Second Life, some thoughts

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Recently, I’ve been talking to a good number of journalists about Second Life.
I know about virtual worlds, but I always try to point out that I have no particular SL expertise. I haven’t spent enough time in that world to fully grasp its mechanics and particular features. Anyway, that disclaimer rarely makes it into the articles, which may be fair enough.

The most common question I’m asked is this: Why are all these companies/institutions/libraries establishing themselves in Second Life? To this my reply is always: I don’t know, you should ask them, but if you want my guess a part of the reason is that many are eager to become experienced with a possibly important platform for marketing/interaction, are afraid to miss out on an important development and are attracted by the chance for publicity.

Now, this “answer” puts me in the “critical” camp. And indeed I am critical about the potential of SL (and 3D virtual worlds). But only in relation to widespread claims of their world-transforming effects. 3D virtual worlds have their uses but they are not, IMO, universally fantastic. An example: It makes sense to sell clothes and cars in such places but it makes no particular sense to sell books and CDs in there. Also, it makes immediate sense for an international company to use SL for conferences (if the alternative is developing one’s own expensive and inferior system) but it makes no immediate sense for a public library to establish an unstaffed house in SL offering visitors virtual ice cream.

In terms of revolutionary capabilities, I think that SL is comparable to chat rooms and MUDs of the nineties. For sure, it has potential but a large part of the enthusiasm can only be explained with reference to over-enthusiastic hype. To recycle an old cliché: The challenge is figuring out which part.

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I’ve been quoted for saying that Second Life is unlikely to last for more than 5-7 years. What I mean, of course, is that while 3D worlds will prevail, Second Life itself is unlikely to. This is nothing but a historical observation, neither MUD1, Active Worlds, LambdaMoo, Ultima Online nor EverQuest are market leaders today. Second Life may last forever (depending to a large degree on specifics of its core design) but all I’m saying is, I’d be surprised.
The implications of this is that Second Life specific investments are unlikely to pay off forever – experience gained on use of virtual worlds, of course, will not be lost if SL loses steam one day.

Unrestrained animosity

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I’ve just finished Richard Dawkins’ bestselling anti-religious The God Delusion. Entertaining for sure but in a sort of indulgent way since I pretty much found its premises about as hard to swallow as Italian ice cream on a sunny day. Having one’s own views intelligently and conveniently confirmed – hasn’t that sort of become the domain of podcasts these days?
Anyway, one interesting feature was the rhetorical effect of Dawkins’ outright anger. An example:

“I have described atonement, the central doctrine of Christianity, as vicious, sado-masochistic and repellent. We should also dismiss it as barking mad, but for its ubiquitous familiarity, which has dulled our objectivity.” (p253)

It is one of Dawkins’ points, of course, that religion deserves no particular respect and that its claims and concepts should be treated as critically as all other types of claims and concepts. Nevertheless, there is obviously spite here and while it can read as honesty it can also read as personal vendetta and thus, perhaps, seem dismissable out of hand to some. Anyway, it illustrates the interesting and complex rhetorical features of anger.

All in all, I recommend the book, but earlier work by Dawkins is more essential if you haven’t been there already.

BTW, the New York Times was somewhat sceptical while The Guardian‘s reviewer had a better time.

Truth be told

Not often is the game scholar mailing list GAMESNETWORK the scene of passionate outbursts.
But in the proud tradition of this blog of posting digital snippets without commentary, here’s two interesting methodological recommendations for intrepid young scholars in the field:

Scholar 1:

And for that matter too many of you are studying WoW. Stop it. You’re boring the crap out of me.

Quickly followed by Scholar 2:

…nobody but academics and corporate marketers care about Second Life. This should be a sign to all involved. The only people I’ve met in there are researchers, academics trying to stalk other academics (me included), people selling their badly designed t-shirts, and corporate salesmen. Its my idea of hell, and research on it is my idea of a journey therein.