3
C. ONDREJKA
order to educate the population about the world. Several groups are raising virtual currency inorder to auction it for real-world currency and then make donations to non-profit groups (VERTU2004 and Lindens for Life 2004). Residents currently engage in hundreds of thousands of player-to-player transactions per month, generate over US$40,000 in real-world wealth per monththrough the auction of virtual currency and spend tens or hundreds of US$ per month in order toown virtual real estate within
Second Life.
Armed with an understanding of
Second Life
, it istime to delve into the reasons for modelling it on the real world.
3. Like the Real World, Only Better
So why model a digital world on the real world? Given the enormous computing power of the
Second Life
grid, virtually anything would have been possible. However, the goal of a user-created world made it clear that modelling on the real world – with improvements – made themost sense.
3.1 THE NEED FOR USER-CREATED CONTENT
Residents of digital worlds consume content at an incredible rate. With the rising costs of contentdevelopment, developers have turned to several options to reduce these costs. Massively-multiplayer online role-playing games solve this problem by limiting the rate of progress throughthe game, but this approach doesn’t apply to a more generalized digital world. Instead,
Second Life
utilizes the incredibly energy and creativity of its residents by making creation a fun andintegrated part of the experience. This constant generation of new content keeps the worlddynamic and fresh and helps to retain residents over long periods of time.More importantly, as user create and learn from each other, the overall quality of contentcreated in world increases. New users learn better approaches to building, get to play with ever-improving gadgets, can wear the latest fashions and ultimately pass on their knowledge to thenext batch of new residents.
3.2 THE MOTIVATIONS OF PLACE
While user-created content provides a solution to content generation, providing context andmotivation is critical for producing content that is appealing to both the creator and to others.While economic factors provide one source – and have been discussed elsewhere (Ondrejka2003) – the real-world sense of place is another important source.Residents entering
Second Life
have a great deal of experience in the real world and artisticand narrative forms derived from it. While exceptions exist (Gibson 1984), even speculativefiction and movies tends to owe more to the real world than to more abstract forms. Place hasmeaning. Up and down has meaning. Most people look more or less human. By providing adigital world that allows its residents to build upon this massive well of cultural knowledge,
Second Life
offers enough familiarity to not baffle new residents and creators. It can still bechallenging, as the multiple digital universities indicate, but it is sufficiently familiar to allow newusers to incorporate themselves into the community.The real world also provides a rich source of entrepreneurial ideas. There are certainly business proposals that don’t have real-world analogues, but residents’ freedom to leverage thevast range of real-world business allows those residents who choose economic motivations toengage in a fluid, rapid evolution of ideas. These residents can then further borrow from the realworld, because they understand that location, customer traffic and advertising all apply within
Second Life
.
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