Cory Ondrejka (Second Life developer): Brace for Impact: How User Creation Changes Everything
MMORPGs: a consistent and persistent place that allows many simultaneous users to interact
10 million people playing these games right now; $1 billion market
why Second Life is different than other mmorpgs and why it’s suitable for education:
user-creation: atomistic construction
this is a big transition – to let users create
example of guy who created the best gun available in the game right now – sells them to other players for $8 each
users added alien abductions into the game and would go around abducting characters every couple of weeks
users figured out you could stack multiple things to make something look like a piano because they wanted one; but it just looks like a piano, it doesn’t do music
users added skateboarding – no code in the game for “skateboard”
game relies on broadband because of the rendering
today is the game’s 2nd birthday
now at 1,000 CPUs
user-creation: collaboration
interaction and creation are synchronous and collaborative
people stand next to each other and do things together or for each other
community: demographics
SL community is older and more gender balanced than most games
see a lot of amateur-to-amateur learning and helping
economics: model
it’s a virtual real-estate model, not a subscription one
buy only what you need to do what you want to do
economics: market
in the last month:
20,000 customers
50,000 distinct items were sold
1 million p2p transactions (player to player)
$2 millions in internal economy
30,000 user hours per day
30% of time each day is spent creating
9,000 user hours per day spent creating = 4.5 user years per day
becomes a team of 1600 creators — a $175 million rate
economics: property rights
residents retain their intellectual property rights to their creations
residents can license their property in the real world
innovation and inevitability:
transportation and communication
real world connections (encouraged) – users create external web sites to sell stuff
property rights
capital – can exploit real world sources like real credit cards
marginal costs in the online world
gameplay – no required RPG elements; so is it a “game?”
games are being built within Second Life
amateur-to-amateur:
a basic building class in the game; they teach each other how to script, how to run events, etc.
knowledge spreads out to the web
abbott’s aerodrome – users added skydiving; started giving away parachutes (you can pay for better ones); they teach skydiving in the game
vertu – people are very free with their virtual currency; evangelizing in the virtual world to donate money in the real world to charity organizations
advertising has appeared in the game
tringo: over christmas break, this australian built a game that mixed tetris and bingo; has a betting component, no twitch responses, can taunt each other while playing, very social; just licensed the game to a real world company for mucho [real] money to put it on cell phones
shared learning environment for AI
James Cook on motivated users; James is a doctor
don’t have to be a programmer to create in the game
virtual hallucinations:
Peter Yellowlees simulated hallucinations in SL of a real schizophrenic
did it to show other people what it’s like – medical students, families and caregivers
did an in-world survey tool; paid 75 cents to get listed as an “interesting place”
asked for spontaneous feedback
whole experiment cost about $100; no transaction cost
wilde cunningham
9 physically disabled people sharing an account with the help of June-Marie Mahay
they decide what they want to do - go skydive, etc.
brigadoon island:
John Lester, founder of Brain Talk Communities, migrated Aspergers patients and families to Second Life
bought an island in SL for them to talk to each other; it’s consequence-free, text-based, they set up the space however they like; designed their own meeting spaces; had to decide how far apart the benches would be
live2give
an island where these wilde cunninham and brigadoon players meet
Megan Conklin on research
sociology research
business experimentation
collaboration experimentation
she doesn’t lecture very much at Elon University; use other multimodal methods
taught a technology and society class using Second Life
at the session, she provided a handout for how to create a “safe lab” environment and research ethics
when the class started, she immediately got questions about identity – great for anthro, socio, philosophy studies
can rate other players and there are economic benefits for doing that
can have students compete to come up with a business idea
in-world marketing and advertising; intersection with the real world
intellectual property issues
the business of gaming - how do you make money
there have been some sweatshop issues that came up
social sciences:
class and status issues
subcultures
religion, marriage, health issues, evangelization, how do you treat death
race, gender, criminal justice issues – how is punishment doled out in this kind of a world
terrorist groups
avatar and identity
nascent democracies
legal and ethnographic studies
Linden Labs is adding foreign languages to SL
politics, public policy
the gap comes in applying this to your classroom - the practical issues
Cory: Linden offers a campus second life
college classes can utilize SL to augment their curriculum - tend to have 5–6 classes running per semester
life drawing:
can upload audio clips, animations, and textures; the textures allow users to hold life drawing classes in the game
MST3K - users stream public domain videos into the game and sit around and watch them together, MST3K-style
building with bits:
what happens when there are no limits on creativity?
leverage:
you don’t have to build the technology
you don’t have to build the content - can pay someone else in the game to create content
don’t reinvent the wheel - there are worlds and communities waiting to help
developers are working with a bank to create an area where they’ll teach kids about money
take advantage of these communities - don’t have to create your own in order to add this to a curriculum
where to go slide includes 4 blogs!
Questions:
is there a way to guarantee that a class wouldn’t be exposed to adult content
Cory: technically no, because they can’t control what those students will say and do
Megan: tips for managing this are in the handout; in her class, she walked around and saw where the students were; instituted rules
Cory: social conventions for what can be created in the PG worlds; can restrict users to them; the communities police themselves
lab/equipment issues trying to run the software?
Megan: can definitely encounter issues; have to check for this ahead of time; not all students could run the game on their laptops; students wanted to stay and play the game in the lab after class ended; you’ll need most modern graphics card and as much memory as you can afford
are there tools to build 3D wireframes:
all of the modeling is done real-time, in-world; not uploaded from the outside; it’s all done server-side; Linden brings as many tools as possible into SL, but they don’t duplicate PhotoShop; textures tend to be done outside and brought in
noted that patches require admin level access on Windows computers; how do I get my students through the first week of “what the hell is this?”
Megan: watched The Matrix and read “Snow Crash” first; tried other virtual communities first; didn’t do it on the first day; the fact Megan is a woman helped the females in the class
Cory: SL is increasingly becoming a final question for law students because of the legal issues, particularly intellectual property
how long and can SL avoid the commercialization and centralization we’ve seen on the web?
James: first web browser (before Mosaic) was an authoring tool AND a browser, but Mosaic left out the authoring tool; SL’s focus is on providing the tools to create
Cory: major difference is the collaborative aspects; get a lot of ad-hoc amateurism because it’s all live; reduction in costs to do things normalizes and levels the playing field; developers are trying very hard to make good decisions that avoid this scenario
what’s to prevent Coke from dropping $250,000 and taking over SL?
Cory: the community would back out of the world pretty quickly, would create compromising images of Coke that would appear on the web; could set Coke Island on fire; they wouldn’t tolerate this and it would end up hurting Coke in the end
request to centralize info about SL classes for academics in one place
hook up academics who want to do this, coordinate efforts, get away from the idea of isolated teaching
Megan: has a wiki where she’s trying to do this
James: SL has mature regions; communities police themselves
are there any kids in this game?
James: theoretically, no because have to confirm you are 18 and have a credit card; creating a second world for younger users (14–17); it will be interesting when the two worlds begin interacting - Linden has to decide how and what will go between worlds (goods, services, etc.)