Second Life Plot Shocker As The Donald Makes Way For Hillary

Hilary Clinton HQ

When Bixyl Shuftan blogged about The Trump Manor over at SL Newser back in early April I doubt he realised the chain of events he had unleashed. Bixyl’s post came to the attention of publications with a reach far beyond Second Life.

Kotaku picked up the news with Patricia Hernandez writing Donald Trump’s Second Life Mansion Is Owned By An Anime School Girl

Outside Hilary HQ

Second Life is of course a dynamic place, plots change and twist on a regular basis and this has been exemplified beautifully by a post yesterday from Hamlet Au over at New World Notes : