second life teaches life lessons

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16/10/14 11:24 Second Life Teaches Life Lessons Página 1 de 1 http://archive.wired.com/gaming/gamingreviews/news/2005/04/67142 Sitemap | FAQ | Contact Us | WIRED Staff | Advertising | Press Center | Subscription Services | Newsletter | RSS Feeds Gaming : Gaming Reviews Second Life Teaches Life Lessons Daniel Terdiman 04.06.05 As a massively multiplayer online game, many people think of Second Life as little more than a virtual playground. But an increasing number of people and organizations are employing the game in applications that are useful for far more than entertainment. Second Life was crafted as an open-ended environment that would allow players to fly, drive fantastical vehicles, dress up in outlandish outfits and build just about anything they could imagine. The game's developers at San Francisco's Linden Lab, however, didn't expect it to be used as a way for business school students to test entrepreneurial talents or for abused children to rediscover social skills. According to a woman who goes by the in-world name of Gwyneth Llewelyn, a British organization called ARCI is using Second Life to help abused children in Portuguese safe houses by bringing them into the game and then working on socialization, collaboration, team building, computer skills and more. "They easily get in touch with people that they don't personally know," said Llewelyn, explaining how the children, who are forced into hiding to get away from abusive parents, benefit from the game. "This means we seem to break a barrier of socializing." Another project, called live2give, was undertaken by nine adults with cerebral palsy, and seeks to provide a forum in which they can share in the everyday personal interactions that most people take for granted. The group of nine, who share a single Second Life avatar known as Wilde Cunningham, get to experience being around other people without being judged. "Many of the real-world challenges are bypassed in Second Life," said June-Marie Mahay, who works with the nine at an adult day-care center in Mattapan, Massachusetts. "Fewer folks have a problem hanging out with them, which is quite the opposite in real life. Also, due to their speech challenges, many would need help understanding them in real life, but in Second Life, I just type what they say and do what they want." Added Mahay, "They felt stigmatized by their disabilities, (which) kept them from the normal social integration we take for granted. Second Life removes both of these things." Mahay's charges spend their in-world time on the small island known as live2give. Another in-world island, known as Brigadoon, is a place created for sufferers of autism and Asperger's syndrome to try out the social interactions that are so hard for them in the real world. To the game's founder, Philip Rosedale, such uses are validation of his desire to create a virtual world in which people of all kinds can find something meaningful to do. "The generalized uses of the system are really quite powerful," said Rosedale. "The high degree of emotional and personal presence you get in Second Life enables things like you get in Brigadoon, a simulation of what it's like to be in the presence of another human being." Kevin Werbach, an assistant professor of legal studies at the Wharton School, said he was fascinated by the approach Second Life's developers took "in terms of creating a world that has no objective in the sense of most games, other than interacting with people." Werbach is coordinating a program for the forthcoming Supernova conference on emerging technologies and business implications that will immerse Wharton students and conference attendees in Second Life. There, they will start businesses, advise some already in existence and compete to see who is most successful. Along with many other massively multiplayer online games, known as MMOs, Second Life offers players the ability to start in-world businesses selling things like custom clothing, vehicles, housing and more. But where Second Life separates itself from other MMOs is in the freedom to create and have open-ended socialization that it gives its members, who pay a one-time fee of $10. In Second Life, there are no defined limits to the ways players can interact. They can communicate and socialize through normal chatting or instant messaging, or in clubs or associations. Other MMOs, such as World of Warcraft, EverQuest and Ultima Online, to name a few, dwarf Second Life's 25,000 users. Still, many industry observers feel Second Life offers the best platform for mixing social interaction, play and the opportunity to tackle serious issues. "There isn't really another platform that is so free of gaming lore," said Ed Castronova, a professor at the University of Indiana and an expert on MMOs. "In Second Life you can make anything." Castronova cited Second Life's flexibility as the main reason people are using the game for serious purposes. Werbach isn't the only business school professor employing Second Life. Elon University in North Carolina also plans to take students into the game as a way of building and testing entrepreneurial skills. This comes on the heels of Linden Lab's efforts to make the game attractive to all kinds of schools as a learning environment. See Also: Campus Life Comes to Second Life Virtual Trade Tough Nut to Crack Online Feuds a Big Headache When Play Money Becomes Real Grab Life by the Joystick Search Wired Top Stories Related Topics: Gaming , Gaming Reviews Subscribe to WIRED Renew Give a gift Customer Service Economizador de Safari Haga clic para iniciar el módulo Flash Economizador de Safari Haga clic para iniciar el módulo Flash SERVICES Quick Links: Contact Us | Login/Register Logout | Newsletter | RSS Feeds | Tech Jobs | Wired Mobile | FAQ | Sitemap Economizador de Safari Haga clic para iniciar el módulo Flash Economizador de Safari Haga clic para iniciar el módulo Flash Tu Web en Google google.com.mx Promociona tu Web en Adwords. Fácil, Rápido y Simple. Regístrate! Condé Nast Web Sites: Webmonkey | Reddit | ArsTechnica | Details | Golf Digest | GQ | New Yorker Subscribe to a magazine: Condé Nast web sites: International Sites: WIRED.com © 2014 Condé Nast. All rights reserved. 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  • 16/10/14 11:24Second Life Teaches Life Lessons

