Picking back up from where I left off yesterday with week 4, I dove into more depth about the marketplace and how digital goods and services were related to the real world economy. The marketplace is run by Linden Labs, with the majority of the items available being created by the user base. Users can buy, sell, or trade any of their items that they, or others have created, and then upon reaching a certain amount, can exchange their hard earned virtual money, for real currency. In January 2010, Dean Takahashi reported that throughout the fourth quarter of 2009, the economy of Second Life grew roughly 65% to $567 Million. This combines both the currency put into the game, as well as the currency taken out of it. While the in game economy was growing, however, many other critics felt that stagnation in other areas of Second Life were signs pointing to its impending demise (Cremorne). An 11% decrease in user hours just a few short months after the article I previously mentioned, was apparently enough for some people to start planning a funeral.
Week 5, where I began to explore and draw connections between personal spaces and personalities and drew some pretty nifty conclusions, namely, that personal spaces in Second Life can closely mirror the quirks and emotions of those creating them. I found some magnificent treehouses, which someone else made, that mirrored designs I had imagined in my head as a child. Some houses were built into cliffs, which appealed to my adventurous side. Essentially, anything that anyone could ever want to fulfill a certain desire or need, can be made and obtained within this world. As I had stated previously, many people go into this world to escape their current lives, however, not all of them completely leave their personalities behind, and some of them maintain a certain degree of authenticity, i.e. driving a vehicle to get somewhere, rather than just using the ability to fly, which all characters possess.
Week 6 to me, signified the end of the true research, as the nature of my incursion into Second Life was to be revealed to those around me. I was not met with much hostility, and those who responded rashly calmed down after I reassured them that I was not judging them in any way. I had broken the news to Valkyrie in the weeks prior to this one, and she took it extremely well, and even periodically would ask me how the project was going.
With my research completed, I am not entirely sure if I will return to Second Life for recreation, but only time will tell. The people I encountered, as well as the opportunities available, seemed fantastic to me, and as over the summer, I will be far from someone I care about, Second Life may be the bridge that keeps us together. In closing, I believe that through these past 7 weeks, my thesis has been proven, These worlds will continue to exist until there is technology to allow us to instantly be with others, and ultimately, live out our dreams.
-DM
Works Cited
Cremorne, Lowell. "Second Life Economy: Flat but Steady." The Metaverse Journal.
November 10, 2010. Web. Accessed March 25, 2012.
<http://www.metaversejournal.com/2010/11/10/second-life-economy-flat-but-steady/>.
Takahashi, Dean. "Second Life's Economy Grows 65% to $567M." VentureBeat.com.
VentureBeat, January 19, 2010. Web. Accessed March 24, 2012.
<http://venturebeat.com/2010/01/19/second-lifes-economy-grows-65-to-567m/>.
GSP475 Project!!
Sunday, April 15, 2012
Saturday, April 14, 2012
Conclusions - Post One
Throughout the research I have done through these past 7 weeks, I have developed many thoughts, overcome several prejudices, and ultimately came to a conclusion about Second Life, and virtual worlds as a whole.
These worlds will exist until there is technology to allow us to instantaneously be with others, and ultimately, live out our dreams.
Beginning with week one, I encountered many people who were simply gathered in a hub type area, conversing with others both via voice and text. This showed to me, that this environment was dominantly used as a social hang out. This area was not a starter zone, and at that point, I was still wearing the initial outfit and look from avatar creation, leading me to be mildly shunned by those around me. I asked questions and they fell upon deaf ears. "A Shun is a weapon like a gun. Segregation, segmentation: These are the themes of shaming and shunning: the pride of class and privilege (Boeke)." These more advanced members seemed to think that I was unworthy of their attention or assistance, as I had not even made an effort to change my appearance outside of the base options. This was mildly what I expected, as in previous endeavors within online worlds and games, if you were not "up to snuff", you had no chance of getting in with a good group of players.
Week two went similar to week one, with the main difference being that I had found my way to a beginners area. This proved to be the turning point for my research a bit later, and people began to acknowledge my presence. This is also when I began to formulate my ultimate conclusion, which is above the previous paragraph. I began to witness people interacting more and more, and heard more conversations, notably, one with someone who was using an obviously fake accent. This is where I discovered the training classes, which are available for new members to learn about customs and creation in a group setting. This seemed to me to be a fantastic form of social integration, as "peer-based programs bring an increased sense of belonging and social connectedness (mypeer.org)." While I never got the opportunity to experience one of these classes, I can definitely see the benefit from attending them, as the world is much to vast and full of things to do to simply learn by word of mouth.
