Recently I was invited to join friend and host Malburns Writer on his MetaverseTV talk show called “Cross Worlds”, which focuses on the greater metaverse beyond Second Life. Â It was so much fun to talk about Opensim and FleepGrid, and where we think the metaverse is going in a broader sense. Â Here’s the interview and super thanks to Malburns and the MetaverseTV crew for the invitation!
In the past week or so, two of my favorite thinkers about Second Life have written about governance – Gwyneth Llewelyn’s post Humble Governance is typically lengthy but worth reading, and Prokofy Neva responded on How to Improve Governance in Second Life.
This has long been a topic of interest, I was a polisci undergrad after all, and I’ve been trying my own hand at governance with varying degrees of engagement, success, and failure with the Chilbo Community on the mainland.  In fact, I presented about Chilbo’s model at the Governance in Virtual Worlds conference back in March 2010, and I’ll never forget the upbraiding I received from a fellow panelist who simply could not believe that governance could exist without constant disagreement and strife, or that any system that didn’t include a parliament or direct democracy could be feasible or representative.  I begged to differ then and now.
I’ve never claimed that the Chilbo model of participatory consensus was scalable or feasible for all communities in Second Life – I think our system developed to suit our specific community, our specific geography on mainland rather than private sims, and to suit the personalities of our specific members – but I certainly think it has been a viable model that others might learn from as one example of a long lasting, self-governing community. Â We’re coming up on our 5th anniversary, which in Second Life terms is a pretty long time! Â But I remain a big believer in the old adage “those who show up make the decisions, those who are willing and actually do the work get to decide how its done” and so long as that is tempered by a fair, open, and transparent input process where those who don’t have the time to show up or do the work get to put their two cents in, we’ve found in Chilbo that it mostly works pretty well.
And even though in the past year or so I’ve been much less active myself, and some of the more administratively heavy processes we had in place have been eliminated or downsized to accommodate people’s changing schedules and time availability, the fact that we continue to iterate, flex, and experiment without carving immutable laws into virtual stone is one of the very reasons I think Chilbo has lasted as long as it has.  From my perspective, the biggest issue with our “real life” political institutions right now is their inability to cope with the rapid pace of change in today’s crazily quickly changing world.  Being flexible and nimble is crucial to ensuring that governance is responsive to actual reality and actual problems rather than continuing to run on auto-pilot addressing problems from previous decades or, at this point, a previous century.  I have come to hate the buzzword “agile” because it’s so overused in the IT industry, but governments need to have the capacity for agility when necessary and neither the real world nor most Second Life government systems I’ve seen in practice have demonstrated that capacity.
In any case, there were several points in Prokofy’s post that absolutely resonated with my experience as a Second Life Resident and community organizer. Â My favorite quote was the following:
Governance in SL will do better when it’s a verb, not a noun.
I couldn’t agree more! Â Further, Prokofy goes on to say:
What is needed isn’t a parliament, a resident body that the Lindens fete somehow, or self-appointed busy-bodies who want to run *your* land. What’s needed is functionality — the ability to minimize grief in groups and get better traction on mainland complaints revolving around neighbours’ and Governor Linden land.
This is something I’ve been saying for years.  Back in August 2008, I wrote an open letter to Jack Linden when they first proposed changes to the Mainland to deal with litter, griefer objects, ad farms, and the all-too-common abandoned first land plots.  In that letter, I wrote:
Linden Lab has for years claimed that they eventually wanted to put more governance in the hands of residents since they do not have the staff or the time to resolve all disputes. So do it. Where organized communities exist, empower long-term residents with established records of good payment, good stewardship, and good relations to manage the sims instead of Linden Lab. Enforce our community-generated standards or allow us to enforce them. Whether through appointment or elections or petitions or through some other means, give community managers the ability to remove offensive ads, griefer objects, and banlines. Put your money where your mouth has been for the last 5 years.
