1 Technology / Trend Definition Second Life: This is an Internet-based 3D virtual world. Through their own avatars, people can experience new lives by meeting new people and exchanging goods and services in their own currency and all other social networks. 2 Main General Properties of 2 Technology / Commercial Trend Second Life is not only a game but also a place where merchants sell products and services to residents. 3 Industry Definition (Banking, Insurance, and Financial Services) We can experience border capitalism and can actually earn money.
In the second world of life, you can purchase land, build a house, and carry out various businesses. Second Life entrepreneurial spirit is one thing. In 2009, Second Life's GDP reached 567 million US dollars, its economic value is the sum of the goods and services offered, including calculations. But ether is more than that. Just like 'storage value', Ether acquires subjective / speculative value different from calculation cost. People are trying to get ether products and services in the real world and the virtual world. The overall economic situation of Ethereum, regardless of whether real or virtual, is the fee, as well as the performance of miners from the point of view of all goods and services around the world.
In the morning of Second Life, thousands of computer users logged into the virtual world called Second Life. Their computer screen shows the world scene, human beings do not exist. Each user sees the world from a single point of view of the character, this is his incarnation in the world, his movement and words controlled by the computer's keyboard and mouse. Other figures on his screen were controlled by other users and said everything everyone said witnessed each other's avatar and their owners did. Through their avatars, these users speak, sell and buy things, and do a variety of other similar human interactions. (You will be surprised)