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Second Life for Business or Pleasure

Last post 10-13-2007, 7:15 PM by KGBMan. 31 replies.
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  •  10-10-2007, 6:42 PM 181577

    Second Life for Business or Pleasure

    Have you been to Second Life?  I started looking into the Virtual Worlds (and SL in particular) it after reading several articles about companies investing million of dollars buying virtual lands, creating virtual campuses, and technology.

    It sound silly, but people are already making real money selling virtual items, running virtual bars and shopping malls.

    Architects are building virtual buildings, artists are creating virtual art, software developers are creating scripts that runs virtual world, and the rest of people in virtual world are buying it using real money.

    I see a huge potential for anyone in the IT industry.  That’s just my take on it…

    -- 

    Free Second Life client download if you want to try it for yourself.  There is no monthly fee required unless you want to buy virtual real estate.


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  •  10-10-2007, 7:33 PM 181580 in reply to 181577

    Re: Virtual Worlds - Second Life for Business or Pleasure

    Same thing as World of Warcraft, Eve online and to some extent Facebook (a.k.a. Web 2.0). As they said in South Park, I don't have account, I have real life Wink

    There are potentials. One is to play by artificial world rules and another is to rule it :)


  •  10-10-2007, 7:56 PM 181581 in reply to 181577

    Re: Virtual Worlds - Second Life for Business or Pleasure

    Не забывайте про deeptown.org ;)
  •  10-10-2007, 9:48 PM 181583 in reply to 181577

    Re: Virtual Worlds - Second Life for Business or Pleasure

    I read an article about Second Life a month or so ago (I think gtsasha posted a link to this article somewhere) and signed up out of curiosity, thought it would be fun to explore.

    Starting at the moment I entered the game, I (my character actually) couldn't walk two steps without a male character asking my age and location.  Clearly, lots of men are just using it as a dating site (or hoping to).  How can you escape the real world and go into a virtual world if people will not stop asking you questions about your real life?  They didn't want to know about the online character; they wanted personal information on me.  I got so fed up with it that I quit not long after I left Help Island, never even got to explore.  I don't know how those people in the article ever managed to avoid this problem long enough to create virtual alternate identities.

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  •  10-10-2007, 9:52 PM 181584 in reply to 181580

    Re: Virtual Worlds - Second Life for Business or Pleasure

    The reason I think Second Life is different from WOW and other multi-user role-playing games (none of which I actually played), is that Second Life differs in two ways: majority of content inside is created by people playing the game, they have currency that can be converted to/from USD, and there are no predetermined missions.

    From my perspective, Second Life (and other virtual environments) is a development platform (similar to the Web) that facilitates interaction between people.  It is no different from this forum, talking on the phone, ICQ, and any other interactive media.

    I heard the comment “I don’t have time for Virtual Life-- I have a real life” before.  I would argue that most of the people live partially in “virtual life” to some degree one way or another, we just don’t think of it this way.  By talking on the phone, you’re “virtually” talking to someone who is not close to you. You’re using “virtual” money by paying with credit card.  You read “virtual books” and view “virtual photos” by visiting websites.  And most of the work done in IT industry is “virtual” in nature-- you cannot directly see or touch the bytes or bits being manipulated as a result of that work.

    So what makes a virtual building drawn in Second Life less real then a CAD drawing done by an architect?  Or a unique design of a dress created and sold in the virtual world less real then one presented on a fashion show? So what is “a real life” or “a real job”?

    I think a future of many industries will be significantly changed in the next 10 years as virtual worlds become more developed.  Anything from going to college online to seeing a specialist will be done from within a virtual world.  And the more interaction and information is required in the field, the faster that industry will be moved to the virtual world.

     


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  •  10-10-2007, 9:56 PM 181585 in reply to 181581

    Re: Virtual Worlds - Second Life for Business or Pleasure

    Shurik:
    Не забывайте про deeptown.org ;)

     

    чето бедненько там у них... чувак похоже один напрягаецца .... да и выросли ужо читатели Лабиринта...     


