Virtual Vanity: Sex shopping and reputation in Second Life
A presentation that formed part of a double workshop given at the 6th Open Classroom Conference hosted in Stockholm from October 24th to 26th 2007.
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- Slide 1: virtual vanity:
sex, shopping and reputation
in Second Life
Open Classroom Conference
Stockholm 2007
Dr Steven Warburton, King’s College London
and Prism(lab)
http://prismlab.wordpress.com
- Slide 2: … or are they any ethical issues in
teaching via Second Life?
- Slide 3: what are educators interested in?
• learners and addiction (20 posts)
• ageplay (41 posts)
• appearance and body image (31 posts)
• identity (120 posts)
• shopping (28 posts)
• rape in cyberspace (22 posts)
• copying RL in SL (42 posts)
• technical difficulties (100+ posts)
• teaching issues (250+ posts)
Source: drawn from the SLED list archives over a 6 month period
- Slide 4: time spent in-world
**
• sleeping (2)
• study time (2)
• the search for something interesting to read or do
• this is a depressing question
from the NMC SL survey 2007
- Slide 5: addiction
• “Having set up an island and been poking around SL
for a while, I find I am becoming somewhat addicted.
What particularly worries me, though is that we are
considering actively encouraging students into SL and
while we want to provide them with stimulating and
engaging activities, I am worried that many will also
become addicts - to the detriment of their studies!”
Source: SLED list archives
- Slide 6: avatars, appearance and identity
- Slide 7: looking the part, acting the part
“You know I resisted writing this for the longest
time but after two educators flew into our island
yesterday with their transparent anatomically
correct attachments I figured that many people
don't know the following:
When an SL user is looking at your avatar, if
they hold down the option(alt) key, they can see
all of your invisible as in attached but
transparent attachments. I know it may be
inconvenient to put these on and take them off
depending on the setting but it is equally
upsetting to see someone's transparent bits and
pieces flying at me while I am trying to help.
Thanks I just ate lunch.”
From: SLED list archives 2007
- Slide 8: identity confusion
• “Alts used in various roleplaying environments,
mainly. Funny name combinations that pop up that I
decide I MUST have. Escape valve for when I need
to escape my 'real' identity in SL.”
• “I started an alt account so I could explore without
having to be nicey-nice librarian to everyone I meet,
and also to explore SL as the opposite of my RL
gender (my main av's name is to [sic] feminine to try
this with her).”
Quotes from NMC survey 2007 on the use of multiple (or
alternative avatars)
- Slide 9: authentic learners?
• what is the effect of
identity play and
performativity on
learning?
• in learning do we care if
our learners are
inauthentic?
- Slide 10: immersion, empathy and
affect
• “Twice I have been attacked. First by a smoke
bomb then I was netted. Both of these events
bothered me a great deal.”
• “On my first say in SL a naked man avatar
chased me around with a penis.”
Quotes from NMC Survey 2007 on bad experiences in Second Life
- Slide 11: empathic learning
• if there is an emotional engagement
or link to our avatars then …
• simulations work well?
• but can we really say SL allows us
to “experiment without
consequences”?
• the depth and level of this empathic
(or emotional) reaction rests also
with prior knowledge and
experience?”?
- Slide 12: the quality of the learning experience
- Slide 13: quality of the learning experience
as an ethical issue?
• responsibility
• accountability
• our choice of
technology
• access, control
and experience
- Slide 14: a competency framework for Second Life
Level 1 Level 2 Level 3 Level 4
Walking Inventory Moving Objects Building
Flying Pie Controls Creating Scripting
Objects
Landing Camera Controls Video/
Editing Objects
Sitting Movement Machinima
Controls Shopping
Teleport
Using the Map Textures
Appearance
Notecard Prims
Friendship
Opening Boxes
Search
Chat vs IM vs
Shout
from: http://www.cxknowledge.com/SL_Levels.html
- Slide 15: familiarity and repetition
- Slide 16: controlling the learning space,
containing communication
- Slide 17: cognitive overload
- Slide 18: hidden dangers?
• “The truth is we cant really force any student
to use something if they believe they will be
corrupted or something else by the
environment.”
From: SLED list archives 2007
- Slide 19: digging under the shallow surface of Second Life:
subcultures and hidden worlds
- Slide 20: digital identity
- Slide 21: managing digital identity
- Slide 22: digital reputation
• our avatars form one
more aspect of our
digital identity
• new digital literacies
need to include an
understanding of
digital reputation
management
- Slide 23: Second Life and value systems
- Slide 24: the SL business model
• the dominant rhetoric of Linden Labs and SL is one of
freedom and dreams based on creation, ownership
(limited), buying and selling but
• Stephen Downes raises some interesting questions*:
– Ownership: “Digital rights we should own! And should be ours!
And held by us!”
– Scaleability (what if Linden Lab were tasked with producing all the
pages of the Internet?)
– Interoperability (what does it means – how would it actually
work?)
– Where is the bottom up shared content? (Second Life is barely
more than Web 1.0 never mind Web 3.0)
• Stephen asks: “Is this the business model that we
have been waiting for in online learning?”
*Eduserv Foundation Symposium 2007
http://www.eduserv.org.uk/foundation/symposium/2007
- Slide 25: violations of copyright
• “Six of Second Life's top brands Eros Designs, RH Designs,
Le Cadre Network, Nomine, PixelDolls and DE Designs are
filing suit against Thomas Simon (known as avatar Rase
Kenzo), and ten other as yet unidentified avatars. The suit
was filed in Brooklyn, New York by attorney Frank Taney, a
partner with Buchanan Ingersoll & Rooney who is
representing Eros Designs against Volkov Catteneo, for
similar copyright violation.”
http://www.secondlifeinsider.com/2007/10/27/six-of-the-best-for-copyright-violators
http://virtuallyblind.com/2007/10/27/content-creators-sue-rase-kenzo
- Slide 26: five ‘observations’
• vanity, identity play and blurring of ‘Real Life’
and Second Life dominates the world of SL
• SL runs on a business model antithetical to
our educational values
at heart SL is a game and as educators try
•
to control and reinstate power structures the
environment diminishes as a space for
informal and opportunist learning
• the real value in MUVEs in education will be
found when ‘Web 2.0’ values are truly
embedded in-world
• empathy and emotion are key links in the
educational process that need to be explored
- Slide 27: Dr Steven Warburton
e-Learning and ICT Manager
School of Law
King's College London
Strand
London WC2R 2LS
Research at Prsim(lab) http://prismlab.wordpress.com
Personal at Liquid Learning http://warburton.typepad.com
Second Life: StevenW Bohm