Saturday, April 7, 2007

Bonus Mission #2: Why is Second Life not a game?

Second Life is an Internet-based virtual world which came to international attention via mainstream news media in late 2006 and early 2007. Second Life was founded by former RealNetworks CTO Philip Rosedale through Linden Lab. Its users have been increasing from 1 million registered accounts as of 18 October, 2006, to now 5 million registered accounts, 26 March, 2007. In general, Residents can explore, meet other Residents, socialize, participate in individual and group activities, create and trade items and services from one another (“Second Life”, 2007). These avatars (Residents) interact with each other, start up businesses, stage their own concerts, sell real estate and design fashion lines (“CNN”, 2006).

While Second Life is sometimes referred to as a game, it does not have points, scores, winners or losers, levels, an end-strategy, or most of the other characteristics of games. The below features of Second Life, proves why it is not just a game:

1) Communication and transport

Within Second Life, there are two main methods of text-based communication: local chat, and global "instant messaging" (known as IM). Chatting is used for public localized conversations between two or more avatars, and can be "heard" within 25 m. Avatars can also 'shout' ('audible' within 100 m) and 'whisper' ('audible' within 10 m). IM is used for private conversations, either between two avatars, or between the members of a group (“Second Life”, 2007).

This feature of being able to chat within different distances is unlike of other available games. Also, for most games, its nature is to compete with each other and complete the game. It is very seldom that people will chat in games. Thus, this interactive nature of Second Life makes it more than a game.

2) Economy and real estate

Second Life has its own economy and a currency referred to as Linden Dollars (L$) at around L$ 270 to one US dollar. Residents create new goods and services, and buy and sell them in the Second Life virtual world. Residents derive net incomes from this economy, ranging from a few hundred to several thousand US$ per month. Premium members can own land (“Second Life”, 2007).

Statistics have shown that the currency in Second Life is actually very high as compared to the real-world. From data found in Second Life website on 7 April, 2007, The US$ spent last 24 hours was $1,803,863. This is definitely a huge amount of money and it rare to happen in other games. The economical skills and trade in Second Life makes it more than mere entertainment.

3) Creation and copyright

Residents of Second Life create most of the content of the world. The creator can mark an item as "no copy," which means that no copies of it can be made by others, "no mod," which means that others may not modify the item's characteristics, and "no trans," which means that the current owner may not give it to another. Also, not only live music performances take place in Second Life, Residents are setting up business and even an embassy (“Second Life”, 2007).

In many other games, there is little mention regarding users copyright etc. However, in Second Life, Residents are in-charge of their own items and can create their own properties. This is very much alike as real life. The creation and copyright system proves again Second Life to be not just a game.


4) Education in Second Life

Second Life has recently emerged as one of the cutting-edge virtual classrooms for major colleges and universities. Second Life fosters a welcoming atmosphere for administrators to host lectures and projects online, selling more than 100 islands for educational purposes (“Second Life”, 2007).

A growing number of educators are getting caught up in the wave. More than 60 schools and educational organizations have set up shop in the virtual world and are exploring ways it can be used to promote learning. The three-dimensional virtual world makes it possible for students taking a distance course to develop a real sense of community and it is a good way to introduce international perspectives, said Rebecca Nesson, who leads a class jointly offered by Harvard Law School and Harvard Extension School in the world of "Second Life" (“CNN”, 2006).

There is obvious growing popularity of Second Life amongst lecturers. The real-time interaction encourages students to engage in discussion, hence making them more interested in the things they do, ultimately enhancing learning. Using Second Life as an educational tool breaks the norm of game being mere entertainment. Current MMORPGs’(e.g. World of Warcraft) game strategies are to role-play and kill monsters etc. The usual games lack the factor of education. Therefore, with this educational feature of Second Life, it is beyond entertainment.

In conclusion,
Second Life is more than a game for entertainment as compared to the other games. However, due to its many features in Second Life, it brings about ethical issues (e.g. pornography) and concerns about game addiction. Therefore, one must think critically and practice moderation so that the pros of Second Life do not turn into cons.


References:


Wikipedia: The free encyclopedia. (2007, 6 April). Second Life. Retrieved 7 April, 2007, from
http://en.wikipedia.org/wiki/Second_Life

Grace Wong (2006, 14 November). Educators explore ‘Second Life’ online. New York: CNN, Technology. Retrieved 7 April, 2007 from
http://www.cnn.com/2006/TECH/11/13/second.life.university/index.html

1 comment:

Ee Lin said...

yeah!! i've got special mention award again.. haha..