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Second Life

Full company profile

uuid0007on9

Namestring
Second Life
Legal namestring
Linden Research, Inc.
Websiteurl
secondlife.com
Company typeenum
Private
Founded yearint
1999
Descriptiontext

Second Life, operated by Linden Research, Inc., is a 3D virtual world platform headquartered in San Francisco that enables users to create digital avatars, explore user-generated environments, and participate in a virtual economy. The platform's underlying technology includes a proprietary real-time 3D rendering engine (OpenGL 3.2 minimum, 4.6 recommended), a Lua-based scripting system for interactive content creation, a customizable avatar system, and a virtual land ownership model spanning nearly 500,000 acres. The integrated Linden Dollar (L$) currency, powered by subsidiary Tilia, enables users to buy, sell, and monetize virtual goods and services with real-world currency conversion.

The platform monetizes through four revenue streams: tiered Premium Membership subscriptions (Basic free, Plus $5.50/month, Premium $8.25/month, Premium Plus $11.99/month); Private Region land sales with recurring maintenance fees (Full Regions $349/$199/month, Skill Gaming $600/$345/month, Homestead $149/$109/month); Marketplace transaction commissions on virtual goods; and Linden Dollar sales. Distribution is primarily direct-to-consumer and self-serve via desktop downloads and mobile apps, with a dedicated Enterprise/Education Connect offering for institutional clients.

Second Life serves individual virtual world enthusiasts, content creators/digital artists who monetize via the Marketplace, LGBTQ+ communities (since 2005), enterprise and education organizations, and skill gaming operators. Founded by Philip Rosedale, the platform has operated continuously for over 23 years and maintains an active global community with annual events like the SL23B birthday celebration. The company is privately held with 101-250 employees and no disclosed external funding.

Short descriptiontext

Second Life is a 23-year-old virtual world platform operated by Linden Research, Inc., enabling users to create avatars, build 3D experiences via Lua scripting, and participate in a Linden Dollar-based virtual economy spanning nearly 500,000 acres of user-owned virtual land.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
101–250
akta.pro rankint
HeadquartersSan Francisco, United States
HQ citystring
San Francisco
HQ countrystring
United States
HQ regionstring
North America
Markets served

Serves global market

Offices1 record

Each record includes

City, Country, Type, Description, Source

Keyword5 values
virtual world platform, 3D social network, avatar-based experiences, virtual goods marketplace, user-generated content
Industry4 codes
1Metaverse Virtual World Platforms (social worlds, land, UGC)
CodeFSAPAGADPrimaryYes
2Metaverse & Social Virtual Worlds
CodeBPAMAKAFPrimaryNo
3Gaming & Virtual World Social Platforms
CodeMPACAJAGPrimaryNo
4Metaverse Commerce & Monetization (virtual goods storefronts, payments, ads)
CodeFSAPAGAKPrimaryNo
NAICS code1 code
  • Software Publishers5132
SIC code1 code
  • Services-Prepackaged Software7372
Product category
Virtual World Platform
GTM motion4 records

Each record includes

Type, Description, Source

Revenue model4 records
1Premium Membership Subscriptions
TypeSubscription Recurring
Description

Tiered subscription model with four levels: Basic (free), Plus ($5.50/month), Premium ($8.25/month), and Premium Plus ($11.99/month when paid annually). Revenue generated from monthly/annual subscription fees with higher tiers offering Linden Dollar stipends, Linden Home access, expanded support, and reduced upload fees as incentives.

secondlife.com
2Private Region Sales
TypeOne Time License
Description

Sale of virtual land regions including Full Regions ($349), Skill Gaming Regions ($600), and Homestead Regions ($149). Recurring maintenance fees of $199, $345, and $109 per month respectively. One-time purchase with ongoing subscription requirement.

secondlife.com
3Marketplace Transactions
TypeTransaction Fee
Description

Commission-based revenue from the Second Life Marketplace where creators sell virtual goods including fashion, home decor, animations, scripts, and more. Creators earn Linden Dollars which can be converted to real currency via Tilia.

