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Look - it's that guy that's you!
Virtual 3D Sex and Pedagogy should academics care?
Terminology

•SL – “Second Life”
•RL – “Real life.” RL is often used in order
to discuss SL fluently!

•Avatar – your animated persona in a
virtual world (normally younger and better
looking)
Quick Fact:

“80 percent of active Internet users will be in
non-gaming virtual worlds like Second Life

by the end of 2011”
Gartner Group
Current Virtual Worlds

•Habbo Hotel – 80,000,000
members, 7,000,000 regular users –
mostly young children (i.e. the next
generation?!)

•“There” 500,000 members, 50% female
•
•

av. Age 22 – recently bought by MTV
Entropia – turnover $365,000,000 per year
Club Penguin (Disney bought for
$350,000,000) 12,000,000 children 6 to 14
Current Virtual Worlds II

•Cyworld – 43% of the population of Korea are
members

•Project Bejing – will support 9-10 virtual worlds
each able to support 150,000,000 residents

•Second Life – Teen Grid <18yrs old
•Whyville.net - more than 1,500,000 reg. players
ages 8-16

•Stardoll – 6,000,000 members, 93%
female
Focus on Second Life (SL)

•Total size of SL: 10k regions 411km2
Economic activity in Second Life

•grew 13.2% to nearly $7.6 million USD for
December 2007 and $22 million USD for
the full quarter.
„Virtual‟ business in SL

•Virtual market:Real estate, clothing, buildings
•Recently banned Virtual banks and Casinos
•Real:Aloft, digital prototype for a new chain of
•
•

hotels planned by Starwood Hotels and Resorts.
The same day,
Sony BMG, is opening a complex called Media
Island.
Nissan promotion - featuring a gigantic vending
machine dispensing cars people can “drive”
around.
„Real‟ business in SL

•Aloft, digital prototype for a new chain of hotels
•
•
•

planned by Starwood Hotels and Resorts – used
a SL focus group
Sony BMG, is opening a complex called Media
Island.
Nissan promotion - featuring a gigantic vending
machine dispensing cars people can “drive”
around.
News agencies CNet and Reuters, have
reporters embedded full-time in the virtual realm
SL terminology

•Griefers (SL)… Idiots(RL) ABC Island
“bombed” by Patriotic Nigras' (or PN's).

•SLurl – e.g;

http://slurl.com/secondlife/The%20Pond/1
29/130/40
SL demographics

•40% female: games industry median 10-15%
•SL is now more European than US
•median age 33
SL in the press

•Quote of the day re-quoted by Stephan
Downes - “A story to good to check..!”

•SL is a hotbed of

pornography, paedophilia, gambling
etc. etc.

•There is no business model – it‟s a
flash in the pan
Ringing any bells?
Sleaze and Filth…
…more filth!
…and more!!
Papers on sex in SL related
• Docile Avatars: Aesthetics, Experience, and Sexual
•

Interaction in Second Life:
http://www.bcs.org/upload/pdf/ewic_hc07_lppaper1.p
df
JISC: Learning in Immersive worlds - A review of gamebased learning

Other SL info:
educators@lists.secondlife.com
slrl@list.academ-x.com
secondlife@JISCMAIL.AC.UK

•
•
•
CBS News – from the sublime to
the ridiculous?

•http://www.cbsnews.com/sections/i_video/
main500251.shtml?id=3547970n&channel
SL Workplace/Tech Issues

•Can look like “playing”
•May be firewall/policy restrictions
•Needs a hi-spec computer
•Can get cornered by virtual bores
•Not as easy as email for keeping records
of conversations
Maxim Hot 100 – what?!?
95. Second Life Girl
96. Shanna Moakler
And the learning technologists
say…

“..we know its great - but we're not quite
sure what to do with it yet”
Players in SL
• Linden Labs, IBM, Nature Publishing, National Physical
•
•