    - Независимость - это когда в 20-й раз наступаешь на одни и те же грабли, а русские уже ни при чем....
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  •  10-10-2007, 10:14 PM 181587 in reply to 181583

    Second Life and Infinite Mind

    Leah:
    Starting at the moment I entered the game, I (my character actually) couldn't walk two steps without a male character asking my age and location.  Clearly, lots of men are just using it as a dating site (or hoping to).  How can you escape the real world and go into a virtual world if people will not stop asking you questions about your real life?  They didn't want to know about the online character; they wanted personal information on me.  I got so fed up with it that I quit not long after I left Help Island, never even got to explore.  I don't know how those people in the article ever managed to avoid this problem long enough to create virtual alternate identities.

    Leah, interesting to hear about your experience.  I would imagine that people who ask for your age and location are relatively new to the world and not its regular residents.  In any world, people like that do not get very far.  There are also people who offer online classes on any imaginable subject, perform in virtual concerts, create stunning virtual galleries, and offer a variety of services that would rival the real world.

    One of my favorite radio program is Infinite Mind with Kurt Vonnegut.  It is usually broadcases on NPR radio, but I found this recording that was performed live in SL in 2006:

    http://images.soapbox.msn.com/flash/soapbox1_1.swf?c=v&v=crPrPpAaRXo <p><a href="http://images.soapbox.msn.com/flash/soapbox1_1.swf?c=v&v=crPrPpAaRXo" target="_blank" rel="nofollow">http://images.soapbox.msn.com/flash/soapbox1_1.swf?c=v&v=crPrPpAaRXo</a></p>

    View original media here: http://www.youtube.com/watch?v=crPrPpAaRXo


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  •  10-11-2007, 1:30 AM 181590 in reply to 181587

    Re: Virtual Worlds - Second Life for Business or Pleasure

    I checked out SecondLife after reading a few articles about it.  After visiting SecondLife site and learning about avatats, creating virtual objects, etc. I lost interest.

    I like the comparison with the "Labyrinth of Reflections" by Lukyanenko (same guy who wrote "Night Watch" and "Day Watch").  For those not familiar with the book, "Labyrinth of Reflections" is a novel in scifi "cyberpunk" style about people who "dive" into a virtual world using a special program that hypnotises them into beleiving that virtual world is more "real". 

    I must admire the way some people see business opportunities.  If someone told me that people would pay a ton of money for some "properties" that are just mere drawings in a virtual world I would say it is crazy. 

    Even so, as I mentioned, SecondLife did not seem appealing to me right now there are many potential uses for it.  Currently, according to the articles I've read, it is used for marketing.  However, it may also be used to test buildings or transportation hubs before they are actually built in a real world.  There may be other uses.


    Sasha

    -------------------
    Work is a matter of taste. If you don't work you don't taste.
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  •  10-11-2007, 2:19 AM 181591 in reply to 181590

    Second Life for CDC

    Below is an example of how CDC is using Second Life

    The CDC's Second Life



    There's nothing very unusual about two red-headed women chatting in the headquarters of a Federal agency...unless one of the women is actually a man, and the headquarters actually exists on a server somewhere in Linden Lab. That man is John Anderton, who is responsible for bringing the U.S. Centers for Disease Control and Prevention (CDC) into Second Life. I met John's avatar, Hygeia Philo (pictured on left talking to my avatar, Sheva Weeks), when I happened to see an announcement of a CDC Health Fair listed in New World Notes and decided to find out more about what the CDC is up to in Second Life.

    John first started exploring Second Life last March, and by July he had convinced the powers-that-be at the CDC to let him establish an agency outpost there, which he built with his own virtual hands. John seems to be the CDC's go-to guy for their health communications "Special Forces" missions, having been detailed to work on public health crises like the CDC's response to the anthrax scares, the flu vaccine shortage and setting up new communications offices in various parts of the agency. He currently (at least until next week) is working in the Office of the CDC Director with the charge of exploring how social media can be used to promote public health, and he plans to continue to serve as the CDC's virtual face in Second Life.

    When we met, John graciously agreed to do an interview, which we conducted by e-mail, phone and in Second Life.



    Can you tell me about the Center at the CDC where you work, and what your role is there?


    I am presently on detail to the Office of the CDC Director, Office of Enterprise Communications. I am the lead for Project Fulcrum; an initiative to advance public health using new media, to recruit new persons into public health careers, and to reinvigorate old public health brands that have fallen by the wayside. Before this assignment, I have served for the last five years as Associate Director for Communications Science in the Center at CDC that deals with HIV, STDs and TB (called NCHSTP, for short). In that role, I was charged with lead responsibility for managing campaigns, media, special projects, contracts, issues management, exhibits, and clearance of communications products and materials for the Center. I have worked at CDC in a variety of communications positions, in several areas. I have a PhD in Health Promotion and Behavior, and a Masters degree in Public Administration.