secondlife.com
4Linden Dollar Sales
TypeTransaction Fee
Description

Sale of Linden Dollars (L$) which users purchase with real currency to buy virtual goods, land, and services within the Second Life economy. Currency conversion handled by Tilia payment platform.

secondlife.com
Marketing channels6 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels5 records

Each record includes

Title, Type, Scope, Target buyer, Description, Source

Cost components5 values
Technology or R&D, Personnel, Infrastructure, Operations, Marketing or Sales
Pricing details7 tiers
1Basic - Free tier with limited features
ModelFreemiumBilling cadenceFree
Notes

Free tier includes basic avatar, limited storage (30 IM messages), 50 groups, L$10 upload fees, and L$50 per event. No Linden Dollar stipend, no Linden Home, no expanded support.

secondlife.com
2Plus - $5.50/month with L$150 weekly stipend
ModelSubscriptionBilling cadenceAnnual
Notes

Includes L$150 weekly stipend, up to 512 m² mainland parcel, limited Linden Home selection, L$100 signup bonus, Live Chat support, 40 IM messages, 80 groups, reduced upload fees.

secondlife.com
3Premium - $8.25/month with L$300 weekly stipend
ModelSubscriptionBilling cadenceAnnual
Notes

Includes L$300 weekly stipend, up to 1024 m² mainland parcel, broader Linden Home selection, L$1,000 signup bonus, Live Chat support, 120 IM messages, 80 groups, further reduced upload fees.

secondlife.com
4Premium Plus - $11.99/month with L$650 weekly stipend and free uploads
ModelSubscriptionBilling cadenceAnnual
Notes

Includes L$650 weekly stipend, up to 2048 m² mainland parcel, largest Linden Home selection, L$3,000 signup bonus, Live Chat & Concierge Phone support, 240 IM messages, 150 groups, FREE uploads for all content types, L$10 per group creation.

secondlife.com
5Full Region - $349 one-time purchase with $199/month maintenance
ModelOne time/ perpetual licenseBilling cadenceMonthly
Notes

65,536 m² parcel size. Full Regions offer the highest performance and can handle the most avatars and scripts.

secondlife.com
6Skill Gaming Region - $600 one-time purchase with $345/month maintenance
ModelOne time/ perpetual licenseBilling cadenceMonthly
Notes

Full Region variant permitting placement, operation, and use of approved Skill Games per Skill Gaming Policy.

secondlife.com
7Homestead Region - $149 one-time purchase with $109/month maintenance
ModelOne time/ perpetual licenseBilling cadenceMonthly
Notes

Lower performance than Full Regions, intended for low-density rentals, quiet residential, or light commercial use. Only available to residents who own at least one Full Region.

secondlife.com
GTM typeB2C
B2C
Offering typeSoftware
Software
Brand1 of 2 records shown
1Premium
Description

Premium membership tier offering expanded support, weekly L$ stipend, private homes, and exclusive benefits.

secondlife.com
+1 more record
Core offering1 text field

Second Life is a downloadable 3D virtual world platform where individual users create customizable avatars, build and script interactive experiences using Lua, own virtual land, and participate in a Linden Dollar-based economy. The platform monetizes via tiered Premium memberships (Basic free through Premium Plus at $11.99/month annually), one-time virtual land purchases with recurring maintenance fees, Linden Dollar sales, and Marketplace commissions on user-to-user virtual goods transactions.

Differentiator
Functional benefit
Problem solved
Product overview1 text field

Second Life is a virtual world platform operated by Linden Lab featuring a core platform for 3D social experiences, virtual economies, and user-generated content. The product portfolio includes the main Second Life platform with companion mobile apps, the Second Life Marketplace for buying/selling virtual goods, Premium Membership subscriptions with tiered benefits (Basic, Plus, Premium, Premium Plus), and Linden Dollars for the virtual economy. Additional offerings encompass Private Regions (Full, Skill Gaming, and Homestead), Enterprise/Education Solutions, and a Creation Portal for developers. Third-party viewers like Firestorm and Speedlight extend platform accessibility. The ecosystem is powered by Tilia for payment processing and virtual currency management.

