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They cater to the emotionally unstable and give them god-like powers in the groups and sims they run, where they can kick or ban you on a whim, preventing you from being able to return to that area or group again, just because they decided to for no reason other than that. They allow blackmail, extortion, intimidation, hacking of people's accounts and computers, hookers, prostitutes, whores, escorts with no regulations at all, and much worse.
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The company that runs Second Life linden lab research does nothing to protect any of its residents from these nefarious and dangerous people and their behaviors. It goes far darker the more you look for it. There are sims and groups that cater to abuse, snuff, vore, mutilation, forced slavery, murder, rape and that is the light stuff. They cater to all sorts of dark dangerous unsafe fetishes and kinks and you are not allowed to ever disagree with any of the groups that sever that depravity up, that if you don't like it, just walk away, to shut up, to not say anything about it, to just accept it, tolerate it, normalize it, validate it, excuse it.
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It ruins families, it ruins friendships, it ruins lives. There is so much sexual depravity its morally and ethically corrupt and corrupting others. It is not safe for anyone to ever be there. According to the terms of service contract, harassment of any kind in the community results in permanent expulsion. Within the adult version, there are PG areas and adult areas where different modes of behavior are acceptable.
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Anyone over 13 years of age can open a free account, though members between 13 and 18 participate in a separate virtual community. Second Life is the brainchild of Philip Rosedale, the former RealNetworks guru credited with spearheading the development of online streaming technologies. Future possibilities include virtual universities that replicate their real-life counterparts with classrooms and professors teaching interactive classes in real time, virtual interactive congressional sessions, and three-dimensional customer and tech support. Several companies considered offering corporate training classes in the virtual world - a business model that could save money in travel and lodging fees. In September 2006, Popular Science reported that Wells Fargo Bank bought an island on Second Life, where could one day offer real world banking. Real world corporations also took an interest in the virtual world.