    Pgina 1 de 1http://archive.wired.com/gaming/gamingreviews/news/2005/04/67142

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    Second Life Teaches Life LessonsDaniel Terdiman 04.06.05As a massively multiplayer online game, many people think of Second Life as little more than a virtual playground. But an increasing number of peopleand organizations are employing the game in applications that are useful for far more than entertainment.Second Life was crafted as an open-ended environment that would allow players to fly, drive fantastical vehicles, dress up in outlandish outfits andbuild just about anything they could imagine. The game's developers at San Francisco's Linden Lab, however, didn't expect it to be used as a way forbusiness school students to test entrepreneurial talents or for abused children to rediscover social skills.According to a woman who goes by the in-world name of Gwyneth Llewelyn, a British organization called ARCI is using Second Life to help abusedchildren in Portuguese safe houses by bringing them into the game and then working on socialization, collaboration, team building, computer skillsand more."They easily get in touch with people that they don't personally know," said Llewelyn, explaining how the children, who are forced into hiding to getaway from abusive parents, benefit from the game. "This means we seem to break a barrier of socializing."Another project, called live2give, was undertaken by nine adults with cerebral palsy, and seeks to provide a forum in which they can share in theeveryday personal interactions that most people take for granted. The group of nine, who share a single Second Life avatar known as WildeCunningham, get to experience being around other people without being judged."Many of the real-world challenges are bypassed in Second Life," said June-Marie Mahay, who works with the nine at an adult day-care center inMattapan, Massachusetts. "Fewer folks have a problem hanging out with them, which is quite the opposite in real life. Also, due to their speechchallenges, many would need help understanding them in real life, but in Second Life, I just type what they say and do what they want."Added Mahay, "They felt stigmatized by their disabilities, (which) kept them from the normal social integration we take for granted. Second Liferemoves both of these things."Mahay's charges spend their in-world time on the small island known as live2give. Another in-world island, known as Brigadoon, is a place created forsufferers of autism and Asperger's syndrome to try out the social interactions that are so hard for them in the real world.To the game's founder, Philip Rosedale, such uses are validation of his desire to create a virtual world in which people of all kinds can find somethingmeaningful to do."The generalized uses of the system are really quite powerful," said Rosedale. "The high degree of emotional and personal presence you get in SecondLife enables things like you get in Brigadoon, a simulation of what it's like to be in the presence of another human being."Kevin Werbach, an assistant professor of legal studies at the Wharton School, said he was fascinated by the approach Second Life's developers took "interms of creating a world that has no objective in the sense of most games, other than interacting with people."Werbach is coordinating a program for the forthcoming Supernova conference on emerging technologies and business implications that will immerseWharton students and conference attendees in Second Life. There, they will start businesses, advise some already in existence and compete to see whois most successful.Along with many other massively multiplayer online games, known as MMOs, Second Life offers players the ability to start in-world businesses sellingthings like custom clothing, vehicles, housing and more. But where Second Life separates itself from other MMOs is in the freedom to create and haveopen-ended socialization that it gives its members, who pay a one-time fee of $10.In Second Life, there are no defined limits to the ways players can interact. They can communicate and socialize through normal chatting or instantmessaging, or in clubs or associations.Other MMOs, such as World of Warcraft, EverQuest and Ultima Online, to name a few, dwarf Second Life's 25,000 users. Still, many industryobservers feel Second Life offers the best platform for mixing social interaction, play and the opportunity to tackle serious issues."There isn't really another platform that is so free of gaming lore," said Ed Castronova, a professor at the University of Indiana and an expert onMMOs. "In Second Life you can make anything."Castronova cited Second Life's flexibility as the main reason people are using the game for serious purposes.Werbach isn't the only business school professor employing Second Life. Elon University in North Carolina also plans to take students into the gameas a way of building and testing entrepreneurial skills. This comes on the heels of Linden Lab's efforts to make the game attractive to all kinds ofschools as a learning environment.

    See Also:Campus Life Comes to Second LifeVirtual Trade Tough Nut to CrackOnline Feuds a Big HeadacheWhen Play Money Becomes RealGrab Life by the JoystickSearch Wired

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