As it does not have any stipulated goals, it is irrelevant to talk about winning or losing in relation to Second Life.
Likewise, unlike a traditional talker, Second Life contains an extensive world that can be explored and interacted with, and it can be used purely as a creative tool set if the user so chooses.
This stipend, if changed into USD, means that the actual cost for the benefit of extended tech support for an annual payment of US is only about US, depending on the currency exchange rates.
However, the vast majority of casual users of Second Life do not upgrade beyond the free "basic" account.
In January 2008, residents spent a total of 28,274,505 hours "inworld" and on average 38,000 residents were logged in at any particular moment.
The maximum concurrency (number of avatars inworld) recorded is 88,200 in the 1st qtr.
In 2015 alone, Second Life users had cashed out approximately ,000,000 (60 million US dollar) and Second Life had an estimated GDP of 0,000,000 (500 million US dollar), higher than some small countries.
Second Life also has its own virtual currency, the Linden Dollar, which is exchangeable with real world currency.
Built into the software is a 3D modeling tool based on simple geometric shapes, that allows residents to build virtual objects.
In many ways, Second Life is similar to massively multiplayer online role-playing games; however, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective".
Second Life users (also called residents) create virtual representations of themselves, called avatars, and are able to interact with places, objects, and other avatars.