I am standing in the middle of Central Park, and other than my guide, Satchmo Prototype, no one else is around for miles. A week from now, this place will be teeming with humans and zombies. But I’m not worried; this isn’t real life — it’s Second Life, a wildly popular online universe launched in June 2003 by Linden Lab. Second Life (secondlife.com) is a 3-D world created entirely by its members, or “residents.” Free to download and use, it’s not a game exactly. It’s simply a place to meet, chat, explore, and fly around (yes, the laws of gravity are optional).
In real life, Satchmo Prototype is actually Chris Carella, chief creative officer of the Electric Sheep Company, the world’s largest firm dedicated to building 3-D environments for online worlds. They’ve built a replica of Yankee Stadium, a Ben & Jerry’s Museum, and even a giant vending machine that sells virtual Nissans. This version of Central Park is part of a game promoting the Will Smith movie I Am Legend. “This whole project is set in a futuristic dystopian New York City where humans are turned into zombies and others are trying to find a cure,” says Carella of the game within Second Life that follows the movie’s plot, pitting zombies against humans.
If you think exploring an alternate online world is a waste of time, consider this: time is money. In the 24 hours before my visit, Second Life residents spent $1,726,361. Of course, as an alternate reality, Second Life has its own currency — the Linden dollar, available for purchase (with real money) on LindeX. And companies and entrepreneurial programmers from across the globe — including AOL, IBM, and Reebok — are flocking to Second Life to pocket as many Lindens as they can.