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Second Life Teaches Life Lessons

16/10/14 11:24

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Gaming : Gaming Reviews

Second Life Teaches Life Lessons


Daniel Terdiman
04.06.05
As a massively multiplayer online game, many people think of Second Life as little more than a virtual playground. But an increasing number of people
and organizations are employing the game in applications that are useful for far more than entertainment.
Second Life was crafted as an open-ended environment that would allow players to fly, drive fantastical vehicles, dress up in outlandish outfits and
build just about anything they could imagine. The game's developers at San Francisco's Linden Lab, however, didn't expect it to be used as a way for
business school students to test entrepreneurial talents or for abused children to rediscover social skills.
According to a woman who goes by the in-world name of Gwyneth Llewelyn, a British organization called ARCI is using Second Life to help abused
children in Portuguese safe houses by bringing them into the game and then working on socialization, collaboration, team building, computer skills
and more.
"They easily get in touch with people that they don't personally know," said Llewelyn, explaining how the children, who are forced into hiding to get
away from abusive parents, benefit from the game. "This means we seem to break a barrier of socializing."
Another project, called live2give, was undertaken by nine adults with cerebral palsy, and seeks to provide a forum in which they can share in the
everyday personal interactions that most people take for granted. The group of nine, who share a single Second Life avatar known as Wilde
Cunningham, get to experience being around other people without being judged.
"Many of the real-world challenges are bypassed in Second Life," said June-Marie Mahay, who works with the nine at an adult day-care center in
Mattapan, Massachusetts. "Fewer folks have a problem hanging out with them, which is quite the opposite in real life. Also, due to their speech
challenges, many would need help understanding them in real life, but in Second Life, I just type what they say and do what they want."
Added Mahay, "They felt stigmatized by their disabilities, (which) kept them from the normal social integration we take for granted. Second Life
removes both of these things."
Mahay's charges spend their in-world time on the small island known as live2give. Another in-world island, known as Brigadoon, is a place created for
sufferers of autism and Asperger's syndrome to try out the social interactions that are so hard for them in the real world.
To the game's founder, Philip Rosedale, such uses are validation of his desire to create a virtual world in which people of all kinds can find something
meaningful to do.
"The generalized uses of the system are really quite powerful," said Rosedale. "The high degree of emotional and personal presence you get in Second
Life enables things like you get in Brigadoon, a simulation of what it's like to be in the presence of another human being."
Kevin Werbach, an assistant professor of legal studies at the Wharton School, said he was fascinated by the approach Second Life's developers took "in
terms of creating a world that has no objective in the sense of most games, other than interacting with people."
Werbach is coordinating a program for the forthcoming Supernova conference on emerging technologies and business implications that will immerse
Wharton students and conference attendees in Second Life. There, they will start businesses, advise some already in existence and compete to see who
is most successful.
Along with many other massively multiplayer online games, known as MMOs, Second Life offers players the ability to start in-world businesses selling
things like custom clothing, vehicles, housing and more. But where Second Life separates itself from other MMOs is in the freedom to create and have
open-ended socialization that it gives its members, who pay a one-time fee of $10.
In Second Life, there are no defined limits to the ways players can interact. They can communicate and socialize through normal chatting or instant
messaging, or in clubs or associations.
Other MMOs, such as World of Warcraft, EverQuest and Ultima Online, to name a few, dwarf Second Life's 25,000 users. Still, many industry
observers feel Second Life offers the best platform for mixing social interaction, play and the opportunity to tackle serious issues.
"There isn't really another platform that is so free of gaming lore," said Ed Castronova, a professor at the University of Indiana and an expert on
MMOs. "In Second Life you can make anything."
Castronova cited Second Life's flexibility as the main reason people are using the game for serious purposes.
Werbach isn't the only business school professor employing Second Life. Elon University in North Carolina also plans to take students into the game
as a way of building and testing entrepreneurial skills. This comes on the heels of Linden Lab's efforts to make the game attractive to all kinds of
schools as a learning environment.

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