
Consider: Most internet users will have some kind of presence in a computer-based Virtual World within four years. According to Gartner Group 80 percent of the online community, including businesses, will actively participate in virtual worlds, such as Second Life, by 2011.
Goals: Participants will work on themed projects in virtual worlds, including work with the CDC, Halle Institute, and Pink Magazine. In addition, participants will lead and contribute to themes at an Emory Conference on virtual worlds scheduled for February 2008.
Workshop/Project Course: Three Perspectives
Technology/Design - plan, build, analyze, and review virtual world projects
Society/Commerce - consider governance, collaboration, profit, branding, and new opportunities
Politics/Law - range and reach, rights, and responsibility, authority in virtual worlds
At the same time, there is no political system in place! This has generated emerging political problems. For example, within the giant virtual world "Second Life" (
Second Life
) a "Second Life Liberation Army" (SLLA) that recently has started to launch disruptive attacks against online virtual commercial establishments (
challenge to the commercial
). The SLLA is demanding rights for avatars.
Additionally, in 2007, a few avatars in Second Life overran John Edwards' virtual campaign headquarters, and French politicians faced-off with virtual riots that included exploding virtual bombs (National Front
).
Cumulatively, technology, design, and innovation issues are important in understanding the limits of the capabilities and potential of these "virtual worlds" for society, commerce, politics, and the law.
For World of Warcraft:
For Habbo Hotel:
For Neopets:
For Entropia Universe:
Updated
6/20/07 Benn Konsynski
BUS 459/659, cross-listed with POLI (TBA)
Professors Benn Konsynski & Holli Semetko
Course Time and Location: Monday 6:30pm, GBS
The course will explore issues associated with the emerging types of virtual worlds and immersion technologies changing forms of political, social and commerce interactions. We will involve both virtual sessions "in-world" and real world classroom sessions to examine the technical, social, political, legal and commercial issues..
Engage in Virtual World Environments: Second Life, Kaneva (among others). We will examine the rise of new institutions within virtual worlds, and the influence of virtual worlds on the real world and vice versa. The course will consider the opportunities for new patterns of communication between organizations and their stakeholder "citizens" within virtual worlds. The technologies, capabilities and demographics are dramatically changing as these environments evolve.
No heavy tech skills required - but please note - this course is not a spectator sport. Individuals should be self-motivated and willing to work in a workshop/project-oriented course.
TECHNOLOGY/DESIGN - SOCIETY/COMMERCE - POLITICS/LAW
A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. This habitation usually is represented in the form of two or three-dimensional graphical representations of humanoids (or other graphical or text-based avatars). - Wikipedia
This course will examine issues associated with "virtual worlds" including massively multiplayer online games ( Second Life ,
Kaneva
, Entropia, There, The Sims Online, Red Light Center). Related realms include massively multiplayer online role-playing games such as EverQuest, Lineage, Ultima Online or World of Warcraft. The population of virtual worlds has grown to more than 15 million - more than 2% of the earth's population.
Equally, virtual world and real world politics are increasing becoming intertwined. In 2003, virtual citizens in Second Life effectively protested against the company's earlier plan of taxing avatars for all content own. Per the advice of Professor Larry Lessig, Second Life met the demands of the virtual citizens by switching to a property taxation scheme and allowing citizens to retain any intellectual property they produced (
history of Second Life
).
TECHNOLOGY/DESIGN - SOCIETY/COMMERCE - POLITICS/LAW
Some Current Virtual World Factoids
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