Saturday, June 27, 2026 Strategy, technology, media, and social systems

I Think

Sorin Adam Matei

Analysis, research, maps, and essays from Sorin Adam Matei.

Second Life as a user-powered platform

Introduction to this occasional series on Second Life experiences

Prepared for Com 435, Spring 2007, Purdue University

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A second life used to be something people dreamed about, but now Linden Labs a San Francisco based media technology company is making it possible (Linden Labs, 2007). Linden Labs virtual environment known as Second Life is a massive multiplayer online role-playing game, MMORPG, where users can reinvent themselves and do virtually anything. It is self-described as a “3-D virtual world entirely built and owned by its residents,” (Second Life, 2007).

I was first introduced to Second Life through my Communication 435 class, as were 97 percent of my classmates (2007). Although my experience with the new MMORPG was successful, I do not care for it because of the unrealistic nature in creating an identity, communicating with other users, and playing sports in the virtual world. Over the course of the rest of the paper, I will discuss my experiences regarding what it was like creating an online identity, trying to communicate with other users, and trying to play a team sport. I will do this by providing both advantages and disadvantages to each aspect.

Creating an Online Identity

Creating an online identity, known as an avatar, in a new virtual world that I had never been exposed to was not the easiest. Ludlow and Wallace (2007) explain acclimating to your first virtual world can be a tricky business. Aside from trouble involved with learning how to use the software to create my identity, I had to decide what the new me was going look like. An avatar, or visual persona, can be as weird or wonderful as one’s imagination allows (Harkin, 2006).

My imagination did not take me far as I created an avatar that closely resembles me. In the virtual world, I wear similar clothes and my avatar is similar size. However, Ludlow and Wallace (2007) explain that one of the largest draws to these virtual worlds is the fact that someone can have a completely different online persona. While I do see this as an attractive aspect for some, I felt more comfortable embarking on the new world, as only I know how, being me.

Although some perceive this new found freedom in creating an online identity as an advantage to this type of communication technology, I do not. Users are unable to tell if other users are male or female in real life giving them the ability to design their avatar as close to themselves or as different as they wish (Ludlow and Wallace, 2007). I find this to be a major disadvantage of the game that creates distrust in fellow avatars right from the start and makes for an unrealistic experience. This aspect greatly hinders Second Life’s ability to be realistic as in real life people cannot conceal their identities so easily. I am not alone in finding my Second Life experiences to be unrealistic as 80 percent of my classmates feel the same about the MMORPG (Com. 435, 2007).

Communicating

Communicating in Second Life comes by way of the key board, the same tool used to maneuver around the vast virtual world, making it very hard to do both. This is completely unrealistic as in real life walking and talking go hand in hand. While the ability to communicate is simple enough, the fact that one has to stop what they are doing in order to communicate with other players takes a lot away from the game play and realism. As well as, this form of communication provides little help in detecting other avatars sarcasm or lies.

Although I was easily able to make use of the chat and private message communication system in the game, I found it far from being useful. Too many times when I was playing the game I wanted to move and talk with people at the same time, but it is just not possible. This turns the communications into nothing more or less than another online instant messenger service, not to mention making it very difficult to explore the 3-D environment.

The lack of voice communication on the move from the start of the game is an immediate disadvantage and without a doubt removes any realism when it comes to communication for its users. It also makes for a slow flow of communication for its users. I found it very difficult to maneuver my avatar, take in the 3-D environment, and keep up with what others were typing. This is because one has to take the focus of their eyes off the 3-D world in order to look at the lower corner of the screen to read communications.

Playing Team Sports

The experience I had participating in our class’s virtual soccer tournament was less than enjoyable. With 34 percent of our class unable to participate due to technical difficulties and another 41 percent not enjoying the game at all, I am not alone in my displeasure for the experience. The virtual tournament was nothing like a real life team sport experience.

In real life, people who play team sports must learn certain fundamental ways of playing and there was none of this in our class’s tournament. In fact, there are no fundamentals to learn at all in Second Life soccer, as avatars cannot even kick the ball. All avatars can do is run into the ball to make it move, which by no means provides a realistic soccer experience. In addition, there were no goalies because avatars cannot jump or dive for the ball something that is required of a goalie in real life soccer games.

The fact that people play from the comforts of their computer chair without ever breaking a sweat is definitely a disadvantage when it comes to playing team sports. Sports are designed to get people physically active; however, virtual soccer in Second Life does not provide that experience nor does it allow for injuries. These key factors make the soccer game very different from any offline team sport I have ever participated in and certainly takes away the realistic aspect.

Although, I do not particularly find it realistic, some companies are taking advantage of virtual sports in Second Life. One example is IBM staging reenactments of the Australian Open tennis tournament where avatars get to watch the virtual pros from a virtual stadium as it happens in real time (Hutchinson, 2007). During which avatars are not required to engage in any actual game play activity, but if IBM or any other company can make money off it, they will do it and there will be more of them.

Conclusion

Linden Labs creation of Second Life is by far and large a successful business venture boasting over 5.9 million residents with thousands of dollars in U.S. currency being exchanged everyday (Second Life, 2007). Although my experience with Second Life was successful, I am not buying into the hype just yet. I did not enjoy my experience with the technology due to a number of factors including the unrealistic aspects of creating an identity, communicating online, and virtual team sports. I am happy though that I was presented the technology and able to participate in the group project. While my experience with Second Life was less than enjoyable, I am fascinated by the technology and look forward to seeing future generations.

References

Communication 435. (2007). Second Life Survey Results. Communication 435 class wiki retrieved April 27, 2007

Harkin, J. (2006, November 17). Get a (second) life. The Financial Times retrieved April 26, 2007

Harkin, S. (2007, January 12). Grand Slam tennis that’s out of this world. The Sydney Morning Herald retrieved April 26, 2007

Linden Labs. (2007). About Linden Lab. Linden Labs online retrieved April 26, 2007

Ludlow, P. & Wallace, M. (in press). The Second Life Herald: The Virtual Tabloid that Witnesses the Dawn of the Metaverse.

Second Life. (2007) What is Second Life? Second Life online retrieved April 26, 2007

Second Life. (2007) Main page statistics. Second Life online retrieved April 26, 2007

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