Week three saw the transformation from complete newbie to something a little higher, thanks to a kind soul encountered by the name of Valkyrie. She was one of the very few people who did not seem inconvenienced by my questions, and helped me to understand peoples motivations for joining Second Life. Again, this contributed to my final conclusion, as knowing the reasoning behind peoples behaviors showed me the justification for the existence of such worlds. I also began exploring the different customizations available for player avatars, through both the free gear as well as the marketplace, which was covered more in depth in week four. This world truly allows anyone to be whomever or whatever they would like to be. The anonymity, I believe, is a tremendous draw to these environments, as it permits individuals the chance to be or act in ways they could never do in real life.
I will continue my analysis of this project tomorrow.
Works cited for today:
These worlds will exist until there is technology to allow us to instantaneously be with others, and ultimately, live out our dreams.
Beginning with week one, I encountered many people who were simply gathered in a hub type area, conversing with others both via voice and text. This showed to me, that this environment was dominantly used as a social hang out. This area was not a starter zone, and at that point, I was still wearing the initial outfit and look from avatar creation, leading me to be mildly shunned by those around me. I asked questions and they fell upon deaf ears. "A Shun is a weapon like a gun. Segregation, segmentation: These are the themes of shaming and shunning: the pride of class and privilege (Boeke)." These more advanced members seemed to think that I was unworthy of their attention or assistance, as I had not even made an effort to change my appearance outside of the base options. This was mildly what I expected, as in previous endeavors within online worlds and games, if you were not "up to snuff", you had no chance of getting in with a good group of players.
Week two went similar to week one, with the main difference being that I had found my way to a beginners area. This proved to be the turning point for my research a bit later, and people began to acknowledge my presence. This is also when I began to formulate my ultimate conclusion, which is above the previous paragraph. I began to witness people interacting more and more, and heard more conversations, notably, one with someone who was using an obviously fake accent. This is where I discovered the training classes, which are available for new members to learn about customs and creation in a group setting. This seemed to me to be a fantastic form of social integration, as "peer-based programs bring an increased sense of belonging and social connectedness (mypeer.org)." While I never got the opportunity to experience one of these classes, I can definitely see the benefit from attending them, as the world is much to vast and full of things to do to simply learn by word of mouth.
Week three saw the transformation from complete newbie to something a little higher, thanks to a kind soul encountered by the name of Valkyrie. She was one of the very few people who did not seem inconvenienced by my questions, and helped me to understand peoples motivations for joining Second Life. Again, this contributed to my final conclusion, as knowing the reasoning behind peoples behaviors showed me the justification for the existence of such worlds. I also began exploring the different customizations available for player avatars, through both the free gear as well as the marketplace, which was covered more in depth in week four. This world truly allows anyone to be whomever or whatever they would like to be. The anonymity, I believe, is a tremendous draw to these environments, as it permits individuals the chance to be or act in ways they could never do in real life.
I will continue my analysis of this project tomorrow.
Works cited for today:
Boeke, Richard. "It's No Fun Being Shunned." The Hibbert Assembly. Unitarian Church. Web. 14 Apr. 2012. <http://www.hibbert-assembly.org.uk/Respect/boeke.htm>.
Mypeer.org. "Social Integration Theory." Social Integration Theory. 2010. Web. 14 Apr. 2012. <http://mypeer.org.au/planning/what-are-peer-based-programs/theory/social-integration-theory/>.
Sunday, April 8, 2012
Week 6 - Post
Apologies for the tardiness of this post! This week has been full of Senior Project composing and thus, my Second Life time has been severely limited. That being said, this week, for the time I was able to enter the world, I confronted users with the fact that the only reason I was among them was for research. The majority of the populace treated this with indifference, with a few even asking how the project was going. Very few of the people I talked to reacted with hostility or anger, and the few that did calmed down after venting and falsely assuming that I was in there to judge them.
I had asked Valkyrie previously if she thought differently of me because of the project, and she replied in the negative. What I gathered from this experience is that everyone has their own reasons for being in the environment, much like anyone you would encounter in a store. Some work there, some are just shopping, some are trying to meet new people, and others, like me, are conducting research. I encountered one person who was doing research for a psychology project. Given the amount of difficulty I have had in adapting to this world, in the name of a social project, I can't even begin to fathom how it is for him, picking the brains of those around him.
With my research coming to a close, I have determined that for most people, their behavior is almost identical to their real life personae, especially with those utilizing the voice chat. For others, it gives them the chance to be more bold, aggressive, or even violent, without fear of repercussions or retaliation. However, not all actions are without consequence. The world of Second Life is largely unmoderated, however, players can report others for being offensive, and this may result in a temporary or permanent ban from Second Life. It can also be assumed, that players being bullied within the community may also report this to authorities if the need arises, though the vast majority of people I have encountered have been quite courteous, or even silent. The community in Second Life is well formed and very tight knit, but newcomers appear to always be welcome.
