Difference between revisions of "The future of Second Life in 2012"
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[[Increasing effect of the development of information technology (IT) on global economy]] | [[Increasing effect of the development of information technology (IT) on global economy]] | ||
[[E-commerce]] | [[Increasing popularity of E-commerce]] | ||
[[Game Industry]] | [[Fast development in Game Industry]] | ||
[[Purchasing Power]] | [[Rising Purchasing Power]] | ||
<li>Political Forces: (René)</li> | <li>Political Forces: (René)</li> |
Revision as of 13:59, 4 May 2007
Team Composition
- René Noorduin Grecco
- Erwin Gies
- Jorge Osorio Socha
- Di Yu
- Bogumila Sobolewska
Introduction
Second Life is a 3-D virtual world entirely built and owned by its residents. Since opening to the public in 2003, it has grown explosively and today is inhabited by a total of 4,335,473 people from around the globe.
feedback
general: the scenarios seem one dimentional, and in their presentation, lack multiple perspecitves. could call them the good, the bad, the ugly. the exchange rate between LD and RD could be an interesting indicator 1st scenario seems only posive, and in the real world you have positive and negative issues. 2nd scenario does not seem surprising, it is hard to tell the difference from today and this world 3rd scenario why is the oil issue in here, and not in the other scenarios? why would the global economy not go well? what will happen when SL goes bankrupt, will the the code be open sourced? 4th scenario how is this different from current online practices? what is new about this?
like the constitution idea. add in competition what about replacing it with a big game publisher, or being bought by EA? which government legal limbo, open source second life is it a hype? can it be for free, why pay for property, why not open source it? who owns the property developed, can this be copied in mass? is it not a fad?
The Driving Forces
- Economical Forces: (Di) Increasing effect of the development of information technology (IT) on global economy Increasing popularity of E-commerce Fast development in Game Industry Rising Purchasing Power
- Political Forces: (René) Electronic Government Crime Punishment Intellectual rights on the Internet Illegal activities on the Internet
- Social Forces: (Jorge) Increasing social isolation Increasing use of computer-mediated communication
- Technological Forces: (Erwin) Online video games Virtual reality Technical innovation Net neutrality Increasing use of digital media on internet(Jorge) Increasing user-generated content(Jorge)
System Diagram
Scenarios
Second Life becomes First Life
Second Life Remains Second Life
Economic Trouble in First Life
Research
General:
Users:
Economy:
Social:
Technical:
Legal:
Related Articles
The Dark Side of Second Life (Business Week 21.11.2006)
http://www.businessweek.com/technology/content/nov2006/tc20061121_727243.htm
An interview with Joe Miller (vice president od Linden Lab) who tellls about the new developments on SL
http://www.pcadvisor.co.uk/blogs/index.cfm?entryid=684&blogid=4
Future of Second Life (05.01.2007)
http://mikeschaffner.typepad.com/michael_schaffner/2007/01/the_future_of_s.html
Videos
http://cgi.omroep.nl/cgi-bin/streams?/tv/vpro/detoekomst/bb.20060227.asf (Dutch)
Books
Rating & Comments
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