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Second Life also has its own virtual currency, the Linden Dollar (L$), which is exchangeable with real world currency. [14] [15] Second Life is intended for people ages 16 and over, with the exception of 13–15-year-old users, who are restricted to the Second Life region of a sponsoring institution (e.g., a school). [16] [17]
iMessage is an instant messaging service developed by Apple Inc. and launched in 2011. iMessage functions exclusively on Apple platforms – including iOS, iPadOS, macOS, watchOS, and visionOS – as part of Apple's approach to inter-device integration, which has been described by media outlets as a means of achieving vendor lock-in.
Comparison of user features of messaging platforms refers to a comparison of all the various user features of various electronic instant messaging platforms. This includes a wide variety of resources; it includes standalone apps, platforms within websites, computer software, and various internal functions available on specific devices, such as iMessage for iPhones.
Messages (formerly Text) is a text messaging software application developed by Apple Inc. for its macOS, iOS, iPadOS, watchOS, and visionOS operating systems.. All version of Messages support Apple's own iMessage service, while the mobile version of Messages on iOS – used on iPhone and cellular-enabled models of the iPad – also supports SMS, MMS, and RCS in iOS 18. [1]
Text messaging, or simply texting, is the act of composing and sending electronic messages, typically consisting of alphabetic and numeric characters, between two or more users of mobile phones, tablet computers, smartwatches, desktops/laptops, or another type of compatible computer.
iOS is a mobile operating system developed by Apple Inc. and was first released as iPhone OS in June 2007, coinciding with the launch of the first generation iPhone. [1] iPhone OS was renamed iOS following the release of the iPad, starting with iOS 4. [2]
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Virtual worlds are 3D computer environments where each user is represented with a character – avatar. Traditionally, virtual worlds have been used for entertainment. However, starting from approximately 2004 both corporate world and academia started to recognize business value of virtual worlds for training and education, collaboration, and mark