My dear friend Charlanna Beresford just issued a challenge I’ve got to take up. I suspect I’m going to have to answer her questions in academic/employment contexts a lot, so it’ll be good to get a start on a potted answer. She asked:
Here’s my questions to you, dear readers, is it possible to describe the value of a virtual world to the uninitiated? Does Second Life have a broader purpose that appeals to the masses? Or does it simply resonate with a smaller niche of society? Can you describe why Second Life matters to the broader population in just a couple of sentences? Anyone up for the challenge?
Here’s my “why”‘s, and then a “so what:”
Hunger for Community. There’s a reason why the user demography of SL skews to 35-55. We’re the most isolated group, by and large, in our physical lives. The 18-21 set has college, 22-30ish has bars, clubs, basketball/softball tournaments and suchlike. Older folks have active retirement communities. Us, though? Many of us go from solitude in our cars to isolation in our cubicles to equal isolation in our suburban nuclear-family homes. Between work, family, kids, the infrastructure of office and suburbia, we don’t have the time, energy or access to the kind of socializing that’s so deeply human.-
True Bodies. Not unrelated, those of us who’re middle-aged tend towards a substantial disconnect between our physical selves and our internal self-conceptions. For me, the physiological changes I went through between 44 and 47 were as drastic as, and *much* more disorienting to my sense of self than, puberty (middle aged male gender dysphoria is clearly related, but nobody seems to know how or why). I’m now the “middle aged overweight guy” of stereotype, but that’s not who I see in my mental mirror. A huge part of the appeal of virtual worlds is to gain/regain a fit between our internal and external appearances. - Prosumerism. OK, it’s an ugly word, but an important point. SL is one among many manifestations of something deeply revolutionary: an end to the half-century aberration in human history in which most all of us were passive consumers of, rather than generators of, creativity. It’s deeply
telling that mainstream RL content creators – music labels, fashion designers, corporate retail in general – failed spectacularly in SL. Given a choice, we prefer our own work, our handicrafts, our arts, our celebrities, to the ones prepackaged for us. SL, along with MMO game worlds, are TV killers. They turn us back into active creators of our entertainment world, as we’re supposed to be.
Can they be a mass phenomenon? Certainly virtual worlds with more structure (game worlds) already are.
But non-game worlds are at core a niche phenomenon, yes. Despite the rise of the fan creator, the prosumer, we’ve grown up in a world of structured entertainment. We’re used to sitting passively, riding the rails, showing up for our soccer playdates and dance lessons. Very very few of us grew up with unstructured play. Few of us also approach life without structure.
In explaining SL to people, I usually say it’s a midsized city with a really active cultural life, a Portland or San Francisco, just digital. But… most people who move from their homes to cities like that do it as part of a structured path: admission to a school, being hired into a job. Only a small percentage of us up and move to the big city cold, just for the challenge and opportunity. Those likely to in RL, they’ll take to SL just fine. The majority who’d feel sheer terror at the prospect of moving to a new city without a structure in place, they’ll stick to gameworlds.
Nongame virtual worlds, then, could use some sort of structured onramp – being assigned for school or work, going in to some sort of development or leveling trajectory – or they will only appeal to the tiny niche of the deeply adventurous.
But, that onramp has to be real and personally meaningful. It can’t be inauthentic or lacking in integrity, in the literal sense of the term.
That’s where I think Hamlet Au’s plumping for an achievement system for SL is misguided: especially in virtual spaces, people have a nose for the phony, the half-assed, the tacked-on. Something like career tracks or a talent tree might be integrated into SL in a genuine way. Reputation or achievement systems, I think, can only reek of the bogus, of the desperate attempt to copy game mechanics without a deep understanding or integration of them.
OK, that’s an aswer to some of the “whys.” Here’s a crack at the “so what?”
Virtual worlds prepare us for a coming utopia. Without going all transhumanist, it is entirely likely that RL over the next generation is going to look a lot more like SL for a lot of the world’s population. After all, the amount of body modification and ideal-looking physiques in Scottsdale, AZ, the cosmetic surgery capital of the world, isn’t that different from SL!
We’re also going to need to learn how to get along in communities of voluntary association, not the towns we were born into and stuck in. We’re going to need to learn how to work and play with people from wildly different cultures. We’re going to learn to manipulate and customize our RL environments, rather than to inherit the old or take the factory mass-product. We’re going to have to learn how to deal with a mixed economy – not capitalist and socialist, but market and gift. We’re going to have to re-learn how to be creators, producers, citizens, and no longer mere consumers.
The RL world of SL is coming. We early adapters are creating the culture today that may be everybody’s tomorrow.
Why? We need, viscerally need, community and self-expression.
Who cares? Today SL, tomorrow the world.



















The body types aren’t egregious, but they aren’t great. The male is of fairly average build, the female sort of anorexic, with a hip-to-waist ratio I’ve never seen on an actual human woman, but seems the inevitable default in games. T
he skin tones are okay, with palettes intended to be “white,” “Asian” and “Black,” and all conventional human tones. Per usual, the Black tones are more “Florida golfer” than “African,” but the Asian ones are quite nice.
I was able to recreate my cross-world “Kaseido Quandry” avatar pretty well, while my “older, badass version of my atomic self” rendering came off looking more like mental patient/hospital orderly 
I didn’t tweet my response, because I wanted to consider it (I’ve been in a “knee-jerk negativity about virtual worlds” phase, and didn’t want to just “bah, humbug” without some thought). My immediate response was, so what? It’s pretty scenery, and I couldn’t care less. Give me people, give me a UI with effective tools for communication and expression (through text, images and building). What matters is the human world, not pretty reflections off the waves.
As
This week I’ve been reading
After a class presentation on Monday where I argued that Star Wars: Knights of the Old Republic is unethical in the way it creates ethical dilemmas for our player character/projective identity, then limits the player’s responses in ways sometimes deeply frustrating, the game and I clicked at such a deep level that I’ve been dreaming in character extensively every night since.
The first world I went to completely stymied me on the boss fight, so I re-rolled. By the time I got back there (at the 10 hour rather than 17 hour mark), it was tough but straightforward. The next two worlds I went to were absolutely delightful: story and gameplay integrated smoothly, the visuals were terrific, the challenges just in that “flow” zone of pleasantly frustrating.