Product and service7 records
1Second Life (Core Virtual World Platform)
CategoryVirtual World Platform
Description

A downloadable virtual world platform for Windows, macOS, and Linux that lets individual users create customizable 3D avatars, explore thousands of user-built destinations, socialize, attend events, roleplay, and build interactive experiences using Lua scripting. Includes access to virtual land, Linden Homes (for Premium members), and the Linden Dollar economy.

2Second Life Mobile
CategoryMobile Client
Description

Free mobile app available on Google Play and Apple App Store providing on-the-go access to the Second Life virtual world on iOS and Android devices. Premium Plus members gain additional extras including unlimited online time, advanced 3D world view, and prioritized support.

3Second Life Marketplace
CategoryDigital Marketplace
Description

Online marketplace at marketplace.secondlife.com where user-creators list and sell virtual goods including virtual fashion, home decor, animations, scripts, vehicles, and other digital assets. Purchases are completed in Linden Dollars, and creators can convert earnings to real currency via Tilia payment processing.

4Premium Membership
CategorySubscription
Description

Tiered subscription service with Basic (free), Plus ($5.50/month), Premium ($8.25/month), and Premium Plus ($11.99/month when paid annually) tiers. Benefits include weekly Linden Dollar stipends, mainland parcel allotments, Linden Home selection, signup bonuses, reduced upload fees, expanded IM/group limits, and tiered support (Live Chat through Concierge Phone for Premium Plus).

5Linden Dollars (L$)
CategoryVirtual Currency
Description

Virtual currency of Second Life used to buy virtual land, goods, and services within the platform. Users purchase Linden Dollars with real money through the LindeX exchange, and creators cash out earnings to fiat currency via the Tilia payment platform.

6Private Regions (Virtual Land)
CategoryVirtual Land
Description

Virtual land products for residents to own and operate: Full Regions ($349 one-time + $199/month, 65,536 m², highest avatar/script capacity), Skill Gaming Regions ($600 one-time + $345/month, permitting approved Skill Games per Skill Gaming Policy), and Homestead Regions ($149 one-time + $109/month, lower performance for residential or light commercial use; requires existing Full Region ownership).

7Enterprise and Education Solutions
CategoryEnterprise Solution
Description

Dedicated Second Life offerings for organizations, accessed via connect.secondlife.com, supporting virtual meetings, conferences, remote collaboration, training simulations, and educational use cases through a business development contact ([email protected]).

Scale indicator2 records

Each record includes

Type, Value, Description, Source

Recent move6 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight5 records

Each record includes

Type, Description

Peers10 records
TypeEmerging player
Description

High Fidelity is a spatial computing/virtual world platform that shares founder overlap with Second Life (Philip Rosedale) and was even listed as a funding counterparty in 2022, making it a directly comparable emerging peer in the open virtual world space.

TypeDirect peer
Description

VRChat is a user-created 3D social virtual world with avatar customization, world creation, and community events, closely matching Second Life's core social-VR/3D experience loop.

TypeDirect peer
Description

The Sandbox is a user-generated virtual world with voxel-based land ownership, avatar system, and a creator marketplace using SAND token, paralleling Second Life's land and creator monetization mechanics.

TypeBroad incumbent
Description

Meta's Horizon Worlds is a VR-first social virtual world operating inside Meta's broader metaverse strategy, comparable in product category but with vastly greater capital, scale, and distribution through Meta's hardware ecosystem.

TypeBroad incumbent
Description

Epic's Fortnite has evolved into a persistent social/metaverse platform with user-generated experiences (Creative, UEFN) and live events, increasingly competing with Second Life for social 3D world time.

TypeDirect peer
Description

Roblox operates a user-generated 3D virtual world platform where players create experiences and monetize through Robux, Second Life's most direct competitor in the UGC virtual world category and the dominant player by daily active users.

