Professional Documents
Culture Documents
DIGC101 Online Worlds
DIGC101 Online Worlds
DIGC101 Online Worlds
Katie Freund
Email: fanthropology@gmail.com
Twitter: katiedigc
Scribd: nushana
Blog: Fanthropology
Definition
• Castronova 2005: Synthetic world: “An
expansive, world-like, large-group environment
made by humans, for humans, and which is
maintained, recorded, and rendered by a
computer.”
• Boellstorff 2008: “A place of human culture
realized by a computer program through the
Internet”
History
• Predecessors:
▫ Role-playing games
like Dungeons and
Dragons
▫ Self-contained
virtual worlds like
Sim City (1993)
History
• 1978:
▫ MUD – first online,
multi-user environment
• 1986:
▫ Habitat – first graphical
chat world
History
• 1990:
▫ LambdaMOO
Text-based
Still online today
Emphasis on
imagination
Infamous:
“A Rape in Cyberspace” essay
Community reactions
History
• 1996:
▫ First visually immersive
synthetic world released,
Meridian 59
• 1997:
▫ Ultima Online
200,000 subscribers
History
• 1998:
▫ Lineage
First online world
to hit 1 million
subscribers.
History
• 1999
▫ EverQuest
77th richest
country in the
world
Higher GNP
per capita than
China and India
History
• 2000
▫ The Sims
100 million copies sold by
2008
Expanded audience of
gamers – 60% of players
female
Online version not very
successful
History
• 2004:
▫ World of Warcraft
10 million
subscribers
Holds 62% of
the entire MMOG
market
Second Life
• Released in 2003
• 15 million registered
users as of Sept. 2008
• 88,000 concurrent users
on April 2009
• Average user age is 33
• Heaviest users age 45+
• Largest virtual economy:
$500m USD per year
▫ Source: Linden Labs
Second Life
• 1,700 virtual square kms = larger than metropolitan London
• 18,000 servers in the United States
Why Look at Second Life?
• Largest and most significant virtual world
• Focus on user-generated content
▫ “Your World, Your Imagination.”
▫ More than 100 million user-created objects
▫ Intellectual property rights retained by user
• Extensively used by media, marketers,
educators, governments, and businesses
• Diverse global population
Methods of Communication
• Text
▫ Public chat
▫ IM
• Voice
▫ Public
▫ Private
• Visual
▫ Appearance
▫ Proxemics & body language
Strategies for Communication
• Text vs. Voice
• Friend structures
• Group structures
Methods of Communication
• Profile
▫ Creating your own identity
▫ Avatar versus user
• Search
• Meta-texts
▫ News services
▫ Avatar blogs
▫ Commentary
▫ Fashion
▫ Machinima
Language
• Slang and jargon
▫ BRB, AFK
▫ “I love to fly because it’s NPIRL.”
▫ “There’s so much lag in this sim because of all the
prims that nothing will rez properly.”
• Speech styles
• Image:
http://shoppingcartdisco.com/?p=5238
Subcultures
• SL extremely diverse
• Home to many subcultures
such as Furries, medieval,
fantasy, and WWII roleplay
• Cyberpunk & steampunk
• Long-term friendships
• Romantic relationships
▫ Partners
▫ Weddings
▫ Sex
▫ Moving into RL
▫ Media scandals
BBC Article
Watch documentary
Read SLers response
Criticisms
Identity
Readings
• Meadows, Mark Stephen. I, Avatar: The Culture
and Consequences of Having a Second Life.
▫ Personal and subjective account of SL
▫ Connection to avatar: isolation, addiction
▫ Bending traditional values: age-play