Title: Virtual Worlds, Real Support
1Virtual Worlds, Real Support
- John Lester (Pathfinder Linden)
- Community and Education Manager, Linden Lab
- Founder, BrainTalk Communities
2what is Second Life?
- Second Life is a unique online world
- international community, multiuser, persistent
world - not a game
- completely built and owned by the residents
- best fictional analogs are Stephensons Metaverse
from Snow Crash or Vinges Otherverse from
True Names
3shoulders of giants
- Arpanet (1969)
- begat MUD1 (1980)
- begat Habitat (1986)
- begat MMORPGs (1996)
4why now?
- Broadband
- Routing capacity/low pings
- Consumer 3D acceleration
5which allows . . .
- A new approach to world building
- Stream all content via broadband
- Extremely dynamic content
- Apply distributed/grid computing
6expanding world32,000 acres, 250,000 users, 2
teraflops of CPU power 43 female, median age
35, 25 international
2005-6
2004-5
7demographics
- SL community older and more gender balance than
most games - Gender neutral by hours of use
- Median age of 35
- Real world skills translate into digital world
83D modeling
9Breathing Life into Objects with Scripting
Any object can be given physical behavior,
interactivity, and can communicate with the
world (e.g., email, HTTPRequest, XML-RPC)
10texturing
11property rights
- In Second Life, residents own their creations
- What does this mean?
- Residents retain their Intellectual Property
rights to their creations - Residents may buy and sell L for real world
- Residents may license their creations back into
the real world
12Live Video shared in a Community Space
13Live Music shared in a Community Space
14What happens when you give everyone powerful
tools to shape their world?
- A Waking Dream made Realand Shared with Real
People
15Emotional Bandwidth
( ) P
16Emotional Bandwidth
Use real-world social cues and proxemics,
animations and sounds, and create your visual
identity
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20education
- teach using simulation and experiential learning
21immersive learning
- retention
- motivation
- differentiation
22process teaching
from explanation
23to cognitive measurement and assessment
24first responder and caregiver training
- process
- experience
- empathy
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27simulation and experience - teaching caregivers
28Virtual Hallucinations
29communities of support
patients families caregivers
30communities of support
- Aspergers Syndrome
- stroke survivors
- healing depression
- cerebral palsy
- children with cancer
31- forum based community for people with
neurological disorders - migrated Aspergers syndrome patients and
families to Second Life
32"A lot of what's happening in 'Second Life' is
social, and I thought that this could be a
fantastic place for people dealing with Asperger
Syndrome. Give them a simulated environment and
let them practice social skills in a
three-dimensional space.-- John Lester,
founder, Braintalk Communities
support for improvement
http//www.msnbc.msn.com/id/7012645/
33Brigadoon
"We are aliens in this RL real world. SL
'Second Life' has showed me it is OK to be an
alien in a strange new world! -- Brigadoon
resident Coos Yellowknife
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37Live2Give
To give them a virtual world where they are free
from the limitations of their physical-world
environment. To give them hope and allow them to
be productive members of a virtual space that
they can call their own.
-- John Lester/June-Marie Mahay
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39freedom from physical disability
my virtual self has the voice i've always wanted
to have and in many ways it allows me to be the
person i feel i was born to be. -- john
s/Wilde Cunningham
40organized fund raising
American Cancer Society - Relay for Life click
to give
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43patient benefits
- distraction from pain and anxiety
- cognitive improvement
44Sharing Real Information
45The 4 Powerful Themes supporting Real Education
- A world where anyone can create anything.
- A world full of real people.
- A world of high emotional bandwidth.
- A world shared.
46Harvards Berkman Center Digital Natives
47Thank you for listening
- John Lester (SL Pathfinder Linden)
- pathfinder_at_lindenlab.com
- www.pathfinderlinden.com