TypeDirect peer
Description

Decentraland is a blockchain-based virtual world with land ownership (NFTs) and a creator economy using the MANA token, comparable to Second Life's land ownership and Linden Dollar economy.

TypeOthers
Description

Unity is a leading real-time 3D engine used to build virtual worlds and metaverse experiences; it is an enabling technology provider rather than a direct competitor, but powers a wave of Second Life alternatives.

TypeDirect peer
Description

IMVU is a 3D avatar-based social platform with a virtual goods marketplace and virtual currency, directly comparable to Second Life's avatar economy and Marketplace model.

TypeBroad incumbent
Description

Minecraft is a user-generated 3D sandbox world with avatar customization and a massive creator/marketplace ecosystem under Microsoft, comparable to Second Life in UGC 3D world-building but vastly larger in scale and audience.

Market position
Strengths5 records

Each record includes

Headline, Details, Source

Weaknesses5 records

Each record includes

Headline, Details, Source

Competitive moat5 records

Each record includes

Type, Details

Key risks6 records

Each record includes

Headline, Details, Source

Key highlights7 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Segment5 records

Each record includes

Title, Type, Primary, Description, Pain point addressed, Use case, Source

Ideal customer profile4 records

Each record includes

Profile, Firmographic size, Sales motion, Sales cycle length, Buying structure, Purchase trigger, Buyer persona, Geography, Industry vertical, Primary use case, Description, Pain points, Evidence proof points, Target buyer

Technology focused
Yes
API detail
Has APIbool
No

Docs URL, Description

Integration3 records

Each record includes

Title, Type, Description, Source

AI maturity
App detail

Has app

Feature6 records

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
Profiles1 record

Each record includes

Name, Designation, Designation category, Overview, Profile commentary, Source

Subsidiaries1 record

Each record includes

Name, Acquired on, Relationship type, Type, Business focus

No data
Funding overview

Funding stage, Last funding date, Total funding USD

Funding rounds1 record

Each record includes

Round, Amount USD, Date, Pre money valuation, Total investors, Investors, News

Investors1 record

Each record includes

Name, Type, Date of entry, Rounds participated, Website

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

M&A

Each record includes

Name, Acquisition type, Announced date, Completed date, Status, Website, News

Investment

Each record includes

Name, Round, Announced date, Lead investor, Website, News

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Second Life

Virtual World Platformsecondlife.com

Second Life is a 23-year-old virtual world platform operated by Linden Research, Inc., enabling users to create avatars, build 3D experiences via Lua scripting, and participate in a Linden Dollar-based virtual economy spanning nearly 500,000 acres of user-owned virtual land.

What Second Life does

Second Life, operated by Linden Research, Inc., is a 3D virtual world platform headquartered in San Francisco that enables users to create digital avatars, explore user-generated environments, and participate in a virtual economy. The platform's underlying technology includes a proprietary real-time 3D rendering engine (OpenGL 3.2 minimum, 4.6 recommended), a Lua-based scripting system for interactive content creation, a customizable avatar system, and a virtual land ownership model spanning nearly 500,000 acres. The integrated Linden Dollar (L$) currency, powered by subsidiary Tilia, enables users to buy, sell, and monetize virtual goods and services with real-world currency conversion.

The platform monetizes through four revenue streams: tiered Premium Membership subscriptions (Basic free, Plus $5.50/month, Premium $8.25/month, Premium Plus $11.99/month); Private Region land sales with recurring maintenance fees (Full Regions $349/$199/month, Skill Gaming $600/$345/month, Homestead $149/$109/month); Marketplace transaction commissions on virtual goods; and Linden Dollar sales. Distribution is primarily direct-to-consumer and self-serve via desktop downloads and mobile apps, with a dedicated Enterprise/Education Connect offering for institutional clients.

Second Life serves individual virtual world enthusiasts, content creators/digital artists who monetize via the Marketplace, LGBTQ+ communities (since 2005), enterprise and education organizations, and skill gaming operators. Founded by Philip Rosedale, the platform has operated continuously for over 23 years and maintains an active global community with annual events like the SL23B birthday celebration. The company is privately held with 101-250 employees and no disclosed external funding.

