Thursday 17 April 2008

Case Study Topic 2- Second Life

Prediction:
As I already know that 'Second Life' is a hugely popular online game, my prediction will be that the level of customisation for every person and the new capabilities that are unheard in other virtual worlds for the reason it is so popular.

Background Research:
Each user gets to create their own 'avatar', their own personal being, which can be either gender, have a wide variety of physical attributes and clothing, even being able to dress up into humanoid forms. Users can change how they look at any time, and at a click of a button, as they find or make new clothing.
Also, the virtual world of 'Second Life' is created and governed by its users, with anyone able to upload 'Linden Dollars', the currency in Second Life, with the exchange rate at around L$226 to US$1. There are two types of account; Basic and Premium, which are outlined;
http://secondlife.com/whatis/plans.php
On the 'Second Life' website, there is a showcase on different activities happening in Second Life; Culture, Music etc., so residents can find out when certain events are and attend. Also a blog and a 'tip of the week' is included, so users can try new things in the virtual world.
A 'Teen Second Life' is available for people under the age of 18, and can do everything that the residents in the 'Main Grid' are able to do; the land for 'Second Life'. However, the economy is dwarfed by the Adult version; there is not nearly as many residents, and L$ have much more value there.

I read an article from the guardian about Second Life;

Summary: The virtual world of 'Second Life' can explore new-found possiblities; 'the music scene is exploding', and smaller businesses are getting involved, with the bigger companies not as dominating as in the real world. Even though the possibilities are endless, there are problems. The quality needed for the graphics and moving; computers can crash and can be slow-moving, so not eveyone has a good quality of play. Also, at that time, there was not a million members yet, so the huge land was largely unpopulated.

Controversy:
The age verification and indentity procedures are not to standard; people are able to deceive people in order to gain acces to the Main Grid, lying about their age as opposed to joining the Teen Grid, which in comparison, is much smaller. The process of e-mail does not fully confirm age and identity restrictions so it is sketchy.
Also, a handful of cases of child pornography have been happening in-world, a news-commodity for tabloids. Lastly, a Gambling ban on all games of chance or sporting events.
Riots have also been happening in the virtual world; discrimination or prejudice because of race, religion or heritage have caused riots in 'Second Life'

Stats: IN MARCH 2008

  • L$233,772,438 was spent.
  • 506 residents spent more than L$1,000,000
  • 165 residents had more than US$5,000 on the 'Second Life' system
  • 86,379,072 square metres of Second Life land was sold
  • 832 islands added to second life and 13693 were owned

Overall: 40% of all transactions in Second Life are buying designer clothes

Audiences are now able to customise themsleves, and with the convergence of all the companies investing in 'Second Life', the popularity and the virtual economy has exploded, with more than 13 million accounts registered (including accounts which aen't being used. Lastly, the residents owning land presents the advancement of the online society; people can throw private parties and prevent any uninvited people from entering, so the user chooses were they want to go, what to do, and how to do it, creating a level of interactivity and customisation never acheived before.

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