 With coronavirus pandemic driving people into lockdowns which seem unending, human race is left with no option but to embrace the virtual world. Some are desperate to breach the lockdowns while many others have actually fallen in love with their inclusions. Yes, I am talking about virtual reality or second life so to say. Today work is getting executed through online applications, video conferencing, webinars, podcasts, virtual classrooms, social meetouts, virtual entertainments including Netflix, Amazon Prime etc. The concept of virtual world significantly existed much before the computers came into being. The Roman naturalist Pliny the Elder expressed an interest in perpetual illusion. In the 20th century the cinematographer Morton Helig explored the creation of the sensorama, a theatre experience designed to stimulate the senses of the audience, vision, sound, balance, smell, even touch via the wind and so draw them more effectively into the productions. Virtual reality is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment like video games and educational purposes based apps like for medical or military training. A virtual world is a computer based cyber simulated ecosystem inhabited by many users who can create a personal avatar and instantaneously and individually explore the virtual world. Participate in its activities and communicate with others. These avatars can be textual two or three dimensional graphical representations or live video avatars with audio, visual and touch sensations. Vastly multiplayer online games depict a wide range of worlds including those based on science fiction, the real world, superheroes, wars, battlegrounds, ports, horror and historical settings. Virtual worlds are not limited to games only and involve computer conferencing and text based chat rooms. Immorticons like kisses or tears, smileys are available to show feelings or facial expressions. Edward Castronova an economist has reasoned that synthetic world is a better terminology for these cyberspaces but this term has not been widely adopted as such the synthetic world. In this virtual world is San Francisco based company Linden Lab developed Second Life an online virtual world. It has approximately 1 million regular users. Second Life users also called residents create virtual representations of themselves called avatars and are able to interact with places, objects and other avatars. They can explore the world known as the grid meet other residents, socialize virtually with them, participate in both individual and group activities, build, create, shop and trade virtual property and even render services to others and receive services. The platform principally features 3D based user generated content. Second Life has also has its own virtual currency the Linden Dollar which is exchangeable with real world currency. Second Life is intended for people aged 16 and over with the exception of 13 to 15 year old users who are sort of restricted to the Second Life region of a sponsoring institution that is a school. So friends welcome to the brand new world of virtuality. Only time will tell whether it is more than a reality or perhaps less of it or whether it is good, bad or ugly.