I absolutely agree with Prokofy that the biggest issue is the need for group and land management tools to better allow us to govern our OWN communities.  I don’t need that argumentative fellow from the Confederation of Democratic Simulators to come and inject his contentious brand of politics into our easy going consensus-based community, what we’ve long needed in Chilbo is better mechanisms to enforce our own community standards – better data, better management tools, better and more flexible group permissions and management – those are the things that would genuinely help our community.
Having said that, I’m not sure I agree with Prokofy that there’s no need for larger governance structures. Â While I very much like the concept that participation should be tied to some kind of stake in the grid – if not direct land ownership, then some kind of representation on behalf of those who rent or play on group owned land or systems like Chilbo’s – the fact that we are all at the mercy of a privately held company and have done little to effectively organize ourselves in ways that can leverage our power as customers of Linden Lab has been to our detriment. Â As Gwyn rightly pointed out, the forums become a cacophany and the JIRA was never intended to be a voting mechanism, and so we’ve been left to individually or in small groups try to fight for the changes we hope to see with the platform, the interface, or the policies that Linden Lab adopts.
Gwyn wrote:
I think that there was always a need for mechanisms to represent residents’ opinions in a systematic and inclusive way, and that the “fear of corruption and drama†has been just a convenient excuse to avoid a democratic forum. The consequence of this way of thinking is that it’s far easier to blame the Lindens for making the wrong decisions instead of organising a grid-wide method of aiding their decision process.
I think that’s pretty spot-on. Â And applicable to more than just Linden Lab and Second Life, in fact, since increasingly more and more of our interactions and civic life is conducted online in virtual spaces that are owned by, “governed” by, and controlled by third party private or publicly owned corporations who are not accountable in a democratic sense to their constituents, er customers, er.. whatever label you call us. Â For another example, see the Nymwars with Google.
This is a 21st century problem that we must solve, and it will require 21st century solutions and institutions to do it. Â Many of us have long said that Second Life is merely a precursor of the things to come, that in many ways it portends the future of our physical world and other online spaces, and I find myself agreeing with Gwyn that it is time we tackle these issues and stop passing the buck. Â If we can find workable solutions for dealing with governance in Second Life, perhaps we’ll find structures and systems that will be useful in dealing with other service providers who forget who they’re serving, too.
I gave a TeachU Seminar this afternoon that managed to go on even though I never did get my headset working for some reason (I blame a flash update that I unfortunately installed yesterday AFTER we did the test run).
In early March, I was honored to be a guest moderator for the Virtual Worlds Educator Roundtable, where I got to interview the folks who make the weekly meetings happen. Â It was a really great session with lots of reflections about how far we’ve come in terms of using virtual worlds for education, and lots of brainstorming about where this field is going.
But one of the questions I asked the panel kind of stuck in my mind and I’ve been thinking about it ever since. Â I asked if the panel had any thoughts about Linden Lab’s new CEO, Rod Humble (SL: Rodvik Linden), and I was surprised to hear several panelists say that they weren’t following the employees of Linden Lab as closely as they had in the past. Â To paraphrase, one of the panelists said something like the “the cult of personality phase” of their watching Linden Lab was over. Â I can appreciate that, after last year’s downsizing at the Lab, many of the employees I knew and had spent years developing good working relationships with were gone, and it seems from the outside as if we’re almost dealing with an entirely new company.
Rod Humble in his office at Linden Lab.  Image courtesy New World Notes.
Still, I thought about the panelists’ responses and wondered if I was perpetually in some kind of fan-girl stage of watching the leadership at the Lab for clues and omens about the future of the platform. Â Having given it some thought, I don’t think so. Â Though I have many criticisms of Second Life as a platform, and of Linden Lab as a company, I still see Second Life as the primary consumer platform in the virtual world space – and as such, I think its leadership matters very much. Â For good or ill, the philosophy of its CEO and other senior management can and will have a direct impact on my work, and potentially impact the direction the metaverse takes as a whole.
