Monday, November 24, 2008
Warcraft Far Reaching
Warcraft has a widespread audience. According to the article in our reading as of March 1, 2006 there were 6 million subscribers. Almost three years later I can only imagine how much that amount has grown. By now, it should be in Spain. Spanish speaking players can now enjoy the game in their own language.
Sunday, November 23, 2008
Corporate Culture in Second Life
Since the goal of Second Life is to "have social interactions and do business," it was just a matter of time before the corporate world gets involved. If a company can use the virtual arena to market itself or its products, why not. Because Second Life involves so many people in its community, then this is the perfect place to market. That many people could not be reached in any other medium. Not everybody though is keen on corporate. But it is nice that users have a choice, like in real life, to simply not venture off into that area. They can continue to socialize and create they own worlds.
Games For Women
Personally, when I think of virtual games I always think of children and guys. Specifically because my nieces and nephews (elementary level kids) are always playing them. When I am at work, I see guys playing them. Girls never seem to be interested. When girls get online they're on MySpace and other stuff. So I can understand women feeling that the gaming industry is created more for men and that women are being overlooked, even though the game's creator says it's not so. Also, like all other industries where women have had to make strides to secure a place for themselves, so it is with the gaming industry. The WIGI organization is an important one. Women must continue to move up in this industry because if they don't it will be dominated by men who will always get the top positions. I applaud their effort.
Intro to Second Life
Second Life is interesting, especially the way you can go in and create the different environments. As mentioned in the video, you can create simulated stores and businesses and make them work. Creating your own merchandise and placing them in the stores on displays gives a virtual view of how the business will operate before you embark on the journey of starting one. From viewing one of the other Second Life videos on YouTube, I found out that people are making money in real life from their Second Life creations, or graphics, that others can use. If people are finding a way in real life to make a living by creating income in Second Life, then it's all worth it. It goes beyond just having fun.
Gender Imposters
The danger in virtual communities is that children and teens are playing around with them and meeting people who are not what they say they are. If teens are constantly interacting with the same person, they get sucked in and lose all sense of reality. Children's minds are impressionable. Sometimes they don't know the difference between what's real and what is not. These other worlds give them a sense of belonging, something a lot of them don't get at home. Technology is great, but sometimes the creators of these games can take it a bit too far. Because the inhabitants of these worlds can be pretty much who they want to be, it's easy for them to pose in a different gender. Sometimes the players take things too far, as in the case of "Joan" in "The Strange Case of the Electronic Lover" by Lindsy Van Gelder and "Sue", who lived in South Wales and was actually a married man that everybody thought was a woman. Don't get me wrong. I love the creative mind. It still amazes me what these people can do with technology.
Monday, November 17, 2008
Alternate Identities
With all the stuff that's going on in the world today, I can see why people go into these virtual worlds and get lost. They need new identities, they need a new life because they don't like the one's they have. They don't like who they are so they create another person and proceed to live outside of reality. I don't see how people can spend so much time trying to be somebody they're not. Games can be fun to a certain extend. But when it begins to consume you, you're in trouble. But I think so many people are addicted to them that it seems to be ok. Hmmm. Wonder when they're going to advertise a new drug to cure this disease. Wonder what kind of syndrome will they call it.
Saturday, November 1, 2008
History of Virtual Worlds
The evolution of new technology never ceases to amaze me. Virtual games have evolved over time from their origin of MOO’s, MUD’s, and IRC’s (Internet Relay Chats). If a technology guru/user was dissatisfied with one application, he wrote a program and created another. The IRC sounds like the origin of chat rooms and social websites we’re using now. Its sole purpose was so that people of common interest could communicate with each other. Role-playing or creating environments was not what it was intended for. As these applications continued to be created, users found they had either more or alternate options than the previous version. Ultimately, they all played a role in the development of 3D virtual worlds as we know them today.
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