(Image credit: Linden Labs)
In Second Life, as in reality, each person has a role to play in the balance. Having observed the world from the inside, it's my opinion that this is far more than a role-playing game. It is, in fact, a living society detached from all others, though sharing many of their ideologies. This virtual world has much to teach us of the actual one.
From my experiences in this world, I've learned a great deal about what is required to become immersed in a virtual environment and have it naturally connect with the player. Creators of video games and simulations strive for that obfuscation of the digital within the real. Second Life refuses to embrace any policy of hiding its false reality inside a real-esque wrapper, such as intense graphics or relatable storylines. Instead, it encourages players to simply be themselves as they would be if they were allowed to be so in reality. While this may not be possible in all games, it's a good lesson to keep in mind about how modularity, combined with user-generated experiences, can create dynamic gameplay all on its own.
Works Cited
Craig, Kathleen (February 8, 2006). Making a Living in Second Life. Retrieved from http://www.wired.com/gaming/virtualworlds/news/2006/02/70153.
Generation Pulse: Stereotyping: Cliques. (March 29, 2010). Retrieved from http://genpulse.bc.edu/en/content/explore/pages/peer-relationships/stereotyping-cliques.
"The Second Life Economy in Q3 2011." Second Life Community. Linden Research, Inc, 14 Oct 2011. Web. 12 Feb. 2012. Retrieved from http://community.secondlife.com/t5/Featured-News/The-Second-Life-Economy-in-Q3-2011/ba-p/1166705.
"Second Life: Facts for the Visitor." Wired Magazine, Issue 14.10. Conde Nast Digital, 14 Oct 2006. Web. 19 Feb. 2012.
Second Life Wiki: Making money. (n.d.). Retrieved from http://wiki.secondlife.com/wiki/Making_money.
Tutu, Desmond. No Future Without Forgiveness. New York: Random House, 2000. Print.
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