Second Life: The Official Guide
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The first part of the book, ?Getting a Second Life,? acquaints potential and new players with the Second Life world. It describes the metaverse?s geography as well as its society, explaining the written and unwritten rules.
The second part, ?Living a Second Life,? deals with the practical and economic aspects of Second Life: creating and customizing an avatar, building objects, scripting, and making money.
The third part of the book, ?Success in Second Life,? discusses ways to enjoy Second Life more. This section includes profiles of successful Second Life residents, discusses fascinating in-world events, and examines how some are using Second Life for business, training, and other purposes.
The book closes with a glossary as well as quick-reference and additional-resources appendices.
The accompanying CD-ROM features special animations, character templates, and textures created by Linden Lab exclusively for this book. The disc also guides new users through installation and includes a code that grants a special object their first time entering the metaverse.
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Editorial Reviews
Review
"…an excellent job of talking through the history of second life…" (Trusted Reviews, November 2006)
From the Back Cover
This exclusive guide offers a wealth of tips, analysis, and information about living in Second Life, the rich, multi-layered 3D virtual world inhabited by nearly a million residents. You'll find out everything from how Second Life began and where it's going to the truth about earning a real-world income and what's needed to enjoy the metaverse's vices and virtues.
Authored by Second Life experts and featuring contributions from Linden Lab employees and Second Life residents the world over, this official guide is the perfect companion for anyone who wants to create his or her own reality in Second Life. The book includes:
- Avatar appearance advice: Customize your look with ease.
- Places to go: Take a grand tour of interesting Second Life locales.
- Things to do: Check out some of Second Life's resident-created in-world events.
- People to meet: Get a taste of Second Life's diverse social scene.
- Building info: Learn how you can create everything from sandals to spaceships.
- Scripting info: Make your projects move, talk, spin around, and more—learn how to script in Second Life from the creator of the Linden Scripting Language himself.
- Economic info: See how you can get the job of your dreams and turn L$ into US$.
Second Life: The Official Guide is perfect for helping you enjoy the world's geography, economy, history, social etiquette, and the range of behaviors and interactions possible.
- Experience Second Life's rich and varied social scene
- Get a tour of Second Life's fantastic places
- Master the skills that let you create anything you can imagine
On the CD
The CD features textures, avatar templates, Avimator animation software, more than a hundred sample animations, and a host of resources to help Second Life builders, scripters, and animators. The CD also features videos created in Second Life and includes a code to?give readers?access to?exclusive in-world content.
About the Author
Wagner James Au writes New World Notes (http://nwn.blogs.com) and covers the culture and business of high technology and gaming for GigaOM.com, Kotaku.com, Salon.com, and Wired. He’s also written for the Los Angeles Times, Lingua Franca, Smart Business, and Game Developer, among other publications and websites, primarily on game culture and the game industry, along with politics, fi lm, and pop culture. He’s also a screenwriter (his script Future Tense was optioned by Canal Plus in 2001), and as a game developer, wrote for Electronics Arts’ groundbreaking conspiracy thriller Majestic, and was a designer on America’s Army: Soldiers. His work as the embedded journalist for Second Life has been featured in the BBC, the Washington Post, NPR’s All Things Considered, CNN International, MSNBC, Wired magazine, News.com, New Scientist, Popular Science, and the San Jose Mercury News, among many other publications. He’s also a consultant for businesses and nonprofi ts developing a presence in Second Life and is a part-time coordinator/promoter for Creative Commons’ efforts in Second Life. He’s developing his work in Second Life into an upcoming book of his own. You can contact him at wjamesau@well.com. James wrote Chapters 11 and 12.
Mark Wallace is the editor of 3pointD.com, a widely read blog covering virtual worlds and other 3D online technologies. His writing on virtual worlds, video games, and other topics has appeared in The New York Times, Financial Times, Wired, GQ, and many other publications. He has written regularly on online games for The Escapist (www.escapistmagazine.com), and since January 2005 has run the Second Life Herald (www.secondlifeherald.com), a popular online newspaper covering virtual worlds. With Herald founder Peter Ludlow, he is coauthor of the forthcoming Only a Game: A Cyberspace Murder on the Bleeding Edge between Real and Online Worlds. He played his fi rst video game, the text-based game Adventure, in 1978 on aPDP-11. He lives in Brooklyn. Mark wrote Chapters 3 and 13.
