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Behavior in Second Life: Redefining Fantasy in the Metaverse
Second Life • Second Life bills itself as “an online 3 D virtual world imagined and designed by you. ” Users, download a free Second Life viewer, which enables their self-created avatars to interact, explore, buy, sell, trade and participate in group activities with other “residents. ”
MMORPG • MMORPG stands for Massively multiplayer online roleplaying game. It is a genre of computer game where a large number of players interact with one another in a virtual world.
Metaverse • The term metaverse comes from Neal Stephenson’s 1992 novel Snow Crash. It refers to a virtual world where humans interact with each other as avatars in a threedimensional virtual space designed to mimic the real world.
Anonymity • Anonymity and accountability have an inverse relationship. The higher one’s anonymity, the lower one’s accountability.
Trust • Trust is established in an online virtual environment through reputation and experience
Sexual Deviance • “Deviance” within Second Life varies depending on the individual perception of normalcy.
Identity • Second Life has the potential to be stratified using similar social cues to those in Real Life.
Considering Second Life Using PQMA PROBLEM Behavior in Second Life versus behavior in Real Life? QUESTION METHOD What is the rupture Interviews, research into between real life RPGs, other community identities and those mediated environments created in Second Life?
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