In that sense, I think it matters quite a lot what those leaders think, and as I’ve watched Rod Humble’s tweets and interactions with the Second Life userbase over the past few months, I’ve been more and more pleased that Second Life is being headed up by someone who seems to be, above all, thoughtful about what virtual worlds are, what impact games have on human behavior, and what the end goal is of our virtual lives. Â In sharp contrast to the last CEO, who seemed more focused on monetizing and marketing virtual worlds as an economic tool, Humble appears to genuinely reflect on the same kinds of questions that sometimes keep me up at night. Â And I find that comforting.
Humble’s Keynote at Inventing the Future of Games
I was having those thoughts about Humble’s leadership of Second Life (so far) even before I saw his recent keynote at the Inventing the Future of Games conference last week, but after watching the video multiple times, I am even more convinced that the Second Life platform is in better hands.
I should note, the audio quality of this video is not so great (part of the reason I had to watch it over and over) but I’m still grateful for the folks who made it available to those of us who couldn’t attend the conference. Â Â If the audio troubles are too much for you, check out this synopsis on Gamasutra.
Asking the Right Questions
It pleases me to know that Humble is thinking about this stuff on a very deep level, and is asking the kinds of moral and ethical questions that I worry often get pushed aside in the pursuit of  making money for shareholders and investors.
Perhaps more importantly, I think he’s asking some of the right questions. Â He accepts, as I suspect most people reading this blog do, that games and virtual worlds are an art form, and that games and virtual worlds can and do change people’s behavior. Â The real question is – to what purpose? Â And as designers and developers of virtual spaces, are we thinking about this enough?
I think it’s extremely important to look at it and say how can we take responsibility as game creators. What games should we ethically build? If you are going to be influencing those [players] you have an enormous weight on your shoulders.” Â Â – Rod Humble at the Inventing the Future of Games Conference
Like Humble, I too hope to see virtual worlds and game worlds do more to explore the issues of power, class, and freedom – and what it means to be human in this increasingly virtual “real” world.  And I hope that this can be an ongoing dialogue  between the leadership at the Lab and the community of users who have invested in expressing their own visions of the future through the Second Life platform.
All too often in the past, it felt as if the Lab’s goals were simply to capitalize on the work of its Residents instead of recognizing that beyond earning a living, most of us are living out our digital lives in pursuit of answers to the same profound questions that govern our real lives.
Many cheers for a CEO who is engaged as deeply in those questions as we are.
Confession: Â It’s been so long since I logged into my blog, I momentarily forgot the password. Â Yikes!
I’ve had my head buried in work, house repairs/maintenance, family stuff, and when I have spare moments – OpenSim. Â I intend to write up my first try at installing OpenSim in grid mode sometime soon (I’ll skip the part about it taking a weekend to rebuild a box to use a server, hello Blue Screen of Death, not nice to see ya so often), but in the meantime, this week I walked a group of educators through the installation of OpenSim on their personal PC to create their own private OpenSim sandbox, and I thought I’d share the slides:
Note that this guide skips all of the networking configuration that would be required for someone else to log into your sim. Â This is intended to be an entirely private sandbox for only your own personal use.
Why would you want that? Â Well, a couple of reasons.
First, if you’re a virtual worlds or Second Life enthusiast, watching the console and seeing what’s happening on the back end when you’re rezzing a prim or changing clothes or running a script is endlessly fascinating. Â It’s like seeing your virtual experience through the Matrix. Â It boggles my mind to imagine what that looks like for Second Life, with hundreds of thousands of users and transactions and activity.
Second, anyone who builds or creates content in Second Life really SHOULD be able to save a local copy of their work to their personal machines. Â With OpenSim you can do that, indeed, you can back up objects and whole sims, and re-import them wherever you like. Â I think from this point forward, I intend not to build a single thing IN Second Life ever again – I’ll do all my creation work on my sandbox and then import it in to Second Life when it’s done. Â That way I really DO own my content.