Second Life firmographics

Firmographics
Name
Second Life
Legal name
Linden Research, Inc.
Website
https://secondlife.com
Company type
Private
Founded year
1999
Operating status
Operating
Headcount range
101–250 employees
Short description
Second Life is a 23-year-old virtual world platform operated by Linden Research, Inc., enabling users to create avatars, build 3D experiences via Lua scripting, and participate in a Linden Dollar-based virtual economy spanning nearly 500,000 acres of user-owned virtual land.
Ownership category
akta.pro rank

Second Life industry classification

Industry
Product category
Virtual World Platform
NAICS
Software Publishers (5132)
SIC
Services-Prepackaged Software (7372)
akta.pro primary industry
Metaverse Virtual World Platforms (social worlds, land, UGC) (FSAPAGAD)
akta.pro secondary industries
Metaverse & Social Virtual Worlds (BPAMAKAF), Gaming & Virtual World Social Platforms (MPACAJAG), Metaverse Commerce & Monetization (virtual goods storefronts, payments, ads) (FSAPAGAK)

Keywords

  • Virtual world platform
  • 3D social network
  • Avatar-based experiences
  • Virtual goods marketplace
  • User-generated content

Where Second Life is headquartered

Location

Headquarters

HQ city
San Francisco
HQ country
United States
HQ region
North America

Offices1 record

Markets served

Second Life business model

Business model
GTM type
B2C
Offering type
Software
Cost components
Technology or R&D, Personnel, Infrastructure, Operations, Marketing or Sales

Revenue model

  1. Premium Membership Subscriptions: Tiered subscription model with four levels: Basic (free), Plus ($5.50/month), Premium ($8.25/month), and Premium Plus ($11.99/month when paid annually). Revenue generated from monthly/annual subscription fees with higher tiers offering Linden Dollar stipends, Linden Home access, expanded support, and reduced upload fees as incentives.
  2. Private Region Sales: Sale of virtual land regions including Full Regions ($349), Skill Gaming Regions ($600), and Homestead Regions ($149). Recurring maintenance fees of $199, $345, and $109 per month respectively. One-time purchase with ongoing subscription requirement.
  3. Marketplace Transactions: Commission-based revenue from the Second Life Marketplace where creators sell virtual goods including fashion, home decor, animations, scripts, and more. Creators earn Linden Dollars which can be converted to real currency via Tilia.
  4. Linden Dollar Sales: Sale of Linden Dollars (L$) which users purchase with real currency to buy virtual goods, land, and services within the Second Life economy. Currency conversion handled by Tilia payment platform.

Pricing tiers

ModelBillingPrice
FreemiumFreeBasic - Free tier with limited features
SubscriptionAnnualPlus - $5.50/month with L$150 weekly stipend
SubscriptionAnnualPremium - $8.25/month with L$300 weekly stipend
SubscriptionAnnualPremium Plus - $11.99/month with L$650 weekly stipend and free uploads
One time/ perpetual licenseMonthlyFull Region - $349 one-time purchase with $199/month maintenance
One time/ perpetual licenseMonthlySkill Gaming Region - $600 one-time purchase with $345/month maintenance
One time/ perpetual licenseMonthlyHomestead Region - $149 one-time purchase with $109/month maintenance

Go-to-market motion4 records

Distribution channels5 records

Marketing channels6 records

Second Life product offering

Product offering

Core offering

Second Life is a downloadable 3D virtual world platform where individual users create customizable avatars, build and script interactive experiences using Lua, own virtual land, and participate in a Linden Dollar-based economy. The platform monetizes via tiered Premium memberships (Basic free through Premium Plus at $11.99/month annually), one-time virtual land purchases with recurring maintenance fees, Linden Dollar sales, and Marketplace commissions on user-to-user virtual goods transactions.

