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Avatars may take any form users choose (human, animal, vegetable, mineral, or a combination thereof) or residents may choose to resemble themselves as they are in real life.

They may choose even more abstract forms, given that almost every aspect of an avatar is fully customizable.

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In many ways, Second Life is similar to massively multiplayer online role-playing games; however, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective".

Second Life users (also called residents) create virtual representations of themselves, called avatars, and are able to interact with places, objects, and other avatars.

They can explore the world (known as the grid), meet other residents, socialize, participate in both individual and group activities, build, create, shop and trade virtual property and services with one another.

The platform principally features 3D-based user-generated content.

This amount has decreased since the original stipend of L$500, which is still paid to older accounts.

Certain accounts created during an earlier period may receive L0.Second Life Culture consists of many activities and behaviors that are also present in real life.A single resident account may have only one avatar at a time, although the appearance of this avatar can change between as many different forms as the Resident wishes.During a 2001 meeting with investors, Rosedale noticed that the participants were particularly responsive to the collaborative, creative potential of Second Life.As a result, the initial objective-driven, gaming focus of Second Life was shifted to a more user-created, community-driven experience.As it does not have any stipulated goals, it is irrelevant to talk about winning or losing in relation to Second Life.

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