Finally, installing even the most simple instances of OpenSim gives you a new appreciation for the service Linden Lab (and Reaction Grid and InWorldz and all the other grids out there) provides. Â This is not trivial stuff, and in the aggregate, it’s important to understand the sheer complexity of what running the Main Grid must be like – running your own OpenSim installation helps give you a sense of that complexity in a way that 7 years of being a Resident did not.
I hope the tutorial is helpful and I’d encourage you to give it a try even if you consider yourself to be a “non-techie” sort. Â It’s strange and disorienting to find your poor Ruthed self on a little island all alone, but it’s also.. enchanting and exicting to know it’s your very own world to do whatever you like.
“Are you crazy?” That was pretty much the sentiment when I told friends in April that I’d decided to help try to pull something, anything, together for this year’s Second Life Community Convention. The timing, the workload, the politics – for all sorts of reasons it felt like a terrifying commitment. I’d not attended SLCC in 2009, my grandpa had passed away a few months prior and I didn’t have the heart for it, and my experience as part of the organizing team in Tampa 2008 hadn’t been exactly positive. But when the phone call came…
Stuffing bags and folding tshirts on Thursday…
Image courtsey Sitearm
The hardest part of organizing something in such a short time frame wasn’t the sleepless nights or ignoring the house cleaning (and friends and family) for weeks on end, it was the fear that it would all be for nothing. That no one would show up, that no one would come, or worse that the people who had paid to come would ultimately feel it had been a waste of their time and money. We stressed about the budget, the program, the venue, the logistics, and all the things that every event planner worries about going wrong, and perhaps even moreso given the shortened time line to nail down all the details.
Conversation the night before the convention over drinks.
What’s Wiz Nordberg saying? Image courtesy DirkMcKeenan
But more than the logistics, and venue, and schedules, and updating the website and all that .. stuff that goes into making a convention, we were far more worried about something less tangible. Something invisible that it’s harder to put your finger on, that’s hard to even describe – that amorphous “community spirit” that threads through a diverse group of individual people to weave a sense of belonging together, an identity separate from one’s own that makes you feel a part of something larger.  Was the “community” still out there? Did they still want to come together in person, and especially after such a difficult roller coaster ride of a year for the platform?
Hanging out with Tomkin Euler, fellow Chilbo resident, and Amulius Lioncourt,
one of the 11th hour in-world builders who did an amazing job.
I can only speak for myself, but I am so thankful that the answer to both questions was “yes” – a resounding, boisterous, defiance in the face of all challenges yes. Yes, the people who discovered something new about themselves and found each other through this platform called Second Life are still out there, and though many could not come due to timing, cost, or circumstance, enough of us made our way to Boston and engaged in the annual ritual of baring our real life avatars for a weekend of fun, laughter, hopefully some learning, and lots of passionate discussion and debate about the future of the metaverse. I was too busy to engage in much of it myself, but watching it unfold was a beautiful thing to see..
Stopping by to chat with Olivia Hotshot and AJ Brooks at lunch.
Image courtesy OliviaHotshot
The question I heard so many times over the last few months as we planned the convention is why, if the virtual world is so powerful, do people want to come together in person in the first place? The answer isn’t so simple, but it has something to do with the fact that those of us living simultaneously in the metaverse and the physical world are living complicated lives.  Life itself has no guidebook, but virtual life has even less of one, and there is something inordinately powerful about being in the presence of hundreds of other pioneers in this space who know on a deep level some of the challenges you yourself have faced.
Laughing hysterically with Beyers Sellers..
Image courtesy Imjsthere4fun
Second Life is a platform, a technology, a tool.  But it gave us a glimpse of the future, and in one way or another has forced all of us who have immersed ourselves deeply to ask fundamental questions with a new perspective – Who am I? Who is Fleep? Who do I want to be if I can be anything? What is real?  What is virtual? What do all these technological changes mean for the future – for me, for society? And where is this all going, anyway, this platform called Second Life, and this concept we call the metaverse? Is it stalling? Is the vision we shared breaking apart or are we just hitting some stumbling blocks?