Product overview

Second Life is a virtual world platform operated by Linden Lab featuring a core platform for 3D social experiences, virtual economies, and user-generated content. The product portfolio includes the main Second Life platform with companion mobile apps, the Second Life Marketplace for buying/selling virtual goods, Premium Membership subscriptions with tiered benefits (Basic, Plus, Premium, Premium Plus), and Linden Dollars for the virtual economy. Additional offerings encompass Private Regions (Full, Skill Gaming, and Homestead), Enterprise/Education Solutions, and a Creation Portal for developers. Third-party viewers like Firestorm and Speedlight extend platform accessibility. The ecosystem is powered by Tilia for payment processing and virtual currency management.

Differentiator

Problem solved

Functional benefit

Brands

  • Premium: Premium membership tier offering expanded support, weekly L$ stipend, private homes, and exclusive benefits.
  • Premium Plus

Products and services

  • Second Life (Core Virtual World Platform) A downloadable virtual world platform for Windows, macOS, and Linux that lets individual users create customizable 3D avatars, explore thousands of user-built destinations, socialize, attend events, roleplay, and build interactive experiences using Lua scripting. Includes access to virtual land, Linden Homes (for Premium members), and the Linden Dollar economy.
  • Second Life Mobile Free mobile app available on Google Play and Apple App Store providing on-the-go access to the Second Life virtual world on iOS and Android devices. Premium Plus members gain additional extras including unlimited online time, advanced 3D world view, and prioritized support.
  • Second Life Marketplace Online marketplace at marketplace.secondlife.com where user-creators list and sell virtual goods including virtual fashion, home decor, animations, scripts, vehicles, and other digital assets. Purchases are completed in Linden Dollars, and creators can convert earnings to real currency via Tilia payment processing.
  • Premium Membership Tiered subscription service with Basic (free), Plus ($5.50/month), Premium ($8.25/month), and Premium Plus ($11.99/month when paid annually) tiers. Benefits include weekly Linden Dollar stipends, mainland parcel allotments, Linden Home selection, signup bonuses, reduced upload fees, expanded IM/group limits, and tiered support (Live Chat through Concierge Phone for Premium Plus).
  • Linden Dollars (L$) Virtual currency of Second Life used to buy virtual land, goods, and services within the platform. Users purchase Linden Dollars with real money through the LindeX exchange, and creators cash out earnings to fiat currency via the Tilia payment platform.
  • Private Regions (Virtual Land) Virtual land products for residents to own and operate: Full Regions ($349 one-time + $199/month, 65,536 m², highest avatar/script capacity), Skill Gaming Regions ($600 one-time + $345/month, permitting approved Skill Games per Skill Gaming Policy), and Homestead Regions ($149 one-time + $109/month, lower performance for residential or light commercial use; requires existing Full Region ownership).
  • Enterprise and Education Solutions Dedicated Second Life offerings for organizations, accessed via connect.secondlife.com, supporting virtual meetings, conferences, remote collaboration, training simulations, and educational use cases through a business development contact ([email protected]).

Companies that use Second Life

Customer profile

Segments5 records

Ideal customer profiles4 records

Second Life technology and API

Technology

Technology focussed Yes

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

Integration3 records

Feature6 records

Second Life partnerships and signals

Strategic signal

Scale indicators2 records

Recent moves6 records

Expansion highlights5 records

Second Life competitors and assessment

Company assessment

Emerging players

  • High Fidelity: High Fidelity is a spatial computing/virtual world platform that shares founder overlap with Second Life (Philip Rosedale) and was even listed as a funding counterparty in 2022, making it a directly comparable emerging peer in the open virtual world space.

