Sunday, February 4, 2007

Second Life

Cummons, Neil. Digital Culture: A Second Life to Live. National Public Radio, All Things Considered, February 1,2007. http://www.npr.org/templates/story/story.php?storyId=6375226

NPR offered an interesting look at Second Life, the virtual reality online world sponsored by Linden Labs out of California. Neil Cummon interviewed radio personalities Mark Glaser and John Hassek who both have experience with online worlds. He also had a number of people who called in to voice their opinions and experience with this phenomenon. Second Life is a virtual world. Those who join can become whoever they wish by creating an avatar-a representative. It is an "interactive, internet environment that can be accessed online." Some view it as an avenue for creativity, an opportunity to build everything in your 'world' yourself. This world even has Linden Dollars that can be exchanged for U.S. currency, the virtual banking world. Participants can buy virtual commodities that include real estate, cars clothes and retail goods, all of which can be created to be and do things 'real' goods could not. One concern voiced was this world was created by Linden Lab, this world and all of the tools in it. They control what's in Second Life. They control accounts in this virtual world, they are the Government in Second Life. It's part of this virtual world that the participant can't control and it appears a little like a dark side to me along with the appearance of crime, sex and terrorism in this world. But there is a lot of promise that was voiced; better communication over distance and an opportunity to get diverse input from different backgrounds located all over the world , the ability to present goods and ideas to a worldwide audience and receive immediate feedback.
The very tools used in this virtual world, however give it it's most impressive drawback, connection requires broadband and a high end computer. Even as we speak of the virtual world in the Worldwide Web and it's potential, we must understand that these requirements will often reduce or eliminate participation from many groups. But this is a new but not brand new technology. It is still evolving and will continue to do so over time. There may still come a day that all who want to participate and can benefit from this and new virtual worlds will have access to it.

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