AvaCon board meeting at PF Chang’s on Thursday…
Fleep Tuque, Misty Rhodes, Peter Imari, Rhiannon Chatnoir
My personal goal for SLCC was to provide a space for that conversation to take place. Nothing more, nothing less. All we needed was a place to sleep, a place to eat, and a place to talk. It didn’t have to be fancy or out of the box, indeed there wasn’t time for that, and the end result was a very conventional convention with some very unconventionally wonderful people. I think for this year, that was enough, for us to see each other in the flesh, to know that these deeper questions that drive us to put up with the lag and the deficiencies of the platform are not the result of some madness unique to ourselves, but a madness shared by many to understand what the future holds and hopefully to help shape it.
Hugs from Dirk McKeenan at the Avatar Ball.
Image courtesy Debi Latte
And for all those who helped make the conversation possible this year, in world or in Boston, on the web and in Twitter, I hope you feel as I do on the other side of SLCC10:
The community is as strong as ever. Second Life, and the people who make it meaningful, aren’t dead by a long shot.
The vagaries of a particular platform are like the vagaries of the weather, something we must deal with but that doesn’t control our destiny unless we let it.
The future of the metaverse is as exciting today as it was five, ten years ago.
I can’t even think too much of next year right now, I’m too tired. :)  But I hope we can do an even better job facilitating that conversation in 2011. Thank you to everyone who made it possible and I hope you’ll join us next time around.
Back on April 15th, I was a guest on Tonight Live with Paisley Beebe to speak about governance in virtual worlds and the Chilbo Community that I help run in Second Life. Â Paisley is a wonderful host and it was terrific meeting the other guests, thought I’d post the video since it’s up on Treet.tv now.
The concept of “Life as a Game” is certainly not a new one, when I was a kid, the game of Life was my favorite board game of all time. I still remember the thrill of filling up my little car with boy and girl babies I imagined I’d have at some point in the far off future, or the crushing defeat of bankruptcy, a term I didn’t really understand, but in that context basically meant “Game Over.” Spin the dial – what does the game of Life bring you next?
And it’s not as if I’m not a big fan of video and online games – I cut my teeth on the Atari 2600/5200, hand drew maps in colored pencil to find Princess Zelda, played Ultima on a Commodore 64, still have an account on the Medievia MUD that goes back to 1994, have an 80 level holy spec priest on WoW (they nerfed holy spec, don’t get me started), and most recently celebrated the completion of my horse stable on Farmville.
I grew up on games – the first generation to grow up playing video games – I was a “Girl Gamer” back when we were a pretty rare breed and I’m still playing now that “gaming” in its various forms is so common that the Pew Research Center reports that, “Game playing is ubiquitous among Americans teenagers. Fully 99% of boys and 94% of girls report playing video games.” They also report, “More than half – 53% – of all American adults play video games of some kind.”
We are increasingly (already?) a nation of gamers.
And yet, despite the fact that virtually all young people game, and over half the adults in the US game, there still appears to be a very finite line between “gaming” and .. everything else. We still delineate “real life” (RL) as separate from game spaces – even when the space isn’t actually a game space, as in Second Life. The skepticism and often openly hostile reaction of scorn/pity that Second Life residents get from non-SL peeps is almost remarkable considering that the very people delivering that heaping dish of disdain turn right around and log in to WoW or EVE or Farmville.
Just yesterday, in a debate about a topic wholly unrelated to gaming, someone I was arguing with bolstered his point with the concluding line:
“I think of you as less of a person for using Second Life, and for no other reason.”
Now, to be fair, we were engaged in a sort of theatrical debate where the low blow is not only acceptable but expected, and it was all said in good fun and humor, but.. like with many kinds of humor, it was funny because it had the faint ring of truth. Many people actually DO think less of me as a person for using Second Life, just as a decade ago they thought less of me as a person for playing EverQuest, just as a decade before that they thought I was not only insane but maybe dangerously insane for talking to strangers on the internet through those weird BBSs and MUDs full of D&D playing soon-to-be-axe-murderers.