Direct peers

  • VRChat: VRChat is a user-created 3D social virtual world with avatar customization, world creation, and community events, closely matching Second Life's core social-VR/3D experience loop.
  • The Sandbox: The Sandbox is a user-generated virtual world with voxel-based land ownership, avatar system, and a creator marketplace using SAND token, paralleling Second Life's land and creator monetization mechanics.
  • Roblox Corporation: Roblox operates a user-generated 3D virtual world platform where players create experiences and monetize through Robux, Second Life's most direct competitor in the UGC virtual world category and the dominant player by daily active users.
  • Decentraland: Decentraland is a blockchain-based virtual world with land ownership (NFTs) and a creator economy using the MANA token, comparable to Second Life's land ownership and Linden Dollar economy.
  • IMVU: IMVU is a 3D avatar-based social platform with a virtual goods marketplace and virtual currency, directly comparable to Second Life's avatar economy and Marketplace model.

Broad incumbents

  • Meta Horizon Worlds: Meta's Horizon Worlds is a VR-first social virtual world operating inside Meta's broader metaverse strategy, comparable in product category but with vastly greater capital, scale, and distribution through Meta's hardware ecosystem.
  • Fortnite (Epic Games): Epic's Fortnite has evolved into a persistent social/metaverse platform with user-generated experiences (Creative, UEFN) and live events, increasingly competing with Second Life for social 3D world time.
  • Mojang Studios (Minecraft): Minecraft is a user-generated 3D sandbox world with avatar customization and a massive creator/marketplace ecosystem under Microsoft, comparable to Second Life in UGC 3D world-building but vastly larger in scale and audience.

Others

  • Unity Software: Unity is a leading real-time 3D engine used to build virtual worlds and metaverse experiences; it is an enabling technology provider rather than a direct competitor, but powers a wave of Second Life alternatives.

Market position

Strengths5 records

Weaknesses5 records

Competitive moat5 records

Key risks6 records

Key highlights7 records

Customer concentration

Second Life social profiles

Digital presence

Second Life financial estimates

Financial estimate

Revenue estimate

Valuation estimate

Second Life leadership team

Management profile

Number of profiles

Profiles1 record

Second Life subsidiaries and ownership

Company hierarchy

Subsidiaries1 record

Second Life funding detail

Funding detail

Funding overview

Funding rounds1 record

Investors1 record

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

Second Life M&A and investment

M&A and investment

M&A

Investments

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Frequently asked questions about Second Life

What does Second Life do?

Second Life is a downloadable 3D virtual world platform where individual users create customizable avatars, build and script interactive experiences using Lua, own virtual land, and participate in a Linden Dollar-based economy. The platform monetizes via tiered Premium memberships (Basic free through Premium Plus at $11.99/month annually), one-time virtual land purchases with recurring maintenance fees, Linden Dollar sales, and Marketplace commissions on user-to-user virtual goods transactions.

Is Second Life a public or private company?

Second Life is a private company. It is classified as founder individual operated bootstrapped and is currently operating.

When was Second Life founded?

Second Life was founded in 1999. It employs 101 to 250 people.

Where is Second Life based?

Second Life is headquartered in San Francisco, United States, in the North America region.

How does Second Life make money?

Four revenue lines are on record. Premium Membership Subscriptions are the primary driver. The others are private Region Sales, marketplace Transactions and linden Dollar Sales.

Who are Second Life's main competitors?

High Fidelity is listed as an emerging player. Direct peers are VRChat, The Sandbox, Roblox Corporation, Decentraland and IMVU. Broad incumbents are Meta Horizon Worlds, Fortnite (Epic Games) and Mojang Studios (Minecraft). Unity Software is listed as an others.

Does Second Life have an API?

No public API is recorded for Second Life.

What industry is Second Life in?

Second Life's product category is Virtual World Platform. Its primary akta.pro industry code is FSAPAGAD, Metaverse Virtual World Platforms (social worlds, land, UGC), with a secondary code of BPAMAKAF, Metaverse & Social Virtual Worlds. Its NAICS code is 5132 and its SIC code is 7372.

