Second life dating

Yee hypothesizes that people will conform to stereotypes of their digital bodies, in terms of gender, size, and attractiveness.

Dubbing this the Proteus Effect, Yee studied the degree to which avatar appearance influences virtual behavior.

Users can also control the movement of their avatar, from basic gestures like a handshake, to more complicated moves, like dancing.

For those who have tried online chatting and dating, Second Life can take the experience to a whole new level, as users have digital representations to see and interact with.

Avatars, the digital representations of human gamers, can do everything that people can do and more; they eat, sleep, buy houses, form relationships, and also fly and teleport.

Nick Yee, a graduate student in the Department of Communications at Stanford University, has been involved with virtual research since he was an undergraduate psychology major.

Second Life is a massive multiplayer online role-playing game (MMORG), but that title doesn’t accurately convey the complexity of this Internet haven.

Users describe Second Life as a world of endless possibilities, where if you can imagine it, it can happen.

Over 5,700,000 people have signed up for membership, and usually 20,000 to 30,000 people are logged in at any given time.

Unlike many MMORGs, there is no specific objective or mission that denizens of Second Life must achieve. They go shopping, go out on dates and get married, attend concerts, have jobs.

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