SecondLive is a hub for Metaverse inhabitants. More than 1 million users are gathering here to facilitate self-expression, unleash creativity and build a dreaming parallel universe. Leading invested by Binance Labs, SecondLive team is expertise in virtual space creation for large-scale events and Metaverse infrastructure building. With the assistance of UGC and AI-generated content, SecondLive will create a Web3 open Metaverse that serves 1 billion people. There are four main modules in the process of using SecondLive:
- Dress up Avatar: Users dress up their own characters with the editor and set it as their avatars.
- Travel Around Virtual Spaces: Users can transport to the lobby, games, concerts, workshops and other spaces.
- Create with Creator Tools: Users can generate content without codes according to the modules, interactions, and gameplays. Some gamification configurations can be directly and automatically deployed online.
- Trade on SecondLive Marketplace: Anyone who owns a third-party digital asset can trade assets through the SecondLive market.
As the most active realistic style Metaverse on BNB Chain, SecondLive focuses on building social networks and supporting creator economic activities. Among various Metaverse projects, SecondLive stands out with following features:
1. Strong Carrying Capacity. SecondLive was designed to start with a PC client rather than a dapp on a webpage. It allows SecondLive to be able to accommodate up to 10k concurrent users to satisfy large-scale event. In April of 2022, SecondLive successfully held American rap star Quavo’s Metaverse debut, becoming the one and the only project that enabled 5k concurrent users to enjoy live show in the virtual stadium.
2. Extensive Application Scenarios. SecondLive is a rarely realistic style Metaverse. The scenario of SecondLive is approximately equal to that of the real world. Entering SecondLive is entering the era of "Digital Species". When Metaverse goes more into our daily life some day in the future, the realistic style is easier to be widely accepted and used.
3. Sustainable Commercial Mode. SecondLive chose the entertainment industry as a starting point to connect with the non-crypto world. As a successful first step, SecondLive engaged Quavo with 46 million fans and achieved more than 52k live stream viewers in 30 minutes show, which is a record-breaking on Binance Live.
In SecondLive, users can craft their own digital lives -- creating their own avatars and choosing spaces to stay and to live. In different spaces, users can complete different tasks with avatars. These avatars help creators and users make their own content and profit from their own creations. The team continues enriching Avatar styles and Space to satisfy diversified application scenarios, including AMA, livestreaming, interaction, entertainment, make friends, staking and so forth in virtual world.
As SecondLive becomes successfully established, inhabitants can log in anywhere and anytime to create their own avatars for strong social interaction with all other inhabitants in the SecondLive world.
You can view the 3D characters and lifestyles of your friends in the virtual world, and you can like, comment, and share with them.
In the free and open world of SecondLive, inhabitants can create scenes like in "Minecraft", or they can build assets, create artworks, and much more. In the SecondLive world, the assets created by the inhabitants belong to the individuals. They can use them in various scenarios such as trading, leasing, allocation, combination, exhibitions, etc, and can also be combined with others just the same as how people interact in "Animal Crossing". If players want to initiate a holiday, they can also celebrate the holiday in SecondLive according to the consensus.
SecondLive does not restrict the establishment and dispersion of the inhabitants’ relations in the world, as long as they reach a consensus with each other.
When SecondLive inhabitants begin to take shape, SecondLive gives gameplay as an entry point to further connect with the Metaverse. According to the trajectory of the Internet, since the birth of ARPANET 50 years ago, Marshall McLuhan's vision of the "global village" in the Gutenberg Galaxy has been realized. 7.5 billion people have been allowed to surf online, and one of the most important developed scenarios on the Internet is gaming. According to statistics, there are currently more than 2.7 billion electronic game players in the world, and players on the other side of the ocean can interact with each other through games.
In recent years, game-based imaginations about the Metaverse can be seen everywhere. From "Sword Art Online", "Accel World", to "Ready Player One" that has attracted more mainstream attention, they all showed the world the possibility of the Metaverse games.
Travis Scott's concert on "Fortnite" clearly shows the features of the Metaverse such as strong social interaction and space sharing.
In the SecondLive world, the inhabitants can also govern and operate SecondLive, set game rules, and create game assets together.
In addition, SecondLive also supports the creation of NFT assets including movies, music, text, as well as the establishment of entertainment venues such as theaters and karaoke rooms. When you cannot go out due to various factors, you can still enjoy audiovisual entertainment in SecondLive. For movies that cannot be played offline, SecondLive also supports producers and others to sell tickets in SecondLive.
In this process, the early inhabitants will receive the initial rewards from participating in the construction of the SecondLive world. The rewards will also enable these inhabitants to further their participation more in the construction of the SecondLive world.
After the game rules and item trading begin to take shape, a relatively stable and sustainable economic system will be formed in SecondLive. Based on this system and the spontaneous influence of the early inhabitants, SecondLive will become attractive to more people and even companies, transforming them into inhabitants.
Under the influence of the pandemic and the unknown, a distributed working mode has become more common in the past two years, and online work has become the mainstream office method for many companies. SecondLive supports the construction of virtual characters and virtual company buildings. Inhabitants can easily use SecondLive to have online meetings and even other forms of work communication.
In such a digital world, the inhabitants' demand for real estate in certain areas will also be correspondingly weakened. They will have more choices and even lower pressure.
Similarly, high-quality educational resources that are in short supply can also be made online through SecondLive, so that the inhabitants can obtain more educational resources.
Moreover, there is less worry about how to separate work and life in SecondLive, as users can create multiple avatars if needed.
There is no need to consider survival needs in SecondLive. However, NFTs and digital assets can also be created, displayed, and traded in SecondLive.
As long as the inhabitants are willing, they can show their assets and other attributes to others. They can set up a separate display wall, or create a shopping mall with other inhabitants. The inhabitants can display their virtual assets and physical assets, even a song or a picture. They can directly display to all the inhabitants who may like the asset, without intervention from intermediaries that make a price difference.
After the tokenization of a valuable product, its liquidity will flow from some platforms to the world, gaining more fans.
SecondLive's usage scenarios will continue to expand with the development of the SecondLive world. And the SecondLive team will continue to explore and try to free more inhabitants from the shackles of the traditional world.
As L’Atelier said in The Virtual Economy, “The anonymity afforded by the Virtual Economy obviates the traditional characteristics that would preclude the unprivileged from accessing the opportunities presented by great industrial change. The Virtual Economy is notably distinctive in that it is possible for almost anyone, young or old, rich or poor, regardless of gender, ethnicity, religion, location, heritage or social status, to succeed as long as they have the intellect, decisiveness and the technical capacity to see the opportunities emerging within it.”