Second Life : a material girl in a virtual world

GMI has released summary results of a GMIPoll on Second Life, See blog.msurveys.com for the USA data.
The latest GMI Poll, found the virtual world of Second Life is a burgeoning market for real-life brands and product promotion. Fifty-six percent of users believe Second Life is a good promotional vehicle. Only 16 percent say they would not be more likely to buy or use a brand that is represented in the Internet-based virtual world.
Twenty-four percent of respondents claim they go to Second Life to escape real life, with which they are not satisfied.

Data shows that 64 percent present themselves differently online.
  • 45 percent give themselves a more attractive body
  • 37 percent make themselves younger
  • 23 percent give themselves a different nationality
The virtual world is interfering with the real world.
  • 55 percent watch less television since becoming active in Second Life
  • 22 percent have more Second Life friends than real-life friends
  • 29 percent feel Second Life interferes with their real-world social life
What's next? You do not have to wait to find out.

Mattel has unveiled Barbie Girls, a doll-shaped MP3 player that turns into a live character at www.BarbieGirls.com, a website reminiscent of Second Life (Reuters). The company hopes the new toy, which brings together web surfing, shopping and music downloads, will provide an alternative to MGA Entertainment's sassy Bratz dolls!

Something useful and educational.

National Oceanic and Atmospheric Administration (NOAA) has opened a research station in Second Life. The island, launched by NOAA's Earth System Research Lab (ESRL) on Thursday, is called Meteora. It offers hurricane, submarine, and weather balloon rides, a tsunami-training beach, a planetarium, and other educational experiences.