The document discusses the relationship between creativity, technology, and Second Life. It argues that creativity requires both learning existing work through repetition (phase 1) and then moving beyond what is known through an "emptying" process (phase 2). Technology can help facilitate creativity for non-specialists by providing easy tools, enabling collaboration and socialization, rewarding effort through community rather than finances, allowing DIY creation, and fostering self-discovery of personal drives. Second Life is highlighted as an example of a creative technology that meets these criteria through features like editors, communication tools, permitting user creation and customization, and helping users learn about their own interests through virtual activities.