing Second Life. A reasonable period of rest will invigorate you and make you want to try even more of the fantastic experiences offered by this unique game. If you feel more adventurous, why not host a barbeque or take a trip to the beach with your new sunlounger and deckchair?

Summary

Second Life offers a massive virtual online 3D world, but there is no set objective or outcome to the game. You can travel around it by walking, running, flying, in cars or by teleportation; the possibilities are endless. Create your own avatar in any form you wish and enjoy this stunning game and its graphics. Don’t forget to take a break to refresh your body and mind in the great outdoors with a stylish sunlounger or garden chair from Royal Design.

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