-DM
I had asked Valkyrie previously if she thought differently of me because of the project, and she replied in the negative. What I gathered from this experience is that everyone has their own reasons for being in the environment, much like anyone you would encounter in a store. Some work there, some are just shopping, some are trying to meet new people, and others, like me, are conducting research. I encountered one person who was doing research for a psychology project. Given the amount of difficulty I have had in adapting to this world, in the name of a social project, I can't even begin to fathom how it is for him, picking the brains of those around him.
With my research coming to a close, I have determined that for most people, their behavior is almost identical to their real life personae, especially with those utilizing the voice chat. For others, it gives them the chance to be more bold, aggressive, or even violent, without fear of repercussions or retaliation. However, not all actions are without consequence. The world of Second Life is largely unmoderated, however, players can report others for being offensive, and this may result in a temporary or permanent ban from Second Life. It can also be assumed, that players being bullied within the community may also report this to authorities if the need arises, though the vast majority of people I have encountered have been quite courteous, or even silent. The community in Second Life is well formed and very tight knit, but newcomers appear to always be welcome.
-DM
Sunday, April 1, 2012
Week 5 - Post 2
The only behavior that I have noticed in Second Life consists of getting into a car to go some place (as opposed to flying), as well as walking a dog. In place of a car, I have also seen tanks and planes! With respect to these tasks, I observe the in game avatars doing these activities at roughly the same time as other people in my neighborhood. I really have not noticed any informal behaviors aside from random dance parties in the starter area.
As this project begins to come to an end, I find myself actually wanting to explore the world even beyond the class. I may continue to talk to people and learn more about building, and I will probably continue to update this blog, even after I have graduated! This world is far more interesting than I had previously thought it would be, due to impressions I got from watching videos and word-of-mouth.
After meeting Valkyrie in game, and speaking with my friend Mike, there is much more that I have to discover than I am able to accomplish in the next two weeks. See you in a few days!!!
-DM
As this project begins to come to an end, I find myself actually wanting to explore the world even beyond the class. I may continue to talk to people and learn more about building, and I will probably continue to update this blog, even after I have graduated! This world is far more interesting than I had previously thought it would be, due to impressions I got from watching videos and word-of-mouth.
After meeting Valkyrie in game, and speaking with my friend Mike, there is much more that I have to discover than I am able to accomplish in the next two weeks. See you in a few days!!!
-DM
Saturday, March 31, 2012
Week 5 - Post One
This week, I took a trip around the starter area, looking for places people have built, or are available for other users to purchase. What I found was a plethora of options, and ideas, ranging from treehouses, to pagoda inspired buildings. All of these buildings available are more than likely catered to certain people. Treehouses might be for those who are more outdoorsy, whereas pagodas might be used by the Asian populace, or those who are infatuated with Asian culture.
I was unable to enter most of the buildings I came across, because I was not on the "access list", which is understandable, personally I don't want anyone in the neighborhood to just come in and look at my stuff.
Other examples I found, were extremely elaborate cliffside houses, appealing to me, as I would love to have an amazing house with an incredible view. Judging by the quality of the structures, people who care greatly about their surrounding environment would enjoy buildings like these. The Second Life community is as diverse as the world around us, and the structures and items available to customize the environment is definitely a major indicator of this.
I was unable to enter most of the buildings I came across, because I was not on the "access list", which is understandable, personally I don't want anyone in the neighborhood to just come in and look at my stuff.
Other examples I found, were extremely elaborate cliffside houses, appealing to me, as I would love to have an amazing house with an incredible view. Judging by the quality of the structures, people who care greatly about their surrounding environment would enjoy buildings like these. The Second Life community is as diverse as the world around us, and the structures and items available to customize the environment is definitely a major indicator of this.
Fantasy Themed House, with Sheep.
Magnificent Architecture
Tree/Cliff Houses
Looks like a mobius strip in a way.
Asian Themed
Ice cream store?
Random explosions of images.
Sunday, March 25, 2012
Week 4 - Post Two
As mentioned in my last post, this week will be dominantly focused on the economics and market of Second Life. Some examples of purchasing were shown in the last posting, but for this one, I kind of wanted to get down into the nitty gritty of it all, and therefore, I will only be using text, and references.
Like any company, Linden Labs, Second Life's owner, makes quarterly financial reports. As the funding for the game is largely provided through player transactions, these statements are available on their website. Also, because of this, there have been articles about both the in game economy, as well as the effect that it has had on the real world economy.
