Behavior in Second Life: Redefining Fantasy in the Metaverse
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Transcript of Behavior in Second Life: Redefining Fantasy in the Metaverse
Behavior in Second Life:
Redefining Fantasy in the Metaverse
Second Life• Second Life bills
itself as “an online 3D virtual world imagined and designed by you.” Users, download a free Second Life viewer, which enables their self-created avatars to interact, explore, buy, sell, trade and participate in group activities with other “residents.”
MMORPG• MMORPG stands
for Massively multiplayer online role-playing game. It is a genre of computer game where a large number of players interact with one another in a virtual world.
Metaverse• The term metaverse
comes from Neal Stephenson’s 1992 novel Snow Crash. It refers to a virtual world where humans interact with each other as avatars in a three-dimensional virtual space designed to mimic the real world.
•Anonymity and accountability have an inverse relationship. The higher one’s anonymity, the lower one’s accountability.
Anonymity
Trust
•Trust is established in an online virtual environment through reputation and experience
•“Deviance” within Second Life varies depending on the individual perception of normalcy.
Sexual Deviance
Identity
•Second Life has the potential to be stratified using similar social cues to those in Real Life.
Considering Second Life Using PQMA
METHODQUESTIONPROBLEM
What is the rupture
between real life
identities and those
created in Second
Life?
Interviews, research
into RPGs, other
community mediated
environments
Behavior in Second Life
versus behavior in Real Life?
•http://www.youtube.com/watch?v=U3d_fqDcN1s