Monday, September 8, 2008

Second Life

Second Life is a virtual world created and constantly changed by its Residents. It is reminiscent of the Sims computer program in which users can create their own simulated people, buy a house, and live a virtual life. Millions of avatars, the people each member creates, inhabit this world. They can buy houses, build businesses, and sell their digital creations. Second Life includes a marketplace that supports real US dollars that can be converted to the Linden dollar, the virtual world unit of trade. This is truly a “second life” that people all around the world become members of and participates in. It is an outlet of creativity and expression.

People create all the elements that comprise a community such as art, fashion and music. Residents open up their own businesses and support themselves with actual currency. Huge aquariums are built. Places like Korea Town include a replica of the historic national treasure, Sungnyemun Gate. Weekly live concerts are held in outdoor amphitheaters. Basically, everything that goes on in real life goes on in Second Life. It seems like it may be a great escape to a not-so-great real life. But is this not a harmful alternative to being an active member of the real world? Possibly it is. Or maybe it is just a fun activity to do in spare time. It encourages people to create and experience as much or as little as they want to. For some, it allows opportunities that may not be possible in the real world.

One example of a positive role of Second Life is in a woman diagnosed with multiple sclerosis. Nanci Schenkein was forced to quit her job as a wedding planner, but found comfort in her new life as­­­ Baccara Rhodes, a wedding planner as well. People pay real money for her to plan their online wedding. There are also groups of adults with illnesses like cerebral palsy who get together to create their own avatar and live through it. These virtual people can sing, dance, run, and do many things that disadvantaged people cannot do.

Also, some nonprofit organizations use Second Life to build facilities, promote campaigns, and raise awareness to audiences. For example, the National Oceanic and Atmospheric Administration (NOAA) created a facility to provide interactive educational demonstrations about the ocean and weather. Second Life is a technological advancement that allows people to get, perhaps, more connected to society than they normally would.

Potential users could include virtually anyone, from teenagers to the elderly. It seems more adept for adults who want to build businesses and make money. But it could also be a place for fun and entertainment to younger crowds. Second Life appears especially beneficial to those with disabilities or those in need of a creative outlet. Second Life has grown explosively since opening to the public in 2003. There must be an appeal to all types of people in all stages of life. Where will technology lead us next?

By: Brittany Raines

3 comments:

Allison Brill said...

I find the idea of a virtual world really intriguing. As you said, there are many positive opportunities that programs like SecondLife provide, yet I can't help but worry about the negative effects. What happens when inidividuals who can't deal with real life hole up in SecondLife?

Plus, there's this: http://www.wired.com/culture/lifestyle/commentary/sexdrive/2007/05/sexdrive_0504

Scary.

Samantha Riddle said...

There was on article in the Red & Black this week on SecondLife. Apparently, due to budget cuts, the University has cut SecondLife from its resources. This program is the future of technology, yet the University has removed it. What kind of effect do you think this have on students learning these technologies?

Lauren Rohde said...

Second Life and other virtual worlds are interesting concepts for entertainment, but are they worth the real money some people invest in it? I know the New Media department at UGA had a Second Life account but couldn't renew their island due to budget costs. Is there any way to measure if their financial investment of real world money makes a difference in a virtual world? To me, it seems strange to pay for things you will never physically attain, but I guess it falls into a similar category as paying for a product's advertising. It's when people buy the virtual products that really confuses me, but then again I'm fine with living in the real world anyways.