Second Life is the fastest growing online community on the web. According to research by the Gartner Group, 80 percent of active Internet users will be participating in non-gaming virtual worlds, such as Second Life, by the end of 2011.
Linden Lab listed the population of Second Life at more than 10,500,000 residents as of October 2007.
Second Life publishes Economy stats, which include the number of residents who have logged in to the program over the past week, two weeks, month and two months. In October 2007, just fewer than 1,000,000 residents logged in.
It’s not a game !
Multinational companies such as Warner Bros, Adidas, IBM, Dell and Toyota have taken the opportunity to brand themselves through Second Life recognising Second Life's reputation as a trendy environment.
Opening virtual offices or shops, selling and market testing digital replicas of products, and creating 3D online individuals are becoming important on the 'to-do' list of those eager to become better known in the digital age.
![]() |
It’s serious !
Even Reuters has appointed a Journalist to operate full time inside Second Life!
Top educational institutions, including Harvard Law School are currently exploring the possibilities of the online community to greaten their appeal, scope and availability to a wider audience.
Politically, the two main candidates in France's presidential election opened virtual headquarters in Second Life, allowing inhabitants to engage in debates, attend political rallies and take part in protests in a multidimensional world that makes traditional campaign web sites seem quaint and antiquated.
Sweden has even opened an embassy on Second Life!
Further examples are numerous.
So, where does it go ?
The online community of Second Life has developed on the internet with an incredible speed, the fastest ever. It can not be looked at in isolation, or you will miss where it's going!
Our emerging future will include three separate kinds of 'worlds'; the Real World, the Digital World (2D Web, Internet), and the Virtual World (3D Web).
NB. 60% of Second Life's users are male and 40% are female. The average age is 30.