Step 2Create a virtual version of the book
In the next two steps you'll be turning what is already an essentially virtual commodity -- the literary property you wrote and sold to your publisher -- into an actually virtual commodity. For this, you'll need access to an actual virtual world, and in particular, you'll need a virtual world you can actually build your own custom-spec'd virtual objects in. Which, yeah, pretty much means Second Life. So go on, get over it and get it over with: You will have to find a new way to prove how cool you are besides being the last kid on the block who refuses to sign up for their very own walking, talking, 3D-graphical Second Life "avatar" (free of charge!).
Done? All right: you're a "resident" of Second Life now. What next? Two options. One: you can devote the next 100 hours or so to learning enough of Second Life's maddeningly proprietary object-scripting language to create a buggy, semi-legible virtual version of your book. Or two: you can pay ace Second Life book coder Falk Bergmann a very reasonable amount of Linden dollars to turn your book into a handsome, fully functional work of object-scripting genius.
Tell him I sent you.
Oh, and kids, very important: don't forget to get your publisher's permission before you get started on this step! Virtual or not, your Second Life book is a copy of your real-life book, and unless your publisher authorizes you to make it, you are skating on thin ice, civil-and/or-criminal-liability-wise.
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