Behavior in Second Life: Redefining Fantasy in the Metaverse
Second Life Second Life bills itself as “an online 3D virtual world imagined and designed by you.” Users, download a free Second Life viewer, which enables their self-created avatars to interact, explore, buy, sell, trade and participate in group activities with other “residents.”
MMORPG MMORPG stands for Massively multiplayer online role- playing game. It is a genre of computer game where a large number of players interact with one another in a virtual world.
Metaverse The term metaverse comes from Neal Stephenson’s 1992 novel Snow Crash. It refers to a virtual world where humans interact with each other as avatars in a three- dimensional virtual space designed to mimic the real world.
Anonymity and accountability have an inverse relationship. The higher one’s anonymity, the lower one’s accountability. Anonymity
Trust Trust is established in an online virtual environment through reputation and experience
“Deviance” within Second Life varies depending on the individual perception of normalcy. Sexual Deviance
Identity Second Life has the potential to be stratified using similar social cues to those in Real Life.
Considering Second Life Using PQMA METHODQUESTION PROBLEM What is the rupture between real life identities and those created in Second Life? Interviews, research into RPGs, other community mediated environments Behavior in Second Life versus behavior in Real Life?
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