Ahhhh how times have changed. The internet, she vindicated me. And ahhh how times of changed, now half the adults in the US play WoW or some other game and it’s not so crazy anymore.  Alas, I’m still waiting for virtual worlds to vindicate me, but having gone through this combo-pity-scorn routine a few times, I’m not shaken by the current state of attitudes about virtual worlds, augmented reality (why would you want to look at DATA on top of the REAL WORLD on your PHONE, what’s wrong with you?!), or most of the other technologies I use that cause people to look at me askance and with wary eyes. (Twitter???? Whaaa???)
What DOES cause me great concern, however, is that these Ludic Luddites have no clue about what’s coming.
Barry Joseph delivers the SLEDcc 2008 keynote address.
His keynote talk, Living La Vida Ludic: Why Second Life Can’t Tip, is worth watching, and it’s one of those talks that sticks in your mind like a burr, at the time it didn’t quite penetrate (I was one of the conference organizers, so my brain was on 50,000 other things) but it stuck with me, and in the years since, the message he delivered only resonates more strongly with time.
Loosely translated, it’s about living a playful life. It’s about combining the adventurousness, fun, openness, exploration, and all of the other joyful aspects of our game play into our “real life”.  The central thesis of his keynote was that virtual worlds and other platforms like Second Life can’t and won’t tip, until the broader culture of “living la vida ludic” tips. One must come before the other, and back in 2008, he made it clear that the title of his talk could be taken in two ways – first, that virtual worlds like Second Life would NEVER tip – or that something was holding Second Life back from tipping into the mainstream. He left the question about which interpretation was right for the audience to decide, but I thought then as I do now that the answer was the latter. There are forces at work holding back virtual worlds, Second Life, AND the ability for us to live a ludic life as openly and as joyously as we wish we could.
Those who don’t understand not only feel scorn and pity, they feel fear.
Yes Virginia, NASA scientists say the earthquake in Chile may actually have knocked the earth's axis. It's not just your perception, the world has actually shifted.
As I said to a good friend of mine the other day, I’m struggling with this.. feeling I have, that all of the meta-narrative that stood at the very foundation of my understanding of the world – how the world works, where it’s going, where I fit into it, what I’m supposed to be doing – the meta-narrative from my childhood seems to not make much sense anymore.
The world seems off kilter. It’s changing so quickly, I don’t know anyone who feels like they can keep up with the pace of change. And so many major systems that underpin our society and culture appear to be, frankly, broken. On the rocks. Our government. Our banking and finance system. Our ecosystems. Our healthcare system. Our system of education. None of these systems and institutions appear to be meeting the needs of our society as we experience it TODAY. They all seem to be failing us.
Why? It’s a no brainer, of course, and not an original thought at all. It’s simple – the systems and institutions built to address the needs of a pre-digital-society don’t work to address the needs of a society that can get, transmit, and transform information as quickly as we can today.
And boy is that causing a lot of fear.
I feel it, don’t you?
Fortunately, the nation’s best teachers have some advice
(well, mostly the nation’s best male teachers, but that topic is for another post)
Chris Lehman at TEDxNYED explaining that changing education necessarily means changing the world. Photo credit WayneKLin.
Perhaps most importantly, the subtext of the conference was that the issues teachers and educators are facing aren’t just confined to the “educational system” – as if it’s some discrete thing disconnected from the society and culture at large – and indeed, as George Siemens said, considering that society dumps every ill and issue at the doorstep of education to solve, it’s amazing the system functions as well as it does. But take out the word “education” from these TEDxNYED Talks, and they are talking about what society at large needs to do to adapt to our changing circumstances. (The videos aren’t up yet, but they’ll be available on YouTube soon.)
At least for the purposes of this post, I think the first important piece of advice came from Michael Wesch. Which is simply this:
When a game changing technology enters a society or culture, you don’t have the option to opt-out. It changes everything.
All those Ludic Luddites, who fear the technology, avoid the technology, feel that the current systems of getting things done would work just fine if only they could better regulate, standardize, and enforce them, are just plain wrong. The world has shifted and there’s no turning back now.