Catherine Winters is one of the longest-tenured residents still active within the Second Life community. In 2003, she cofounded the LSL Wiki, the collaborative Second Life programming site that has grown to become the defi nitive reference manual for LSL scripting. A prolifi c scripter and content creator within Second Life, Catherine is one of the few SL residents to have made Second Life her primary source of real-world income. In her fi rst life, Catherine lives in Vancouver, British Columbia. She enjoys cycling and downhill skiing, as well as curling up with a good book. Her personal web log can be found at www.CatherineOmega.com. Catherine authored Chapter 7.
Cory Ondrejka: Cory Ondrejka is chief technical offi cer at Linden Lab. He leads the Second Life development team in creating and leveraging such technologies as distributed physical simulation, 3D streaming, and real-time, in-world editors. He also spearheaded the decision to allow users to retain IP rights to their creations, helped craft Linden’s virtual real-estate policy, and created the Linden Scripting Language. Cory coauthored Chapter 8.
Ben Batstone-Cunningham is a Linden Lab programmer and scripting expert. On a brisk morning in February 2002, while cutting a Quantum Physics class, Ben read in the paper about a virtual world where anything was possible. He signed up for the alpha test of what was then called LindenWorld and quickly became addicted. Several months later, having become profi cient with the tools, he was invited to work for Linden Lab in creating the freshly renamed Second Life. Several years later, he is still happily addicted, and still creating scripts for Linden Lab—including example content for residents to learn from. Ben coauthored Chapter 8.
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Product details
- Publisher : Sybex (November 6, 2006)
- Language : English
- Paperback : 352 pages
- ISBN-10 : 047009608X
- ISBN-13 : 978-0470096086
- Item Weight : 1.58 pounds
- Dimensions : 7.4 x 0.68 x 9.15 inches
- Best Sellers Rank: #3,453,986 in Books (See Top 100 in Books)
- #2,614 in Computer & Internet Game Strategy Guides
- #9,774 in Internet & Telecommunications
- #11,008 in Deals in Books
- Customer Reviews:
About the authors

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Author, journalist, and entrepreneur, New Yorker enjoying San Francisco, focused on the future of business, games, transmedia, and much more, as it strikes my fancy.
Customer reviews
Reviewed in the United States on May 28, 2007
Top reviews from the United States
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(First - let me say I'm a Kindle fan from way back - most of my book reading in on Kindle. This discussion is not about the merits of Kindle, but about getting ANY text-book, guide, etc. for Kindle.)
1. There's a CD that comes with the book. Obviously, it's not coming with the downloaded Kindle version. If you want to do anything more than just read about SL, and want to actually try creating in SL, the CD seems likely to be valuable.
2. Kindle is designed for cover-to-cover reading. You can't easily thumb through a Kindle book, or flip back and forth, or set it down by your workstation and use it for a reference as you try out some scripting (it'll shut off).
3. The scripting examples are in very small, light grey type. Hard to read - you can enlarge the type, but it's still light grey.
Reference books like this are for skipping around in. RL books are worth the extra money for that purpose. Use Kindle to read novels and RL books for study/reference.
Nonetheless, it's well written. As with all such books on a "moving target," the ephemeral things are outdated, but the building and scripting hasn't changed much, if at all. Five stars for RL, 3 for Kindle Version.
The book is short on in-depth how-to's about Second Life, but it is strong on conveying the history, philosophy, and to some extent, the "feel" of Second Life. It is written by several people, so the book lacks a consistent "voice," yet every writer in the book is an enthusiastic participant in the Second Life phenomenon, sharing a common outlook that makes the book an easy and enjoyable read.
And clearly that is what this book conveys: Second Life is a burgeoning phenomenon that may one day have wide-reaching implications that extend into Real Life. This is an outlet for creativity, imagination, and play of all kinds. Some people are even making real money within its virtual environs.
Think of this book as a tour book that mentions some of the sights you can find when you visit, that warns of some of the "steamier" areas to consider, that describes standards of behavior and etiquette among the residents, and that unlocks some of the initial mysteries a new arrival is bound to face early on.
If you're interested in Second Life, this book will shorten the initial learning curve. If you've been a Second Lifer for awhile and you're looking to master some of the more advanced elements of Second Life, such as building from prims and scripting, you'll find very little here to help you. Still, it will probably end up being a book every Second Lifer will want to read at least once.
There are some things that don't match the current version of Second Life, but I'd say it is worth the money if you like historical stuff.
If you want to learn about SL before signing up, check the website for it and peruse the knowledge base. There are also tutorial videos on YouTube that tell you far more that any book possbily could.
Top reviews from other countries
Took me some persistence to really get going in SL and the book didn't really help me in the 'Rough Guide' way I'd have liked. Still - if you've alreayd got mates in SL, you'll be fine and this book can help add a few fininshing tweaks (although you can probably work them out for yourself and have fun doing it.





