Users
all over the world are interacting, forming relationships and using their
imagination in the virtual world like never before. People interact in imaginary worlds to
interact with others, form friendships, to gain satisfaction, to go on
adventures , to escape real life stress,
and go into a whole new dream world to be ‘’someone else’’. (Yee N 2006).
A
3D world phenomenon known as the ‘Second Life’ is a world where real life
humans create ‘’digital personas’’ of themselves known as ‘’avatars’’ who
resemble real life identity. (Second Life , 2003)
It’s
a whole new world where one can turn their dreams into a reality by creating a
world they want to live in. This
particular world was launched in 2003 by a man named Philip Rosedale who wanted
to create a virtual world for people to ‘’pursue their dreams and interests’’. ( Rymaszewski R, Wagner J A, Wallace M, Winters C, Ondrejka C &
Cunningham-Batstone B, 2007 p 13).
People who sign up can perform many functions
such as :
- attend marketplaces to buy clothes.
- have endless fun by going to various entertainment events.
- transfer real money for virtual money known as ‘’Lindon’’.
- buy land and property to build businesses.
Second life as a virtual world has definitely replicated real
life to a whole new level. A common
example is a real Chinese lady named Ailen Graef known as ‘’Anshe Chung’’ in
second life who is the first millionaire from this world. What she did that
made her so huge was by investing ‘’virtual
shopping malls, store chains and stock market investments in Second Life''.
(Johnson P 2010 p.63) . In November
2006 a press release was set out stating how her ‘’virtual operation had developed into a real-life company ,
specializing in applications for corporate and education sectors’’. (Johnson
P 2010 p.63)
Even the biggest consumers known as AOL, ABCTV, Showtime, Reuters, Virgin
Records, IBM , Coca Cola, Adidas, Mercedes, BMW, Mazda, even a Sydney based
company known as ‘’Project Factory’’ (a marketing digtal company) have used
second life to promote their companies and ‘’seek innovative ways to
achieve added value to their brand’’ by promoting their businesses. (Johnson P 2010 p.64)
This
virtual world also accommodates forms of entertainment such as dancing. A crystal clear example is that second life
has a club titled ''People Pool''. This particular club possesses characteristics
of hiring club hostesses to do shifts. Avatars are taken under the process of
submitting job applications and having an experience of going to a ‘’job
interview’’ . This example exemplifies the way in
which Second Life is ‘’changing how we spend time in reality’’ by having a super economy based on property,
shopping dancing and education. The
virtual world is using characteristics within the real world . (Johnson P 2010 p.64).
Social theorist Jean Baudrillards has a theory known as
‘’hypereality’’ which states that ‘’media represents more than the real’’ and
produces and defines a ‘’new reality’’. (Taylor E V, Winquist
E C 2003) . The use of Avatars in a virtual
worlds are being created by real human beings. People are ‘’performing an identity that may or may not be similar to the way they
see or want to see themselves in everyday life’’. (Danielsen M J & Deutschmann M
2009,p.160)
Avatars are
characterized by four different things (Danielsen M J & Deutschmann M
2009,p.161)
- explorers who want to seek an adventure or share a journey with others.
- socalizers who want to extend their networks by forming groups and throwing parties.
- achievers who have a goal set to increase wealth, power and reputation.
- controllers who want to compete and dominate the world.
The future for what Second
Life has in store is a soaring surprise, either people are interested , or they
are not bothered by it. Either way the doors are open for people who live in the real
world to come out and explore a world that is beyond reality.
References:
1) Yee Nicholas 2006 , ‘The Psychology of Massively Multi-User Online Role-Playing Games: Motivation, Emotional Investment, Relationships and Problematic Usage’, Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments, viewed on 23rd January 2013, https://docs.google.com/viewer?a=v&q=cache:0WPb5cfVhxYJ:www.hci.iastate.edu/REU09/pub/Main/723/yee-psychology-mmorpg.pdf+&hl=en&gl=au&pid=bl&srcid=ADGEESgBkDOHuCSGVvD9Hnlo0XAuHKqI218BAQx3j2P91d1Asxk_XptFhkDZeHI6TROCo159fNe4Gv-DPZy1TjY2R75KTPKqxgJ9bkFh6XZ0TOvDFNlKiAqvc2WUS0HZAr3z7xFphPCA&sig=AHIEtbREuG4GjvLiakmVqjTtGr9j5J6LsQ
2) Second Life , 2003 , ‘What is Second Life’,
Second Life, viewed on 23rd January 2013, http://secondlife.com/whatis/?lang=en-US
3) Rymaszewski
R, Wagner J A, Wallace M, Winters C, Ondrejka C & Cunningham-Batstone B,
2007 , ‘Second Life- The Original Guide’,
Wiley Publishing, New Jersey.
4) Johnson P 2010, Second Life, Media, and the Other Society, Peter Lang
Publishing, New York
5) Taylor E V,
Winquist E C 2003, Encyclopedia of
Postmodernism, , Taylor & Francis Book, New York
6) Danielsen M J
& Deutschmann M 2009, ‘Learning and
Teaching in the Virtual World of Second Life, Tapir Academic Press,
Germany.
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