What does this have to do with gaming?
Slide from Dan Meyers' talk at TEDxNYED - quests anyone? Photo credit kjarrett.
Well, I’m getting round to that.
As I watched these presentations and suggestions from teachers about ways to improve (society) education, I couldn’t help but see game elements – and the ludic life – infused throughout their talks.
When Dan Meyer talked about changing math curriculum to stop asking kids to give the answers, but instead help them figure out what the important questions are, itlooked like creating good game quests to me.
When Lessig and Jenkins talked about mashup culture and how destructive it is to limit the creativity unleashed when you put tools in the hands of individuals, it reminded me an awful lot of how content gets created in virtual worlds like Second Life and OpenSim.
George Siemens at TEDxNYED. Image credit WayneKLin.
The solutions we need to address societies biggest problems – (global) warming, population growth, poverty – will be found through serendipity, through chaotic connections, through unexpected connections. Complex networks with mesh-like cross-disciplinary interactions provide the needed cognitive capacity to address these problems.
Sounds like the serendipitous, chaotic, and unexpected connections you form in WoW, or EVE, or any other game world, and “mesh-like cross-disciplinary interactions” is just fancy talk for good class balance. Can’t have too many tanks and not enough healers or the whole thing comes crashing down.
Ok. And one more, also from George:
The big battles of history around democracy, individual rights, fairness, and equality are now being fought in the digital world. Technology is philosophy. Technology is ideology. The choices programmers make in software, or legislators make in copyright, give boundaries to permissible connection.
This is, of course, the perennial battle between the game players and the game gods. Except wait, what? The whole story of the birth of the US is all about us being our own game gods. Hm.
In any case, the point here is, I think the Ludic Life is starting to tip.
We haven’t hit it just quite yet, but the elements of game play that Barry talked about in 2008 are starting to show up in the oddest of places. The World Bank is funding an Alternative/Augmented Reality Game called EVOKE that has thousands of people, from school kids to adults, and from all over the world, playing a “game” that promises to teach us how to address major global issues and respond to global crisis. Oh, and you might win scholarships, grants, or seed funding from the World Bank if you have a good idea. Put that on your resume!
While Facebook and other social networks like Twitter have been the talk of the town, a recent NPR story cited research showing that more people play Farmville than use Twitter. And it isn’t your kid playing, it’s your mom. The average Farmville player is a 43 year old woman, and there are 80 million people playing. 80 MILLION.
So, what’s bad about that? Isn’t this a GOOD thing?
Well, yes and no.
Many thanks to my good friend and neighbor in Chilbo, Roland Legrand (SL: Olando7 Decosta), for the post on his Mixed Realities blog that brought the video below to my attention.  Check this out:
What happens when game devs (working for corporations?) become our primary social engineers instead of the nominally elected politicians?
Naturally, I’m interested in the ways that game mechanics, game culture, game concepts, and game design filter out and influence RL. And though I work in higher education, my undergrad degree is in Political Science and my not-so-secret passion is sort of the nexus where the emerging metaverse and game culture is changing “real life” society and culture, which of course includes education but goes beyond edu, too.
I know I’m not the first guild master to think that herding this bunch of cats is way more complicated than many RL jobs, or to realize the skills I learned adventuring with my guildies often had applicability to real life situations. I’d like to think I learned something about teamwork, diplomacy, compromise, and all sorts of organizational, strategic, tactical, and political skills through my journeys in worlds that only exist in bits and bytes.
Generally speaking, my career, my work, this blog, everything I’ve been doing for the last 10 years is about bringing this technology to people who don’t have it/know about it/use it yet.
But watching that video gives me the willies.
First, because I don’t think it is as far off in time as some think it might be. Second, because I don’t think it’s that far fetched in terms of what could actually come to pass. And third, because I’ve been a lowly peon player in the game god universes/metaverses for a really really long time. On an old BBS I’m still using, I’m one of the “moderators”. And you know what we say? This ain’t a democracy. Don’t like our rules, don’t play.
