Virtual Worlds; Second Life, Sony at Home
Virtual worlds are vast and varied, ranging from mini-game based children’s worlds such as Disney’s Toontown to more advanced worlds such as Second Life. They are so broad that there are hundreds of different worlds online. The objectives in each of these worlds are different, but all share one characteristic. They enable you to interact with people around the world in various different ways.
I’ve studied (first hand) two cases, Second Life and World of Warcraft. Both of these are MMO (massively multiplayer online).
Second Life is exactly what it presents itself to be; A second life. In this world not only do you interact with other players within the online world, you design and build, you buy and sell, you work and socialize, you in essence establish a life in this virtual world. Not only do you have the potential to build wealth in this virtual world, but virtual wealth can be made into real life wealth.
World of Warcraft is someone different. It is a MMORPG (massively multiplayer online role playing game) and is one of the most popular ones around. The objectives in WoW are different. You form groups which you level up in to develop your character, execute raids and complete quests, and in these groups you often play a specific role to ensure your group works well together.
In the above examples, although the resulting objectives are different, and the specific ways in which these objectives are completed are different, the collaborative process is essentially the same. Each person, or player, bring something to the other players in the virtual world, and when people can offer services (or items, or designs) that can help other people, then they can collaborate with each other to achieve a goal. Sometimes in these games you are forced to collaborate to progress further into the world.
Although it may seem that these virtual worlds are designed for recreational use, the purpose for these worlds is slowly expanding its horizons. Once upon a time they were used as an escape from reality, but nowadays they are also being used more widely as extensions, or predictions of reality.
Its educational benefits are slowly being utilized, making learning fun and more effective. Educators can explore alternate ways of presenting curriculum design, new concepts and learning theories, and essentially cultivate the idea of social learning.
Even beyond commercial gaming, social networking and education, virtual worlds have even found a place in the military. America’s Army is a first person shooting game that puts the player into a war environment where he or she fights alongside other players, as well as actual military soldiers. Not only is this realistic and good training, but it is used as a way of identifying potential army recruits. When the American army first started utilizing this technology, army recruitment jumped significantly.
Although it may seem that virtual worlds only function as a collaborative tool for a given purpose in that specific environment – for example World of Warcraft will only allow you to collaborate to complete quests or gain experience, it won’t be useful as a collaborative tool to help build a house – the beauty of these virtual worlds is that they can be adapted to better suit whatever purpose they are required for. They can potentially provide and environment better suited to achieve a specific purpose than the real world. Take for example America’s Army. It would not be practical to run a whole bunch of civilians around with army personnel and get them to mimic a modern warfare exercise. This is where the virtual world can be so powerful.
Jack Balkin puts it nicely:
As multiplayer game platforms become increasingly powerful and lifelike, they will inevitably be used for more than storytelling and entertainment. In the future, virtual worlds platforms will be adopted for commerce, for education, for professional, military, and vocational training, for medical consultation and psychotherapy, and even for social and economic experimentation to test how social norms develop. Although most virtual worlds today are currently an outgrowth of the gaming industry, they will become much more than that in time
Balkin, Jack. "Virtual Liberty: Freedom to Design and Freedom to Play in Virtual Worlds." Virginia Law Review, 2005
http://ssrn.com/abstract=555683Oh, and here is a well known World of Warcraft example of BAD collaboration hahaha =P
http://www.youtube.com/watch?v=LkCNJRfSZBU