    How widespread within the CDC is knowledge and interest in internet-based applications like Second Life and other social media?

    CDC is always looking into better ways to understand its audiences and the public, and to communicate its messages in timely, credible, and relevant ways. An internal blog was started recently, and podcasts began last month for outside audiences. The internal newswebsite is in its second year of daily publication, and it featured a story about CDC in Second Life a few weeks ago, so I think the knowledge of what we are doing internally is growing. I have presented on it a dozen times to various internal constituencies to build inertia around expanding our presence in world. I started looking into Second Life (SL) last March, when only 175,000 persons were in-world, as a way to advance the CDC mission using this new medium, for this specialized audience. We acquired our avatar formally in July, and introduced the space in August. The SL presence has been continuously evolving since that time.

    How did you personally become involved as a CDC representative within Second Life? Are there others who are doing work in-world from your Center or other divisions of the CDC?

    I began exploring YouTube as a means of disseminating CDC health content, and ran across a machinima presentation on Second Life, in March, 2006. Intrigued, I wrote a white paper to make the case to management for CDC to enter SL, and was authorized to explore and begin involvement. I created an avatar with purpose; Hygeia was the Greek muse of health, and the last name of Philo means 'lover of,' thus a CDC av with the metaphoric moniker of Hygeia Philo (lover of health) seemed perfectly appropriate. I waited until July 13 (CDC's 60th anniversary) for her to formally enter Second Life for the reason that birthdays are rites of passage (drivers license, voting, etc.) and her birthday into the new world, as CDC celebrated maturity in the real world, also seemed appropriate. Everyone I meet has been congenial and both surprised and pleased to see CDC in the SL space. I have been working in SL on a daily basis, part time, for almost 8 months now. As far as others at CDC - the National Center for Environmental Health is exploring how to educate about toxic waste in SL, and the Strategic National Stockpile is exploring training issues in SL. The Injury Center is also thinking about how to get involved, too.

    I love the thinking behind Hygeia’s name. If it’s not too personal a question, how does it feel to be a man in real life but use a female avatar?

    I think of working with the CDC space and Hygeia Philo like hosting a trade show booth with a colleague. I am there to represent CDC in the best way possible, professionally and personally. The Juwangsan address [the location in Second Life] and the avatar in SL are both parts of that image. The gender discrepancy between myself and my role in SL doesn't bother me, and I don't get much grief at CDC either, as I tend to thoroughly explain why the avatar was chosen before explaining my role. I don't see Hygeia Philo as an alternate John Anderton, rather I see her more as the face of the Agency that I am working with to disseminate health information. More of a partner than a puppet, and I do not hide my true identity when asked, interviewed by the press, or during discussions. When I attended the Second Life Community Conference in San Francisco this past August, the distinction between myself and Hygeia caused a little amusement for a few people, but no apparent consternation.

    Please tell me about how the CDC’s presence in Second Life came about. How much resistance did you encounter from others at the CDC to the idea of building a virtual office?

    I met with Randy Moss, at the American Cancer Society to learn about how the ACS was raising money with the in world Relay for Life, and then attended the Second Life Community Conference in San Francisco to continue studying how people were playing, interacting, transacting, and studying the possibilities of SL. Both contact experiences were transformative; I came to see this as neither a fad nor a game, but as a social movement and a glimpse into the future of social interaction, learning, and even being. The blended reality aspect of real and virtual worlds is fascinating to me. I wanted to build a space that could both educate and foster/enable dialogue. I routinely change up what is offered, based on interactions with residents who stop by, or whom I meet when I am exploring. The transience of the space is also marvelous; one can change on a dime, if something new presents itself. The day the E. coli scare occurred, I posted a "Real Life Health Alert" in the space for persons to learn about what was going on, and what to do about it. To those who saw it, it was very favorably commented upon; as a bridge builder between real life health threats and virtual education opportunities.