Furthermore, my post the other day about Stickybits demonstrates just how quickly the barriers to privacy are falling. I posted that barcode just to figure out how the service worked, and before I knew it, I was collecting the home addresses of my blog readers without even realizing what I’d done.
Want me to know your home address? Go ahead, download the app to your smartphone and scan that barcode. I’ll get an email within a minute or so letting me know you scanned it, and where you were on the planet when you did, right down to the address and a lovely Google Map pinpointing your exact geo-location.
And I guess I should award you 5 points if you scan it. Redeemable for.. I don’t know what yet. An hour long private tour of Second Life, I guess.
And now I’ve broken the #1 rule of the 140 character metaverse, which is to make a really really long post and get to the end and not have any answers.
I don’t know exactly what train we’re on here, but the train seems to be moving ever faster and faster. And I worry more and more about who’s driving the train, and I have a sort of sick feeling that about half of the passengers have no clue that they are even on THIS train – I think they think they’re on a different train entirely, and that they’re driving it. But they aren’t.
I dunno.
As much as I love gaming, and I do love it, I’m not so sure I want Crest giving me points for brushing my teeth. I think I’ll have to come back to this.
Thanks for reading if you made it this far, and if you have any thoughts, I’m all ears.
Chilbo folks testing out the new Shareable Media option in SL Viewer 2.0
[If you didn’t see Second Life Viewer 2.0 Beta – Quick Primer Pt 1 – you may want to check it out. Â It has a collection of videos, slides, links, and other information about downloading and using the new viewer for the first time.]
Hi folks, still jotting down some notes for myself to go back and review when the SLPro! conference is over. Â The last couple of days have been very exciting and a little overwhelming – not only has the conference had some really great sessions, but the conference itself combined with experiencing the world in a whole new interface has been fun, challenging, and a bit exhausting. Â 😉
So here are my notes to go back and pore over when I get a minute to catch my breath:
A Few Bits I’ve Discovered (or more likely someone taught me)
– V2 IM popups annoying? open panel_instand_message.xml (skins\default\xui\en) & replace text with this one http://pastebin.com/7eZhHR82
– Av not rezzing in V2? Re-wear your outfit in the “My Appearance” sidebar tab.
From the Lindens, Changes Coming Soon
– Â Changes coming to search in the next few weeks, google standard HTML searches not internal SL searches, be patient.
– Â Object Inspect will be coming back to right click on objects menu, just didn’t make it into this beta release.
– Shareable media fix coming soon – volume control on embedded media, so like controlling volume on a youtube vid on a prim.
– According to Q, search fixes are imminent (next couple weeks) and that includes events and classifieds.
Scoble’s Interview with Mark Kingdon (SL: M Linden)
Excerpts from Claudia Linden’s Email to SLED
Announcing Second Life Viewer 2 Beta and Shared Media
Today, we’re excited to announce the launch of Viewer 2 Beta, the next generation of Second Life viewers — combining an easy browser-like experience with shared media capabilities — providing what we believe is the best experience yet for accessing Second Life, and a new option to choose from among Viewer 1.23 and other Third Party Viewers. Our Viewer 2 blog post is here:Â https://blogs.secondlife.com/community/features/blog/2010/02/23/second-life-viewer-2-beta-now-available
Shared Mediaâ„¢, a standard capability in Viewer 2, makes sharing standard Web-based media and content in Second Life easy, and enables content creators to make more compelling, interactive experiences. Content creators can now place Web pages, video, Flash content, and other web media, onto any surface in Second Life. We expect that Shared Media will inspire a creative renaissance in Second Life as Residents explore more immersive and integrated inworld experiences and business opportunities such as gaming or theaters.
We Look Forward to Your Feedback
We need to hear from you! Participate in the Viewer 2 Forum (https://blogs.secondlife.com/community/forums/v2) and share your experience and suggest future enhancements. Then, go tell your friends! If you Twitter, then use the #SLViewer2 hash tag.