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Title: Online PHD Degree In Dubai Presentation


1
Second Life
  • a brief introduction to a new virtual playground
  • Graham Bell
  • Online PhD Uuniversity Student

2
What I will be talking about
  • 1. My project - a very short summary and some
    theoretical approaches to the study of computer
    mediated communication in a graphical virtual
    world context
  • 2. Second Life - an introduction, some facts and
    the history behind the world.
  • 3. Second life - Literary influence, cyberpunk,
    structure of play, how to get settle, player
    behaviour and virtual identity.

3
Social realities of virtual worlds
  • A study of human interaction and socialization
    within non-role play graphical virtual worlds
    (Mainly Second Life, but might also to a lesser
    extent do some interviews in the graphical
    virtual world named There)
  • My aim is to illuminate some social communicative
    aspects of virtual worlds.
  • I am interested in how players, or inhabitants as
    they usually are called, contemplate their
    identity and their relationship to others while
    being in-world. I am interested in how they
    choose to present themselves and how the identity
    one chooses for the virtual world influences how
    one behaves, communicate, interact and simply
    comprehend being an avatar. I also on a more
    theoretical level want to compare and reflect
    about how GVW are structured for sociability and
    play compared to other more traditional forms of
    computer mediated play (Tetris, MUDs, MMOG).
  • I use what has become named virtual ethnography
    as my preferred method, which means immersing
    myself in the virtual environment doing in-depth
    interviews. I will strive to establish a close
    relationship with my interviewees which involves
    trying to keep in touch with them on a weekly
    basis for several months. Because of the nature
    of my study I am especially interested in
    immersed inhabitants (or hard-core gamers), that
    is players who are logged on for several hours a
    day.
  • In one way or the other, all my articles tries to
    grasp something about the sociability and the
    potential for expression of self in virtual
    worlds. In that regard I am interested in how
    people behave and socialize in the virtual world,
    as well as how they contemplate and relate their
    online behaviour to their offline behaviour.

4
Studying computer mediated communication
  • When studying how people communicate/express
    themselves in a VW in particular, and in
    computer-mediated-communication in general, one
    traditionally investigate the limitation, or the
    differences, of VW-communication compared to
    RW-communication. Or put differently, how the
    medium at hand change/alter the communication
    compared to face-to-face communication. In other
    words we study how people are able to overcome
    and find other means to express themselves when
    real life communication tools, such as bodily
    and facial expressions, as well as tone of voice
    and the ability to feel and touch are deprived
    them.
  • To illuminate this point If the interface of a
    VW becomes to real, that is, if we no longer are
    able to notice the interface (keystrokes and
    mouse clicks) but simply are present with our
    physical bodies within the virtual space
    (Matrix), it will no longer be interesting to
    study the mediation of the interaction (which is
    what I do), since then we in fact will be
    studying the purest form of human communication
    (FtF), not the a mediated one. (Put differently
    one would no longer need media sociologists but
    simply sociologists...) So, what I am studying is
    really the effects and consequences of the
    mediated communication among people in a GVW
  • Earlier studies on textual virtual worlds, also
    called Multi user dungeons (MUDs) have emphasized
    the significance of elements such as name and
    style of writing. Since one in a textual world is
    unable to express facial emotions, a unique
    computer mediated language has emerged, which are
    meant to function as substitutes for the physical
    gestures we use in real life, like an iconic
    smiling face created with colon and parenthesis
    ) (
  • What the example of textual virtual world
    illustrates is that people uses the means
    available to them to express themselves. In SL,
    in addition to text, one also has a graphical
    persona and the opportunity (though seldom used)
    to use ones real voice when interacting with
    other avatars. Given the novelty of virtual
    bodily experience I am especially interested in
    investigating the how the new graphical
    experience influences upon issues such as
    avatar-to-avatar relationship, understanding of
    self as well as topics of conversation.

5
Second Life -A short introduction
  • Second Life is a 3D graphical virtual world
    almost entirely built and owned by its residents.
    Since opening to the public in 2003, it has grown
    to around 10 million registered users
    (inhabitants), although rarely more than 50 000
    are online simultaneously, and about 1,5 million
    have usually logged on during a 60 day period
  • SL was created and developed by Linden Lab, a San
    Francisco-based company founded by Philip
    Rosedale. More specific, what Rosedale and Linden
    Lab have created is a platform and some tools for
    creating content. They have in other words
    outsourced the building of the world to the
    players.
  • Almost all the objects you will find in Second
    Life are created and built from solids (3D
    geometric shapes) called prims. These prims can
    assume any shape you want, and are the basic
    building blocks of the virtual world, like atoms
    in the RW.
  • Second Life attempts to replicate the basic
    elements of the real world. It features men and
    women, land and sky, day and night, flowers and
    trees. You can build houses and shop, you can
    work or play, you can make, save or spend money,
    you can hang around in bars, watch bands, go on
    dates or simply choose to stay home.

6
  • SL consist of interlinked regions that contain
    land, water, and sky where each region has an
    area of approximately 65 thousand sl square
    meters (US195 monthly land-use fee).
  • Sl residents often refer to regions as sims -
    short for simulators. This is because originally,
    one server or simulator held one entire region.
    (Now there are two regions per server, but the
    old name has stuck). SL regions are both
    geographical and administrative units they are
    governed by rules and regulations that may change
    from region to region governed by a given set of
    rules which the owner(s) of the region define.(
    That is the person who pays for it)
  • There is an internal currency with real market
    exchange, where Linden Dollars change hands every
    month for the goods and services residents create
    and provide. (with an exchange rate on L300 to
    US1)
  • From June 2003 resident creations have been
    protected by copyright/permission system. This
    means that you and not LL are the owner of the
    things you make in-world. For instance, a SL
    resident, Kermit Quirk created a game called
    Tringo which could be played inside SL only.
    Quirk went on to sell the game to Nintendo which
    made an offline version on their Game Boy
    Advance. There are also a number of opportunities
    for making money (Lindens) in-world. One could
    for instance develop and design everything from
    pets, vehicles, clothes, to avatar skins.
  • One could compare the openness of SL to the
    openness of the worlds first mass produced
    computer The Apple II (1976), which was an ideal
    computer for anyone who wanted to produce
    software (content) and make profit from their
    creations. This because apples engineers
    (wozniak) chosed to be open about design and
    documentation, hence, making it easy for everyone
    with the abilities to develop software that
    worked with their hardware. In other words, much
    like SL innovators.

7
LITERARY INFLUENCE
  • Like many other virtual worlds or massively
    multiplayer online role-playing games (MMORPGS),
    Second Life owes much of its existence to the
    imagination of great authors, but rather than
    medieval fantasy writers like J.R.R Tolkien,
    which has influenced online games such as World
    of Warcraft and Everquest. Second life takes its
    inspiration from the science fiction genre, that
    is from the cyberpunk and the so-called
    post-cyberpunk genre.
  • Philip Rosedale, CEO of Linden Lab and the
    inventor of Second Life has publicly recognized
    the cyberpunk novel Snow Crash as of great
    inspiration for him when he created SL, and that
    Snow Crash has the closest practical
    resemblance to Second Life as it exists today a
    parallel, immersive world which simulates an
    alternate universe, which thousands of people
    inhabit simultaneously for communication, play
    and work, at various levels and variations of
    role playing with their avatars.

8
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