    Everyone at CDC has been saying "Go go go!" there is not internal resistance; rather a chorus of support that is also a little agitated that I cannot go even faster! In world, after an interview with the Metaverse Messenger [a Second Life-focused newspaper downloaded by almost 50,000 people each month], the Editor responded favorably to my request to publish health info in her pub, so I have contributed a weekly column to this news outlet for the last 5 weeks. That has been great too, as a learning tool about virtual media, and the intersection with real world media.

    I found out about the CDC in Second Life during a “health fair” you were offering there. How often do you do those, and are there any other virtual activities in which the CDC is involved?

    You came on the first day of the first CDC health fair. Events drive interest among SL residents, and I had marveled at how concerts and fashion shows rivaled presentations by the Lindens [the staff of Linden Labs] as both entertainment and information dissemination opportunities. Rather than a big press conference (which we will do later, when we expand), I decided to go the highly localized route of a community health fair. In the real world this is a nice, local platform to display health information, to educate on specific issues while building community and establishing credibility of source. I was delighted at the attendance, and content of discussions. It was surprising to me to be at the top of the list in Rik's Picks, in New World Notes, and kind of exciting to receive coverage from the Second Life News Network on the Fair. I'm not sure if that is due to the novelty of the event, an interest in what CDC is doing, or some other factor, but the interest has been wonderful. CDC is ramping up a variety of offerings, and will require us to expand and complicate the space a bit, but I don't have a timetable for these upcoming developments.

    The CDC’s National Center for Health Marketing’s director Jay Bernhardt is one of the first I know of in a Federal health agency to write a blog. While it is not updated very often, I think it is still a significant milestone and an indicator of the CDC’s desire to use the latest tools to communicate with its audience. Are there any other examples of how the CDC is using newer internet/social media or other tools (e.g., mobile phones) to reach its audiences beyond just offering a static website?

    I would suggest that you contact Jay with that question - I'm not in a place to be able to answer that effectively.

    What has been the response of SL residents to the CDC’s outreach in-world?

    Almost without exception, I have been warmly greeted by old and new SL residents. People are kind of amazed that CDC would treat it seriously, and that we are not there for profit. I hope that CDC can continue to grow and evolve in the SL space, as it grows and changes itself. With such rapid development, it forces us to stay on our toes!

    Are there specific health issues that you tend to focus on that are more prevalent among Second Life residents because of their demographics and behavioral risk factors?

    I would like to gradually introduce the topic of sexual health into the space, as a way to promote discussion about the links between what one says and does in Second Life, and then one's actions in real life. Liaisons in real life, foreshadowed and even pre-enacted though virtual spaces have led to documented disease transmission, and discussion about this seems generally absent from SL. On the demographic side, there are all kinds of opportunities to introduce topics relevant to persons in their 30s about screenings, health and emergency preparedness, childhood milestones, and other topics. On the behavioral side, there is also plenty of room for talk about good eating, active lifestyles, eye strain, and other health topics relevant to persons who spend significant amounts of time sedentary in front of a monitor. The possibilities are hard to count, there are so many.

    How do you see Second Life fitting into an organization’s overall social marketing strategy?

    Second Life joins the list of audiences, interests, and channels that link the American public with their public health infrastructure. Given that half of residents are international, it also broadens and deepens the CDC communications portfolio into addressing wider audience needs and concerns. I suppose that it is a tactic, and not a strategy in itself, but one that suggests that attention to new media requires constant vigilance, and willingness to experiment. If SL fails, for some reason, the movement of persons into online congregate social settings will probably continue to expand, and understanding how to reach these audiences will continue to be important.

    For people at other agencies or organizations who may be considering establishing a presence in Second Life, what advice would you offer?

    Do it. Now. In my career at CDC, which spans a short 15 years, four new technologies have emerged and merged with mainstream communications. My first business card had my name, title, address and phone number on it. Then came a fax machine number, then an email address, a website, and most recently, a metaverse designation and avatar. These are all ways that I can receive contact from the world and matriculate therein. They have gone from slow, to fast, to real time. One must be in all of these modes to communicate effectively with the audiences with whom we participate, and to understand the places they inhabit. Galileo reminded us that one sees farther if one stands on the shoulders of giants. There are plenty of giants out there to partner with, in this new medium, and most of them are friendly. Also, and importantly, establish excellent relationships with the IT department; with all of the updates coming from Linden, internal firewalls, network up and downtime, and corporate/governmental IT security issues will cause frequent calls for assistance.

