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"Space Makes You Bitter" - sandbox culture in second life and eve online
 

"Space Makes You Bitter" - sandbox culture in second life and eve online

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Plenary talk for Virtual Worlds Best Practices in Education, March 2012

Plenary talk for Virtual Worlds Best Practices in Education, March 2012

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    "Space Makes You Bitter" - sandbox culture in second life and eve online "Space Makes You Bitter" - sandbox culture in second life and eve online Presentation Transcript

    • “space makes you bitter” the evolution of sandbox culture in second life and eve online john carter mcknight vwbpe 2012
    • “two platforms, alike in dignity…”
    • second life• launched 2003• carefully managed real-money economy• about 50,000 concurrent users• community-driven “sandbox”• global user base• terrible UI and social tools
    • eve online• launched 2003• carefully managed real-money economy• about 30,000 concurrent users• community-driven “sandbox”• global user base• terrible UI and social tools
    • a roadmap1. programmer culture: san francisco bay area and iceland2. eve online’s emergent user culture3. second life’s emergent user culture4. y so difrunt?
    • 1. programmer culture
    • iceland = san francisco?• “the californian ideology”• “viking programmers”
    • “the californian ideology”• (wikipedia)• Fred Turner, From Counterculture to Cyberculture• Barbrook & Cameron essay http://www.imaginaryfutures.net/2007/04/17/the- californian-ideology-2/
    • recipe• “a mix of cybernetics, free market economics, and counter-culture libertarianism” - barbrook & cameron http://www.arpnet.it/chaos/barbrook.htm
    • in california• Ayn Rand + hippie culture + engineering culture + 1980s-1990s cyberpunk• generally idealistic
    • in iceland• the californian ideology + the sagas + globalization• more nihilistic
    • david friedman – silicon valley scholar of icelandic law http://www.daviddfriedman.com/Academic/Iceland/Iceland.html
    • mid-2000’s – iceland’s 60’s and 90’s
    • linden lab and ccp• programmer’s culture (not sales/marketing)• decline in platform use by employees• growing rift between designers and users
    • ideology in platform design• negligible corporate management / governance• weak social tools• individualism in design and coding
    • 2. eve online’s culture
    • what is eve online?
    • facebook – eve online (albums) (csm7 propaganda)
    • 3. sl culture
    • http://nwn.blogs.com/nwn/2003/07/war_of_the_jess.html
    • 4. y so difrunt?
    • the easy answer• sl: making stuff = women, teachers, older• eve: blowing stuff up = guys, younger
    • but wait!that’s too easy!
    • demographics• sl as the last expression of the techno-hippie demographic (california 1998)• eve as the first expression of young bitter anarcho-capitalists (iceland 2008)
    • • sl – how 50-somethings wish the world was• eve – how 20-somethings believe the world is
    • • sl – “your world, your imagination”• eve – “space makes you bitter” “yummy tears”
    • “A year in EVE will teach you more about human nature than a decade in any other MMO, but what you learn may scar you.” http://tentonhammer.com/eve/spymaster/65
    • mirror/mirror?
    • contact me!johncartermcknight.comcombatanthropologist. blogspot.com/@john_carter