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The authors of “The Second Life Herald” offer a startling statistic: More than 10 million people maintain an alternative, virtual existence in cyberspace. Players enter the most popular programs, such as Second Life, in this “metaverse” not to slay dragons or earn gold coins, but to do their laundry, exercise a pet or have sex. “The word ‘game’ doesn’t come close to describing much of what takes place in an online world,” Peter Ludlow and Mark Wallace write in this lively new book. Second Life, for example, bills itself as a “3D digital world imagined and created by its residents.” It has a stock exchange; people buy and sell, practice religion and marry. Read the rest of this entry »

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