عنوان


تویوتا در خیابان های Second Life نیز یکه تازی میکند:

CNN: تويوتا روز پنج‌شنبه مدل اصلاح شده Scion XB و مدل جديد XD را در Second Life، جامعه مجازي آنلاين و نيز به طور همزمان در نمايشگاه اتومبيل شيكاگو در معرض نمايش قرار داد.

TOYOTA secondlife's car     TOYOTA secondlife's car


كاربران Second Life مي‌توانند مدل Scion را به ارزش 300 ليندن مجازي يا حدود يك دلار حقيقي خريداري كنند. حتي مي‌توانند با علايق خاص خود آن را دوباره طراحي كرده و به رویاهای خود رنگ حقيقت بزنند.
تويوتا براي اولين بار نيست كه ماشين مجازي توليد مي‌كند. اين شركت سال گذشته نيز مدل Scion را عرضه كرده بود. آدريان سي Arian Si مدير بازاريابي تعاملي Scion مي‌گويد: طراحي اين مدل ماشين در دنياي مجازي به قصد درآمدزايي براي اين شركت نبود، بلكه ايجاد يك جريان مثبت در ميان شهروندان
نوجوان دنياي مجازي است.

TOYOTA secondlife's car     TOYOTA secondlife's car


با اين سياست، مطمئنا وقتي همين افراد به سن قانوني برسند و قصد خريدن ماشي كنند، تويوتا را از خاطر نخواهند برد.

TOYOTA secondlife's car              TOYOTA secondlife's car

                        


جالب است بدانيد، اولين شهروند كه Scion مجازي را خريداري كرد، با دوستان آنلاين خود شروع به گشت و گذار در اطراف اين شهر مجازي كرد. همچنين از زمان عرضه اين خودرو يعني ماه مه 2006 تاكنون حدود يك ميليون راننده را جذب خود كرده است. او مي‌گويد: ما برنامه‌هاي ديگري نيز براي Second Life داريم و براي رشد و توسعه اين جامعه مجازي، قصد داريم كنسرت و پخش فيلم در آن راه بيندازيم.



 

 

 

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Second Life (abbreviated as SL) is an Internet-based virtual world launched in 2003, developed by Linden Research, Inc (commonly referred to as Linden Lab), which came to international attention via mainstream news media in late 2006 and early 2007.[4][5] A downloadable client program called the Second Life Viewer enables its users, called "Residents", to interact with each other through motional avatars, providing an advanced level of a social network service combined with general aspects of a metaverse. Residents can explore, meet other Residents, socialize, participate in individual and group activities, create and trade items (virtual property) and services from one another.

Second Life is one of several virtual worlds that have been inspired by the cyberpunk literary movement, and particularly by Neal Stephenson's novel Snow Crash. The stated goal of Linden Lab is to create a world like the Metaverse described by Stephenson, a user-defined world of general use in which people can interact, play, do business, and otherwise communicate.[6] Second Life's virtual currency is the Linden Dollar (Linden, or L$) and is exchangeable for US Dollars in a marketplace consisting of residents, Linden Lab and real life companies.

While Second Life is sometimes referred to as a game, this description is disputed. It does not have points, scores, winners or losers, levels, an end-strategy, or most of the other characteristics of games, though it can be thought of as a game on a more basic level. It is a semi-structured virtual environment where characters undertake activities for the purpose of personal enjoyment.

In all, more than 9.8 million accounts have been registered, although many are inactive, some Residents have multiple accounts, and there are no reliable figures for actual long term consistent usage. Despite its prominence, Second Life has notable competitors, including There, Active Worlds, and the more "mature" themed Red Light Center. English Version

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