Archive for Second Life

The Corporate Gaming Generation

The Gamer generation are here and if they aren’t already changing your organisation…they will soon.

Arrogance – gamers often project themselves as experts in whatever they do. This probably comes from saving the universe on a daily basis – albeit virtually.

Sociability – gamers aren’t alone when they sit at their computers playing multi-player games. They are interacting socially with thousands of other players at the same time. This dynamic has redefined sociability to mean that it is no longer necessary to have met someone, in person, to consider them a friend or acquaintance.

Coordination – gamers are great multi-taskers. A recent study found gamers have the same mental agility as people who speak multiple languages. The theory is that gaming forces you to filter out the irrelevant when making decisions. This allows gamers to juggle several tasks and decisions at the same time.

Flexibility – games always have more than one way to win, or complete a task. Gamers are consequently very flexible and creative in overcoming obstacles. They are analytical, strategic, and open-minded in approaching problems.

Competitive team players – Gamers play to win, but rarely win by playing on their own. While there is an egotistical and personal ambition driving it, gamers know how to work effectively and efficiently in teams in order to achieve specific outcomes.

Insubordinate – The only authority gamers experience online is that of other gamers. There is no hierarchy other than one that is earned by game play. Gamers do not take well to being led by someone because they have a title or position that gamers didn’t see being earned. The most powerful group for criticising and disciplining gamers is their peers.

An important area for growth of virtual corporate environments is staff training. The virtualising of company training programmes will allow a company to achieve significant decreases in the cost of delivery and also the costs of supporting the training.

Virtual Worlds and death.

What happens to your land and possessions in Second Life when you die? What if you had a Second Life partner? or others were renting from you?

Greg Lastowka, a law professor at Rutgers University in New Jersey who is writing a book on property rights and virtual goods.

After the Virginia Tech shootings in 2006, for example, Facebook realized it needed to change the way it handled users’ deaths and created a way to memorialize profiles, so that friends and family members could continue to visit them and grieve together, posting condolences and thoughts. Before that, presenting a valid death certificate led to erasure, a common practice among other service providers as well.

The opposite happened in WOW (World Of Warcraft) when a Chinese teenager known as Snowly died of a stroke in late 2005 after spending three consecutive days in a game, her fellow players on World of Warcraft, a virtual world, decided to hold an online memorial. Dozens gathered to pay their respects, and the service was going as planned, until it was attacked by a rival group, and the mourners’ avatars were massacred.

There are a couple of ways to resolve the question of who has access to what when a person dies. One is for everybody to name a digital executor, who will receive a person’s latest passwords when a death occurs. Second, each time someone created an account, the service provider would ask the user what they wanted to have happen to it at death — erasure or access — and if the choice was access, to name an executor.

Michael Wesch, cultural anthropologist at Kansas State University, has studied how new media are changing the way people relate to each other and thinks there is great potential for the traces left behind to speak to future generations.

In one future he imagined, the dead themselves might become avatars: “Computers may gather all those traces, and my son could get online, and have interactions with a computer-generated entity that would simulate what I would be like,” he said. “We’ve had a lot of court cases in the past about how best to preserve our cultural heritage,” Mr. Wesch said. “The future battles could very well be about this type of information and how it’s handled.”

Second Life as a Disruptive Technology in Education

Thornburg (2009) explained disruptive technologies as completely new tools that change how things are done, and are not gradual extensions of older technologies. The new, disruptive technologies suddenly appear without warning, making other technologies obsolete.

Second Life frights many people because the concept is so unfamiliar and so dissimilar from traditional educational paradigms. But we create student-centered teaching strategies role playing, simulations, discussions, and authentic learning experiences in Second Life. It creates a student-centered, experience-based paradigm which is quite the opposite of traditional learning.

Our Avatars, Our Selves: Gender and Second Life

It seems instead of fighting the stereotypes of women, female avatars are embracing them.

“In this study, the biases, prejudices, and beauty standards from the real world follow us into the virtual realm. Interestingly, these ideas were not ascribed to conforming to pre-existing ideas of beauty, but as a virtual beautification process – a way in which to represent an idealized version of our existing real world selves.”

Katherine Isbister in her book “Better Game Characters by Design” , said that “Studies have shown that many qualities are attributed to people with attractive features–sometimes referred to as the halo effect. These qualities include being seen as warmer, kinder, stronger, more sensible, more outgoing, more socially persuasive and dominant, and even smarter than others.

Oversexualized avatars are so prevalent that they have become part of the visual norm and need to be attractive, slender, and somewhat sexualized.

Pedagogy of Second Life

Too many schools attempt to reproduce face-to-face classes on-line. Students do not want the classroom model – after all, SL’s strength is that it offers a sophisticated reproduction of the classroom environment.

Student need to interact with the environment itself and that offers greater opportunities for participatory learning. And one of the most promising aspects for Second Life is the ability to create our own persona, and to interact with others.

How to handle Griefers – part 3

Box Trap

Submitting an abuse report

How to handle Griefers – part 2

Clean up objects

Mute griefing objects

Modifying Land Settings

Second Life Terms of Service

Virtual Worlds in Medicine and Healthcare

How to handle Griefers – part 1

How to Combat Push Griefing Attacks

Get out of a Griefer Cage

Mute Avatar

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