Klimczuk, Andrzej (2007): Drugie Życie, czyli problemy z przedłużaniem rzeczywistości.
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Abstract
Linden Lab studies massive online game "Second Life" unexpectedly gained worldwide fame after a few years after release. To the surprise of many game has met with great interest, despite the lack of promotional campaigns. It can be assumed that the reason why "second life" reached a wider audience was a special type of offered entertainment.
Network game proved to be no longer a game that was known so far, but an example of a mass media, whose central element is a dynamic virtual world which is an extension of our "first" reality. "Second Life" has the potential, which is challenging the widely shared rules could shake the foundations of the social world. This program is currently the most advanced example of a virtual economy. Unlike many other massive online games and their predecessors, this game is entirely based on the principles of virtual property ownership, as well as rules of conduct virtual business and service, and finally also the consumption of goods. Users of the game, just like the person providing the data in the framework of social networking sites maintained in the mainstream of Web 2.0, user-generated content constituting the virtual world, which can trade content with others linden virtual dolars that can be exchanged to real U.S. dollars.
The increase in popularity of "Second Life" brings to mind the vision of the possibility of creating a better place to live for many people. Closer analysis of this phenomenon does not allow for such statements.
In the following instances will be presented: information about the growth of the global market for online games and its consequences, the distinguishing features of "Second Life" from traditional online games, virtual elements of the impact of economics on social life, the concept of entertainment as a job stream properties Games 2.0 and contentious issues, which produces "second life".
Item Type: | MPRA Paper |
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Original Title: | Drugie Życie, czyli problemy z przedłużaniem rzeczywistości |
English Title: | Second Life - problems with the prolongation of reality |
Language: | Polish |
Keywords: | Second Life, Crowdsourcing, User-Generated Content, Wikinomics |
Subjects: | Z - Other Special Topics > Z1 - Cultural Economics ; Economic Sociology ; Economic Anthropology L - Industrial Organization > L8 - Industry Studies: Services > L86 - Information and Internet Services ; Computer Software |
Item ID: | 36095 |
Depositing User: | Andrzej Klimczuk |
Date Deposited: | 23 Jan 2012 18:36 |
Last Modified: | 27 Sep 2019 23:26 |
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URI: | https://mpra.ub.uni-muenchen.de/id/eprint/36095 |