Second Life (http://www.secondlife.com) is an Internet-
based 3-D virtual world. This simulation’s nine million
participants use their avatars (digital representations of
themselves) to explore, socialize, participate in individual
and group activities, and create and trade items (virtual
property) and services. Over 160 schools and colleges from
all over the world have a presence on Second Life, and a
number of the 140 colleges and universities represented
have distance-learning programs based within it. 19