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Contact sales
Live signals
PR NewswireSecond Life and Tilia Parent Company Adds Key Leadership Roles to Support Rapid GrowthLinden Research, Inc., the parent company of virtual world Second Life and payment platform Tilia, announced two C-suite leadership hires: Steven Feuling as Chief Marketing Officer and Peter Capraro as Chief Information Security Officer, both reporting across the company's full portfolio. Feuling brings over 30 years of senior marketing experience including work with Microsoft, Disney, and General Motors, while Capraro brings 25 years of security and IT experience including roles at Bank of America and fintech startup Akoya. The company stated these hires are meant to support growth driven by expanding metaverse interest, with approximately 30 percent of Tilia's staff dedicated to security and compliance functions.WWDWWDownload: High Tech Meets High Fashion at NYFWYahoo, IMG, Portl, Second Life, Bubblehouse, and LG partnered with various fashion brands to integrate high-tech solutions like holograms, AI, and NFTs into New York Fashion Week events. These collaborations aimed to create immersive digital experiences for live audiences and remote viewers through augmented reality and virtual worlds. Industry experts note that such technological innovations are driving higher customer retention and sales while revitalizing the retail sector.New ScientistWhat digital trash dumped in games tells us about the playersThe article explores how discarded virtual objects in online games serve as digital records of human activity, highlighting the issue of clutter in titles like ARK: Survival Evolved where developers eventually implemented object degradation. It examines the emerging field of 'archaeogaming,' led by figures such as Andrew Reinhard, who study these digital dumps to understand player behavior and commerce patterns across platforms including Second Life and No Man's Sky. Additionally, artists and developers analyze abandoned game spaces for their atmospheric value and insights into past community interactions.TechCrunchSecond Life Gets A Life 2.0 At SundanceA documentary titled 'Life 2.0' will be screened at the Sundance Film Festival, focusing on how virtual world residents' lives are transformed by Second Life. The film is produced by PalmStar Entertainment and Andrew Lauren Productions.GlobeNewswireFounder and Chairman of Second Life to Speak at Bryant & Stratton Second Life College GraduationBryant & Stratton College announced that Philip Rosedale, founder and chairman of Second Life, will speak at its June 10 virtual graduation. The event will be hosted on Second Life, with approximately 40 graduates receiving diplomas in avatar form. The college's online degree programs include business, accounting, and IT.TechCrunchThe Top 10 Ways IT Geeks Will Spend The Long WeekendThe article presents a humorous list of ten stereotypical activities that IT professionals might engage in during a long weekend. The suggestions range from mundane tasks like grilling to tech-specific jokes involving Apple products, Second Life, and DNS server management. The content is presented as an editorial wrap-up rather than factual news reporting.TechCrunchShock: Second Life is all hype says studyA study by the Yankee Group indicates that Second Life's user engagement is significantly lower than anticipated, with average users logging in for only 12 minutes per month. The research attributes this stagnation to users shifting their gaming and social activities to mobile devices and platforms like Facebook.TechCrunchMetaCard: The World's First Virtual World Credit CardSingapore-based FirstMeta has launched MetaCard, described as the world's first virtual world credit card for the Second Life platform, offering Basic and Gold tiers with monthly credit limits ranging from L$5,000 ($18.60) to L$10,000 ($37.20). The Gold tier requires real-world credentials and an actual credit card for automatic payments, with interest rates of 0.13%-0.15% daily (approximately 54% per annum) and mandatory monthly spending of L$500 or a L$300 maintenance fee. The article notes that by tying credit services to real-world accounts, FirstMeta has crossed from virtual gaming into actual financial services that may be subject to real-world laws, unlike other Second Life entities that operate as "pretend outfits."TechCrunchAre Terrorists Using Second Life To Plan Attacks?News Corp in Australia reported allegations that individuals are using the virtual world Second Life to plan real-world terrorist attacks against Western countries. The report claims that extremist groups, including jihadi terrorists, are utilizing the platform's simulation features for training purposes to evade physical surveillance.TechCrunchSecond Life! Fox News! Sex! Stalking! Terrorism!British, Belgian, and Dutch police are investigating whether users of the virtual world platform Second Life can be prosecuted for crimes such as stalking or sexual assault committed through their avatars. The Times of London reported on these European law enforcement probes into potential legal liabilities within the virtual environment.