Background notes on SL

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From wikipedia

  • "The Second Life Terms of Service ensure that users retain copyright for any content they create"
  • on average, 38,000 residents were logged in at any particular moment. The maximum concurrency (number of avatars inworld) recorded is 88,200 in the 1st qtr. 2009
  • During a 2001 meeting with investors, Rosedale noticed that the participants were particularly responsive to the collaborative, creative potential of Second Life. As a result, the initial objective driven, gaming focus of Second Life was shifted to a more user created, community driven experience.[11][12]

From experience/ exploration

  • concept of "live music" events
    • what are the motivations for the performer and for the audience?
  • concept of user-driven/-generated environment
  • no predefined objectives

Related topics

  • MUDs (multi-user dungeon):
    • "Life on the Screen" by Sherry Turkle:
      • focuses on how the boundary between humans and machines has evolved to become extremely vague
      • also noticed that people now began to talk to machines freely without much embarrassment
      • argues that misrepresenting oneself in a MUD may have the benefit of being therapeutic
  • Richard Bartle:
    • Bartle did research on player personality types in massively-multiplayer online games. In Bartle's analysis, players of massively multiplayer online games can be divided into four types: achievers, explorers, socializers and killers.[3] This idea has been adapted into a popular online test generally referred to as the Bartle Test.[4] The test is very popular and scores are often exchanged on MMORPG forums and networking sites.[5]