•
•

Laboratory, UN
US HE: Harvard, MIT, Stanford, Ohio, New York Law
School
UK HE:
Hull, Derby, Leicester, Loughborough, Sheffield, Notting
ham, Sheffield, Coventry, Plymouth, Imperial, Wolverha
mpton, Warwick, OU, Manchester
Met, Surrey, Bristol, Greenwich, Oxford
Imperial, Edinburgh, Paisley, Aberdeen etc.
UK FE: Barking College, Myerscough College, Belfast
Met., Bromley
Commercial: American
Case study - Nature
Joanna Scott - Web Publishing department
at Nature SL double island - Second Nature

•Wont effect the publications business
•What they liked – enhanced 3D
•

visualisation
Ideas: use SL for conferences, demos
interactive exhibits
Subjects utilising SL

•Law
•Molecular Biology
•Computing (all types)
•Art and Design
•Performing Arts
•Social Sciences
•Pharmaceutical science (group visualisation)

(anthropology, sociology, psychology, history)
What can we use it for?

•Utilising advanced techniques like 3D geospatial presentation of data

•Visualisation: Noah island schizophrenia appreciation

•Interactive: Gene pool island - genetics
•PALATINE & English SC – virtual
buildings no longer in existence
Mash-ups – Materials/EngSc
datalinker
Conclusions 1 of 2

•Make your own mind up - don‟t kick it till you‟ve
•
•
•

tried it - get a free avatar and take a walk
SL wont generate an audience itself; like the
web, projects in SL have to be supported by
promotion in other mediums
Developing for SL takes time and expertise but
much can be achieved
SL is immersive – it adds resonance to the
interactive experience seeing an object in “real”
context is better than in isolation on a computer
screen
Conclusions 2 of 2

•challenges students & has proven value
supporting distance learning communities

•Most virtual worlds are actually social

spaces – for no other reason than that we
should understand them and how they
may change student expectations

•Commercial possibilities yet to be fully
realised
Epilog

•Amazing art in action in SL:
http://www.youtube.com/watch?v=LxVDVgg
LqsA

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Second life sex and pedagogy