In an article authored by Dean Takahashi from 2010, it indicates that the Second Life economy's size grew by 65% to $567 Million Dollars. Linden Labs estimates, that with that increase, Second Life accounts for roughly 25% of the US virtual goods market. The article goes further in depth, detailing the fact that Second Life users cashed out $55 million REAL dollars, with the top 25 players earning $12 million collectively. With this, Second Life hired a Chief Financial Officer, by the name of Bob Komin. Players logged roughly 113 million hours in Second Life for the 4th quarter of 2009.
Reading through some of the comments of an article titled "Second Life economy flat but steady", shows that many people believe that Second Life is on the way out as a virtual world. While the economy was steady at the time of that article, it appears that it had suffered a roughly 11% decrease in user hours since the article I previously referenced. While the user hours have no direct effect on the economy, it is quite possible that because people were playing less, they were also spending or selling less as well.
I hope to spend more time in the world this coming week, learning and possibly creating, but most of my emphasis has shifted to interaction, as it appears to be the best way to learn.
-DM
Works Cited
Cremorne, Lowell. "Second Life Economy: Flat but Steady." The Metaverse Journal.
November 10, 2010. Web. Accessed March 25, 2012.
<http://www.metaversejournal.com/2010/11/10/second-life-economy-flat-but-steady/>.
Takahashi, Dean. "Second Life's Economy Grows 65% to $567M." VentureBeat.com.
VentureBeat, January 19, 2010. Web. Accessed March 24, 2012.
<http://venturebeat.com/2010/01/19/second-lifes-economy-grows-65-to-567m/>.
Like any company, Linden Labs, Second Life's owner, makes quarterly financial reports. As the funding for the game is largely provided through player transactions, these statements are available on their website. Also, because of this, there have been articles about both the in game economy, as well as the effect that it has had on the real world economy.
In an article authored by Dean Takahashi from 2010, it indicates that the Second Life economy's size grew by 65% to $567 Million Dollars. Linden Labs estimates, that with that increase, Second Life accounts for roughly 25% of the US virtual goods market. The article goes further in depth, detailing the fact that Second Life users cashed out $55 million REAL dollars, with the top 25 players earning $12 million collectively. With this, Second Life hired a Chief Financial Officer, by the name of Bob Komin. Players logged roughly 113 million hours in Second Life for the 4th quarter of 2009.
Reading through some of the comments of an article titled "Second Life economy flat but steady", shows that many people believe that Second Life is on the way out as a virtual world. While the economy was steady at the time of that article, it appears that it had suffered a roughly 11% decrease in user hours since the article I previously referenced. While the user hours have no direct effect on the economy, it is quite possible that because people were playing less, they were also spending or selling less as well.
I hope to spend more time in the world this coming week, learning and possibly creating, but most of my emphasis has shifted to interaction, as it appears to be the best way to learn.
-DM
Works Cited
Cremorne, Lowell. "Second Life Economy: Flat but Steady." The Metaverse Journal.
November 10, 2010. Web. Accessed March 25, 2012.
<http://www.metaversejournal.com/2010/11/10/second-life-economy-flat-but-steady/>.
Takahashi, Dean. "Second Life's Economy Grows 65% to $567M." VentureBeat.com.
VentureBeat, January 19, 2010. Web. Accessed March 24, 2012.
<http://venturebeat.com/2010/01/19/second-lifes-economy-grows-65-to-567m/>.
Friday, March 23, 2012
Week 4 - Post One
For this weeks post, I will primarily be using screenshots from my web browser, in accordance with the questions for this week. How do virtual goods get bought and sold in SL? and What types of virtual goods are on sale and how does the economy of virtual goods sales work in relationship to the broader online economy? The first question will be the subject of this post.
As discussed with my posts from last week, goods are bought and sold through the Second Life Marketplace, located at https://marketplace.secondlife.com/, and its homepage is shown above. The other possible way to buy items is via the in game interface, as seen below.
User creativity and creations are more than welcome, and form the vast majority of the items available. Users add these items to the marketplace and are capable of making real world money through their transactions. I will post more about this on Sunday. See you then!
-DM
As discussed with my posts from last week, goods are bought and sold through the Second Life Marketplace, located at https://marketplace.secondlife.com/, and its homepage is shown above. The other possible way to buy items is via the in game interface, as seen below.
As you can see in the above image, I have the "Mutt Crossing" sign selected, and in the upper left corner of the screen, it shows who I will be paying, what object I am trying to purchase, and the cost of the object. Using the in-game purchasing requires Linden Dollars allocated to the Second Life account, if none are available, it will attempt to allow you to purchase them for United States Dollars. Fortunately, the area which I am exploring is rife with free objects, although most of them are more suited for female players and avatars.
User creativity and creations are more than welcome, and form the vast majority of the items available. Users add these items to the marketplace and are capable of making real world money through their transactions. I will post more about this on Sunday. See you then!
-DM
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