This document provides an overview of virtual worlds and Second Life. It discusses what virtual worlds are, the concept of digital identity and avatars. It outlines some benefits and challenges of virtual worlds, including networking opportunities, experiential learning, information sharing and advocacy. The document highlights Uthango's advocacy work in virtual worlds for development in Africa and investment to address information poverty. It also notes Uthango's approval as a Second Life community gateway and upcoming workshops on online ambassadors.
2. Brief Overview of Virtual Worlds
and particularly Second Life(R)
~ adopting virtual worlds early
and dealing with teething & digital diapers ~
3.
4. What are virtual worlds?
Online environments that have game-like immersion
and social media functions
without game-like goals or rules.
At the heart is a sense of presence with others
at the same time and in the same place (with an
ability to grow/adapt to community needs).
Courtesy: Jennifer Ragan-Fore, of ISTE
quoting Giff Constable, of Electric Sheep
5.
6. Digital Identity
Brand or Reputation
Your Organisation’s
I am an avatar
I am (also) an avatar
I have an avatar
I have friends who are avatars
What is an avatar?
Why does it matter to have an avatar?
7. ~ Advocacy for Uthango’s development aims in Africa ~
~ Investment to Address Information Poverty via Virtual Worlds ~
Kingston University UK
Delaware College USA
USC Centre for Public Diplomacy
UN Workgroup on Internet Governance
8. ~ Advocacy for Uthango’s development aims in Africa ~
~ Investment to Address Information Poverty via Virtual Worlds ~
Eolus Environmental Exhibition with
IBM/Philips
[e]bizikele with Hippo Technologies
and RDV Animations (Muse Isle)
9. ~ Advocacy for Uthango’s development aims in Africa ~
~ Investment to Address Information Poverty via Virtual Worlds ~
Annual Africa Day with Orange
Telecoms (France)
African-based events promotion
12. The model for 100 years has been pretty simple:
Target wealthy people or foundations or corporations, interrupt them with unanticipated,
impersonal, irrelevant messages they don't want to get, delivered over and over and over
again until they give you money or help...That model worked really well for a long...It's
important to understand there's nothing wrong with this, because the ends do justify the
means. The problem is that that's not working so well any more. - Seth Godin
13. Benefits Challenges
Networking Bandwidth Access
Experiential Learning Possibilities Hardware Requirements
3D-format Creation of Models Euro-centric Development
Information-sharing & Advocacy Perception of VWs as ‘Games’
High Entertainment value Limited Understanding of Potential
Immersive, Fun and Flexible Unrealistic Expectations
Global Intercultural Dialogue
Cost-Effective Marketing
14. Approval by Linden Lab as Community Gateway
Workshops in November 2009:
“Online Ambassadors and Digital Nomads”
Assist other organisations, businesses and professionals to
establish in Second Life and develop a meaningful strategy
Secure investment capital for expansion, and further research
and development into application of virtual worlds
15. Thank you for your Interest
newmedia@uthango.org
Follow @uthango and @virtualafrica on Twitter
Join UTHANGO group in FaceBook
Shout-Out for Old Mutual for making our participation
at SangoNet 2009 Conferences possible, and showing a
keen interest in our efforts...