  • 1. General viewing but some scenes may be unsuitable for young children Look - it's that guy that's you! Virtual 3D Sex and Pedagogy should academics care?
  • 2. Terminology •SL – “Second Life” •RL – “Real life.” RL is often used in order to discuss SL fluently! •Avatar – your animated persona in a virtual world (normally younger and better looking)
  • 3. Quick Fact: “80 percent of active Internet users will be in non-gaming virtual worlds like Second Life by the end of 2011” Gartner Group
  • 4. Current Virtual Worlds •Habbo Hotel – 80,000,000 members, 7,000,000 regular users – mostly young children (i.e. the next generation?!) •“There” 500,000 members, 50% female • • av. Age 22 – recently bought by MTV Entropia – turnover $365,000,000 per year Club Penguin (Disney bought for $350,000,000) 12,000,000 children 6 to 14
  • 5. Current Virtual Worlds II •Cyworld – 43% of the population of Korea are members •Project Bejing – will support 9-10 virtual worlds each able to support 150,000,000 residents •Second Life – Teen Grid <18yrs old •Whyville.net - more than 1,500,000 reg. players ages 8-16 •Stardoll – 6,000,000 members, 93% female
  • 6. Focus on Second Life (SL) •Total size of SL: 10k regions 411km2
  • 7. Economic activity in Second Life •grew 13.2% to nearly $7.6 million USD for December 2007 and $22 million USD for the full quarter.
  • 8. „Virtual‟ business in SL •Virtual market:Real estate, clothing, buildings •Recently banned Virtual banks and Casinos •Real:Aloft, digital prototype for a new chain of • • hotels planned by Starwood Hotels and Resorts. The same day, Sony BMG, is opening a complex called Media Island. Nissan promotion - featuring a gigantic vending machine dispensing cars people can “drive” around.
  • 9. „Real‟ business in SL •Aloft, digital prototype for a new chain of hotels • • • planned by Starwood Hotels and Resorts – used a SL focus group Sony BMG, is opening a complex called Media Island. Nissan promotion - featuring a gigantic vending machine dispensing cars people can “drive” around. News agencies CNet and Reuters, have reporters embedded full-time in the virtual realm
  • 10. SL terminology •Griefers (SL)… Idiots(RL) ABC Island “bombed” by Patriotic Nigras' (or PN's). •SLurl – e.g; http://slurl.com/secondlife/The%20Pond/1 29/130/40
  • 11. SL demographics •40% female: games industry median 10-15% •SL is now more European than US •median age 33
  • 12. SL in the press •Quote of the day re-quoted by Stephan Downes - “A story to good to check..!” •SL is a hotbed of pornography, paedophilia, gambling etc. etc. •There is no business model – it‟s a flash in the pan Ringing any bells?
  • 16. Papers on sex in SL related • Docile Avatars: Aesthetics, Experience, and Sexual • Interaction in Second Life: http://www.bcs.org/upload/pdf/ewic_hc07_lppaper1.p df JISC: Learning in Immersive worlds - A review of gamebased learning Other SL info: educators@lists.secondlife.com slrl@list.academ-x.com secondlife@JISCMAIL.AC.UK • • •
  • 17. CBS News – from the sublime to the ridiculous? •http://www.cbsnews.com/sections/i_video/ main500251.shtml?id=3547970n&channel
  • 18. SL Workplace/Tech Issues •Can look like “playing” •May be firewall/policy restrictions •Needs a hi-spec computer •Can get cornered by virtual bores •Not as easy as email for keeping records of conversations
  • 19. Maxim Hot 100 – what?!? 95. Second Life Girl 96. Shanna Moakler
  • 20. And the learning technologists say… “..we know its great - but we're not quite sure what to do with it yet”
  • 21. Players in SL • Linden Labs, IBM, Nature Publishing, National Physical • • • • Laboratory, UN US HE: Harvard, MIT, Stanford, Ohio, New York Law School UK HE: Hull, Derby, Leicester, Loughborough, Sheffield, Notting ham, Sheffield, Coventry, Plymouth, Imperial, Wolverha mpton, Warwick, OU, Manchester Met, Surrey, Bristol, Greenwich, Oxford Imperial, Edinburgh, Paisley, Aberdeen etc. UK FE: Barking College, Myerscough College, Belfast Met., Bromley Commercial: American
  • 22. Case study - Nature Joanna Scott - Web Publishing department at Nature SL double island - Second Nature •Wont effect the publications business •What they liked – enhanced 3D • visualisation Ideas: use SL for conferences, demos interactive exhibits
  • 23. Subjects utilising SL •Law •Molecular Biology •Computing (all types) •Art and Design •Performing Arts •Social Sciences •Pharmaceutical science (group visualisation) (anthropology, sociology, psychology, history)
  • 24. What can we use it for? •Utilising advanced techniques like 3D geospatial presentation of data •Visualisation: Noah island schizophrenia appreciation •Interactive: Gene pool island - genetics •PALATINE & English SC – virtual buildings no longer in existence
  • 26. Conclusions 1 of 2 •Make your own mind up - don‟t kick it till you‟ve • • • tried it - get a free avatar and take a walk SL wont generate an audience itself; like the web, projects in SL have to be supported by promotion in other mediums Developing for SL takes time and expertise but much can be achieved SL is immersive – it adds resonance to the interactive experience seeing an object in “real” context is better than in isolation on a computer screen
  • 27. Conclusions 2 of 2 •challenges students & has proven value supporting distance learning communities •Most virtual worlds are actually social spaces – for no other reason than that we should understand them and how they may change student expectations •Commercial possibilities yet to be fully realised
  • 28. Epilog •Amazing art in action in SL: http://www.youtube.com/watch?v=LxVDVgg LqsA