Discussions started by Therese Weel

In January 2007 Ton Zilstra published some worthwhile reads from his research and insight into Second Life. My paraphrased snippets are below. You can find the original articles here:

Scope

Early 2006 there were roughly a hundred thousand registered accounts with SL. Now, a year later 2,8 million are registered, with the first million reached last September, and the second million last month. The influx of newly registered accounts is indication of the hype. Not that all those registered accounts represent actual returning users. Estimates are that there are between 200 and 400 thousand of those.

The value of the in-world transactions between SL residents rose from about 300 thousand US$ per 24 hours in August to 1,2 million US$ now. (as always the porn and gambling industry have been paving the way in this new medium)

Value

Immersion is a powerful feature of 3D worlds, where attention and engagement are concerned. There are no up front goals, rules, and that the environment is not meant to have a certain form. Residents create the landscape themselves, and after creation can keep on altering it. Their own appearance, and each and every object. The internal economy is based on that ability to manipulate everything.

Most of Second Life seems to be replicated from our regular surroundings, but then in a well kempt and suburban form. The really interesting uses I’ve encountered however are those that try to build on the unique possibilities a virtual world provides. Only then does SL realize its possibility as a new medium.

  • Simulation and virtual action learning, like the Heart Murmur Sim, or the tsunami-simulation by NOAA.
  • Prototyping, like quickly creating sketches for 3D animation, or having customers judge form and color of different products (Philips), or even put their own products together (Nike), or as an architect guide your clients through the first designs of their new home.
  • Visualization of complex data structures for third parties (like the NOAA weathermaps)
  • New experiences, like 2nDisability which allows users to really experience different disabilities. (different visual impairments and neurological afflictions available at the moment), or roleplaying games in a fitting environment (recreating historical situation, or for training purposes)
  • Immersion in encounters. A funny thing I notice is that I look avatars in the eye during conversations. Even though the other will not notice that at all, it does change my involvement in the moment. I am more involved, less easily distracted as with regular IM or phone conferences. In certain situations that can be very helpful, like at the island for cancer patient support groups, or when trying to involve more people in the on-line version of a conference.
  • The possibility to build things that are not possible in the real world. For instance as an expression of art (like the Arts Department of Texas University presence in SL)

Drawbacks

Newly registered users are confronted with a confusing learning path, and the hurdles of quickly integrating into SL society as a resident are big. People dipping in their toes just to see what the fuss is all about are easily deterred, never to return. Entering SL is to a large extent still too much of a culture shock.

It would be so nice if there was a nice list of Virtual worlds with a concise description of each one that we can easily wrap our heads around.

Unfortunately I haven't found one.  But I have found some recent posts  The first is from Bryan Alexander who comments on the evolution of virtual worlds at his blog  http://infocult.typepad.com/infocult/2007/02/towards_third_l.html

He mentions four alternatives that I want to explore further this week.
 
Multiverse, Ogoglio. Outback Online, Croquet

Also, sharing a post from  Onder Skall Dated March 2007

Onder Blogs at Second Life Games  where he provides a easily digestible overview of the games people play in second life. Well worth a browse.

http://www.secondlifeherald.com/slh/2007/03/alternatives_to.html

He compares a number of virtual worlds based on the criteria below

HiPiHi
Entropia Universe
Areae Inc.
Outback Online
The Sims online
There
Active Worlds
Weblo
Project DarkStar
Virtual Object System


1. Cash transactions must be easy and readily accommodated flowing both into and out from the system.
2. Users must be able to create unique content and retain some form of ownership over it.
3. The fabric of the world itself must be possible to affect. IE: land ownership, room decoration, or some other content that remains viable even when the player who created it is logged off. (”Pervasive” is the word I’m groping for here…)

Through the miracle of Skype we had an impromptu conversation with Margaret Corbit today. Margaret's online profile is here  http://www.tc.cornell.edu/~corbitm/

She has been involved with long running projects such as The VLearn3D Initiative which began in 1998 as part of the Contact Consortium to address the current trends and needs of educators who are developing, adopting and pioneering virtual environments for education.

http://www.vlearn3d.org/collaboration/schools.html

Margaret shared her experiences with her projects which are focused on K-12 learners of science and social studies.  We are delighted to tell you that her team has a demonstration site set up using Active Worlds and she has offered to take us exploring!

We will be embarking on our journey April 16th

8:00 Am PST

11:00 AM EST

4:00 PM  GMT


Watch this thread for updates and instructions for accessing the world.



 

This article was orginally posted by

An analysis of this original post by Jen Dorman - Here http://terranova.blogs.com/terra_nova/2007/02/mmo_as_ritual.html

For me it has generated some thoughts on whether playing a game in person is as much 'fun' as playing one online.  They are different kinds of experiences which have some things in common. One of those commonalities is "social interaction" but two very different expressions of it.   I think a virtual experience doesn't replace the f2f experience but virtual games can offer value in their own way.

T

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Terra Nova guest author Jen Dorman argues in a well-thought out post that interaction in Massively Multiplayer Online Games cannot replace the unique group experience that arises from physically, proximate shared ritual. Of course it can't replace it completely, but to suggest that there is an inherent difference in brain chemistry produced between face to face and virtual ritual is to suggest that any kind of disproximate interaction is somehow inferior to real-world interaction.

I disagree.

First, this standpoint suggests that community, bound by shared experience or ritual or whatever you want to call it, can only be situated in a physical space. Sociologists like Erving Goffman and environmental psychologists like Harold Proshansky counter that contention, encouraging the idea that there is an emotional component to belonging which makes, for example, a house a home, or give a place or group a shared identity. If place is such an important part of it, surely it's possible to have community arise out of the shared experiences within a non-physical environment. Then the community experiences are tied to the joint representations of it.

Second, there's a whole lot of evidence which suggests that technologically-mediated communication is an effective means of extending social networks (Barry Wellman in particular). In the days even before the telephone, communities of practice, of worship, of ritual and of experience grew out of the tap-tap-tap of telegraph lines.

Third, this argument ignores the unspoken rituals that are in-place in online communities that incorporate the norms of the population who exists there. Entrance rituals, like being told what to do by an older member. Going from n00b to experienced. Rising through the ranks. Exit rituals. How to deal with common enemies (if you're interested in this aspect, read this paper).





WHEN : TOMORROW:  Tuesday, 10 April

(12:00 PM  PST - Pacific Standard tim )
(3:00 PM   EST - Eastern Standard Time )
(8:00 PM   GMT - Greenwich Mean Time )

Check the meeting time in your location.

Meet with Ron Edwards, CEO of Ambient Performance. Ron is our guest tomorrow at an event on Nick Noakes` Borocay Island in Second Life. We recommend that anyone wishing to attend, create their Second Life avatar in good time.

Here is the SLURL  http://slurl.com/secondlife/Boracay/185/113/30

Here is the link to the skypecast

https://skypecasts.skype.com/skypecasts/skypecast/detailed.html?id_talk=670372&hash=5b8fe71ec590ef1ea239


To attend Email your  AVATAR NAME and SKYPE ID  To   Tiaka Kobeshimi   (RL: Tia Carr Williams)   

Tia@tycoonsystem.com


?attid=0.1.25&disp=emb&view=att&th=111d89d26da5c6ba


We thank both our our guest Ron Edwards and the fabulous Nick Noakes for proving the Boracay  Big Tree discussion area  for our conversation.


See you there

Tree Sewell  (RL: Therese Weel )  
Therese@datadesigns.ca
Skype DataDesignsCanada


This session is offered as part of the Serious Games and Virtual Worlds seminar.