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My kids lead double lives. In their real life, they go to school, do homework, go to sports practices in the afternoon, and worry if they've got the right electronics and clothes. In their virtual lives, they can be whatever they want. In her second life, my daughter is Julie McGill, a well-dressed, pretty avatar who hangs out in front of the fire when she's not shopping for hair and clothing. My son is Davey Lange, a cool dude who sells go-carts and jets at his own store. How is this possible? They are both avid participants in Second Life, a virtual world that keeps them glued to the computer screen longer and more intensely than I would like. Second Life describes itself as a 3D online digital world imagined, created and owned by its residents. Complete with lush graphics, over 750,000 residents, scores of businesses, its own currency, alien abductions and a real-life embedded reporter, Second Life is a constantly changing, ever-engaging world unto itself. Among other pursuits, users collect Linden dollars through a variety of means, which can be traded for U.S. dollars. I'm told some people actually make a living off of businesses they maintain in Second Life.
Second Life is just one of many digital worlds (or virtual worlds) that have appeared on the scene in recent years. VirtualWorldsReview.com describes virtual worlds as interactive simulated environments accessed by multiple users through an online interface, they generally having six features in common: many users who participate at once; space that is depicted visually, in 2D or 3D; interaction that takes place in real time; the ability to alter, build or submit customized content; a world that continues whether or not individual users are logged in; and a world that allows and encourages the formation of social groups in a variety of forms.
The premise is simple: Designers generally create the world and set rules of behavior, then "sit back and watch" as members or players take over. There are virtual worlds to suit virtually every taste and interest, from the exotic club scene (Virtual Ibiza), to a world created for lovers of puzzles (Yohoho! Puzzle Pirates), to Disney's theme parks (Virtual Magic Kingdom) and much more. And, if you're worried about keeping the kids sheltered, you needn't be. Just hook them up with one of several great worlds designed especially for kids. My kids got their start on Disney's Toontown, designed for kids as young as 7. Even more encouraging, many of today's kid-friendly worlds have been created with educational goals in mind. Whyville, for example, is an educational virtual world for children and teens, ages 10-16. The site encourages kids to improve their science skills by learning while doing.
For a great explanation, listing and review of virtual worlds, visit www.VirtualWorldsReview.com.
Also, a clarification from our last column, "XM or Sirius". XM Radio lost the rights to NASCAR after 2006. Beginning in 2007, NASCAR will only be available from Sirius.
Also, a clarification from our last column, "XM or Sirius". XM Radio lost the rights to NASCAR after 2006. Beginning in 2007, NASCAR will only be available from Sirius.


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