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“A virtual world is a computer-based simulated
environment intended for its users to inhabit and
interact via avatars.” - Wikipedia
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Virtual world evolves from:
◦ Social Networks
◦ Online Games
World of Warcraft: a very popular
massively multiplayer online role-
playing game (MMOG) that takes
place in a fantasy virtual world.
◦ Simulations
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Besides World of Warcraft, there are also more
realistic virtual worlds, which do not focus on
gaming.
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Second Life is the most popular non-gaming virtual
world right now.
Statistics: (source)
◦ User-to-User transactions in 2009 totaled US$567 million in
2009, growth of 65% over 2008.
◦ The total amount of virtual currency in circulation reached
L$6.95 billion, growth of 23% over December 2008. (1$ ≈
270L$)
◦ Residents spent 481 million hours in Second Life in 2009, 21%
growth over 2008
◦ Monthly Repeat Logins reached an all-time high of 769,000 in
December 2009, 15% growth over December 2008
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Users download the Second Life client to enter
the virtual world.
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Client/Server Architecture Server@Linden Lab
◦ Server: Like web server, stores all
the information (avatar, object,
finance, land) about Second Life
and deals with all the requests.
All servers are hosted at Linden Internet
Lab
◦ Client: An open-source 3D
virtual world viewer that renders
the graphics to users.
Clients
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All the objects and activities in Second Life are
created by its residents.
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◦ Transportation tools
Walk/Fly in a region
Teleport to other regions
◦ Build tools
3D Primitives Building
Linden Scripting Language
Texture, Sound and
Animation Import
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Second Life currency: Linden Dollar (L$)
1 US$ ≈ 260 L$
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Business Opportunities
◦ Selling virtual goods (C2C,
B2C, B2B)
◦ Building communities
◦ Customer support
◦ Training & research
◦ Public relation
◦ Marketing
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Despite the economic crisis around world, business
in Second Life ,including user-to-user transaction
(lower-left figure), and virtual store sales (lower-right
figure), has been growing steadily.
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Real companies in Second Life
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The burgeoning of Second Life has attracted
researchers from various fields. Interesting research
questions are raised in disciplines across business,
education and social sciences. (Messinger, Stroulia, et al.
2009)
◦ Business domain:
Strategy: How can virtual worlds like Second Life support
themselves? By single up-front fee, periodic subscription fee,
advertising or virtual product sales?
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◦ Education domain:
How can virtual worlds be used for education and distance
learning?
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Though most research on virtual worlds are still at infancy, we
see several existing research that have addressed some of the
questions.
Education
◦ Franceschi, Lee, et al. (2009) conducted experiments in three learning
environments:
Traditional classrooms
Text-based e-learning
3D virtual world.
◦ The experiment results show that virtual classroom in Second Life is a
better learning environment than text-based e-learning.
◦ Lester and King (2009) did experiments to compare the average grades
between two classes of students, with one class taught face-to-face and
the other in Second Life. The findings show that face-to-face learning
results in a slightly higher average grades: 84/100 compared to 80/100.
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Sociology & Psychology
◦ Yee (2006A, 2006B) studied the motivation of people playing
massive multi-player online role-playing games (MMORPGs) and
virtual worlds. Based on his study, user motivation consists of five
factors: achievement, relationship, immersion, escapism, and
manipulation.
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During the past two years, Second Life did not gain its
popularity as expected (compared to Facebook and
Twitter). Some companies even began to close their virtual
companies in Second Life. We can see there are several
problems with Second Life, and all other virtual worlds:
◦ High system requirements – few personal computers can run
Second Life client smoothly.
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There are several open source projects that provide
people the chance to host their own virtual world.
Among them, two projects have gain some success:
◦ OpenSimulator (OpenSim) (http://opensimulator.org/): a C#
based 3D application server that emulates the protocols of
Second Life. With OpenSimulator users can build a small scale
Second Life-like virtual world.
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Why having other virtual worlds?
◦ Scalability: While Second Life is a world-wide virtual world, sometimes
people may only need a small-scale virtual world, whose settings can be
freely adjusted per users’ request.
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Who is using OpenSim and Wonderland?
◦ IBM released Lotus Sametime 3D last year, which is a collaboration
product based on OpenSim. It targets at large organizations
needing integration with other Lotus products and corporate
LDAP directories. Current customers of Lotus Sametime 3D
includes Northeastern University, Northcentral Technical College,
and Raytheon.
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Screenshot of OpenSimulator
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Screenshot of Wonderland
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As of today, Second Life is the most popular and most commercialized
virtual world. It is most representative of the status quo of virtual
worlds.
◦ Virtual world client can serve as a web browser to direct users surfing within the
“Web” of virtual worlds.
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Franceschi, K., R. M. Lee, et al. (2009). "Engaging Group E-Learning in Virtual Worlds."
Journal of Management Information Systems 26(1): 73-100.
Friedman, D., A. Steed, et al. (2007). Spatial social behavior in second life Intelligent virtual
agents 2007 Springer-Verlag
Lester, P. M. and C. M. King (2009). "Analog vs. Digital Instruction and Learning: Teaching
Within First and Second Life Environments." Journal of Computer-Mediated
Communication 14: 457-483.
Messinger, P. R., E. Stroulia, et al. (2009). "Virtual world - past, present, and future: New
directions in social computing." Decision Support Systems 47: 204-228.
Yee, N. (2006A). "The Demographics, Motivations, and Derived Experiences of Users of
Massively Multi-User Online Graphical Environments." PRESENCE: Teleoperators and Virtual
Environments 15: 309-329.
Yee, N. (2006B). "Motivations for Play in Online Games." CyberPsychology & Behavior 9(6).
Yee, N. and Bailenson, J. N. (2007). "The Proteus Effect: The Effect of Transformed Self-
Representaion on Behavior." Human Communication Research 33: 271-290.
Yee, N., Bailenson, J. N., et al. (2007). "The Unbearable Likeness of Being Digital: The
Persistence of Nonverbal Social Norms in Online Virtual Environments." The Journal of
CyberPsychology and Behavior 10: 115-121.
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