# Second Life
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Who / What
**Second Life** is a **multi-user virtual world platform** where users create and interact with avatars within a shared digital environment. It enables residents to explore, socialize, build, trade, and engage in various activities through user-generated content.
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Background & History
Developed by the San Francisco-based company **Linden Lab**, *Second Life* launched publicly on **June 23, 2003**. Initially designed as a creative and social platform for personal computers, it experienced rapid growth during its early years. By 2013, it had approximately **one million regular users**, though growth later stabilized. By the end of 2017, active user numbers declined to between **800,000 and 900,000**.
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Why Notable
*Second Life* became notable for pioneering virtual social interaction, economic systems (e.g., Linden Dollars), and user-generated content. It influenced digital culture by allowing self-expression through avatars and fostering communities centered around art, business, and entertainment. The platform also explored themes of identity, ownership, and virtual economies, making it a landmark in online virtual worlds.
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In the News
While *Second Life* remains influential as a historical digital phenomenon, its active user base has declined compared to peak years. Recent developments include continued interest among historians and researchers studying early internet culture, alongside occasional revivals in niche communities focused on preservation or retro gaming. Its legacy persists as an example of how virtual worlds shaped modern digital experiences.
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Key Facts
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