Nowadays the concept of virtual world is being applied increasingly among business, recreational and educational users. These new worlds have made communication with people in various areas of the world possible over online through the use of every avatar of user. Though several things has altered since the introduction of second life in 1991 (Tuft, 2007), today, after 19 years virtual worlds are far less clumsy and capable of much more than just the communication with avatars. In virtual worlds the present existing trends enhances the world of promise but these do not exist without any issues (Dredge, 2007). Now the virtual world has a myriad of applications ranging from gaming to in world entrepreneurship. The business world has viewed opportunity for marketing and brand recognition not just words like second life but also in regular gaming. Also companies have predicted ways to reduce the other tasks and training tasks through the virtual world’s usage. The arena of education has predicted virtual world’s uses from training to the online classrooms creation to people around the world. A quick visit to second life reveals educational elements such as access to language and book lessons. Even social networking has tended to financial opportunity as people take part in them tremendously and create real values (Tuft, 2007). Virtual life and second life has created a lucrative professional world for those who have taken benefit of these opportunities to acquire a very comfortable living of real world (MacMillan, 2007).