    Have you hooked up with any groups of nonprofits that are working on how best to integrate their causes into SL like TechSoup.org?

    No, other than the American Cancer Society and some exchanges with the New Media folks, I have not begun to run with the big dogs. I am still studying how to best interact with persons, groups, and constituencies to best participate in this wondrous landscape. I hope to continue to learn, evolve and adapt to the space in fruitful ways, and if it goes really well, to lead trends.

    Is there anything else you’d like to add that we haven’t touched on yet?

    Second Life is part of one's first life; not separate from it. Even the immersionists have to sleep, eat, and interact with the Real World. If one can merge good health practices in real life with the fun and play of Second Life, then physical and psychological realms can be enlightened and good habits enacted, to personal benefit. If this happens collectively, then public benefits are achieved, and public health becomes a reality, in virtual and actual ways. Thanks for the chance to talk about these issues.


    Thank you to John for providing such an insightful and compelling glimpse into the process he has gone through to keep the CDC in the position of leading trends among Federal agencies. I hope that when other organizations and agencies see that even the CDC, with all its bureaucracy and generally slow uptake of new technology, is taking Second Life and other social media seriously, that they should too. I predict that the CDC's entry into SL will open the floodgates for other people working on health and social issues.

    If you are in Second Life and would like to visit the CDC's virtual offices, you can click here to teleport directly. If you are not already in Second Life, you can first download the software and get a free account.

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  •  10-11-2007, 2:31 AM 181593 in reply to 181577

    Second Life - Russians are Coming

    Russians are taking a piece of the actions by purchaing 8 islands on Second Life.

    http://www.youtube.com/v/x2yq6npsuF8 <p><a href="http://www.youtube.com/v/x2yq6npsuF8" target="_blank" rel="nofollow">http://www.youtube.com/v/x2yq6npsuF8</a></p>

    View original media here: http://www.youtube.com/watch?v=x2yq6npsuF8

    (Source: RenTV, Russian TV)


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  •  10-11-2007, 10:39 AM 181599 in reply to 181593

    Re: Second Life - Russians are Coming

    My company has a whole Island on Second Life, full with pavilion with plasma tv's, a beach, skiing mountain, jet skies, whatever you want, and pretty successful overall. I think at first we had a lot of people show up there and now even have regulars who do stuff there. However mostly it's to have a "presence" there, kind of like after playing Grand Theft Auto you want to drink Mountain Dew, wear One-Stars and drive a VW, same way companies are filling in Second Life with their advertising not to be behind others.  There is definitely some value in that, just hard to quantify.

    Свободу попугаям!
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  •  10-11-2007, 10:47 AM 181600 in reply to 181593

    Re: Second Life - Russians are Coming

    One problem I see with virtual life is when it start to get into the real world. There were several attempts to create virtual currency that can be converted into the real currency or can be used to purchase real goods. This is when game gets too far. Not a single government will allow you to go around it's taxation system. If your game is the source of your income you have to pay taxes. When you start using virtual currency to purchase real goods thus avoing paying tax government will stand on your way. My opinion is Second Life will never get into the real world financially.
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  •  10-11-2007, 11:17 AM 181602 in reply to 181600

    Second Life - Currency and Taxation

    Sergey,

    U.S. congress is already looking into taxing Second Life transactions.  I believe Europeans are already paying VAT on all purchases in SL.

    Take a look at this article from Reuters titled "US Congress launches probe into virtual economies"


  •  10-11-2007, 12:31 PM 181604 in reply to 181602

    Re: Second Life - Currency and Taxation

    Good to know congress is aware Smile. This can be really complex problem. Let's say you are taxed but how about money transfers between physical country boundaries? Same problems with money laundering, scam etc. All the problems we face in real world now we face in virtual. Plus on top of that SL can be used as a mechanism for financial machinations. Does it mean SL has to create another virtual layer of financial rules and regulations we have in real life? I don't see how this can be addressed other than government will limit what can you do with money in SL.


  •  10-11-2007, 12:41 PM 181606 in reply to 181604

    Re: Second Life - Currency and Taxation

    It is a complex problems and economists are already looking into it.  And speaking of restrictions, gambling in Second Life has been made illegal to comply with federal regulations.


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