Sunday, 14 June 2009
Friday, 5 June 2009
Course Summary
Very enjoyable
Virtual World Websites
'Second Life is a virtual world developed by Linden Lab that launched on June 23, 2003 and is accessible via the Internet. A free client program called the Second Life Viewer enables its users, called Residents, to interact with each other through avatars. Residents can explore, meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another, or travel throughout the world, which residents refer to as the grid. Second Life caters to users aged eighteen and over, while its sister site Teen Second Life is for younger users'. (Wikipedia)
There are several arguments to programmes like these. They can be addictive and lead to bad health and social exclusion. Many companies have used 'SecondLife' to develop their employees and market their products. Famous companies such as;
US Army, Dell, Toshiba, Colgate, Honda and more. (The Grid website)
Educationally programs such as these are good for development and progress.
'The Open University Open University, based in the UK, enable their students the flexibility of learning in Second Life with their extended virtual world campus.' (The Grid website)
However unbelievably some legal challenges have been raised as a result of Second Life. In 2006 such a challenge was lodged against the designers of Second Life, Linden Labs by Marc Bragg an American who claimed he was unable to access his virtual account to buy virtual land. This resulted in a court battle the verdict being Marc Braggs account and land were restored.
'In what might be a first-of-its-kind lawsuit, a Pennsylvania lawyer is suing the publisher of the rapidly growing online world Second Life, alleging the company unfairly confiscated tens of thousands of dollars worth of his virtual land and other property.' (wired.com)
These things are virtual and had no monetary value but this strange set of circumstances clearly show how such computer programmes impact on our lives today.
Similarly, gambling is banned on Second Life as are certain companies and their practices. There has even been a run on a virtual bank. There are plenty of negative posts on the internet about virtual world websites;
'My daughter was almost in tears when trying to make a friend who would reject her or suddenly disappear. Another negative point is the fact that the site endorses materialism, rewarding game playing with money to buy 'stuff' for your penguin. And you can get better 'stuff' if you pay for a membership. In my opinion this type of site in all its innocence is just a precursor for MySpace. For now, my daughter can find other things to do, outside preferably, and enjoy her childhood. Why rush things?' (Mediashift.com)
Considering both sides of the argument there are positives and negatives to these websites. Educationally they are an outstanding tool. Socially they can be quite destructive.