Monday, September 28, 2009

All Fun and Games?

Clearly, for the use of English 103, Second Life provides educational experiences. Business people also use it for meetings of groups that could not otherwise assemble. However, Second life has many other users out there other than just college English class students or business leaders. However, what goes on outside the college course or business company? What provokes people to sign up for an account?

I find it hard to believe that an adolescent's mother or father looking for ways to encourage education outside of the classroom would turn to Second Life. Many adults would see it as just a game. Even after being educated about it, would they allow their kid to be exposed to the potential dangers? Would they want their kids interacting with strangers in order to gain the educational aspects of Second Life?

If it were determined parents don't support kids' use of the program, then who are all of the other users and what are they doing there? It might lead you to believe most people are there for just the gaming aspect, enjoying the ability to be someone in the virtual world that they could never be in the real world. If this is true, would one consider it a game? Not many people consider life experiences a "game". What makes virtual life experiences any different? Just because Second Life has a different means of communicating and expressing identity, does it make the interaction between people not real?

This could lead to the claim that a virtual world is what you make of it. How you interact with the environment determines what kind of experiences you will obtain. The mindset when entering the game determines how real the experiences you have will feel and how they will affect you. If you go in looking for an escape from the real world your experience would be much different than if you were attempting gain education to enhance your real life.

2 comments:

  1. Emily,

    I really like your claim. I liked how you talked about the mind set of the people creating the avatars. It is a great point to make besides actions of the different people on Second Life.

    --Caroline

    ReplyDelete
  2. You cannot even log on without being 18. There is an underpopulated "Teen Grid" that I rarely hear about.

    Of course, teens find ways to lie about their ages.

    You can probably get some age-data on SL residents from Tateru Nino. Don't fear asking her a question via the links at her blog. She's a nice person and can point you in the right direction. Just ask politely!

    I too really like the claim you derive. It could be the starting point for a final project.

    The claim "a virtual world is what you make of it" has been subject to a number of lengthy discussions on various e-lists, articles, and books like those of Edward Castronova. The fact that residents shape the experience makes VWs different from games, where a company builds the content you encounter and the simulation has a clear "end point."

    ReplyDelete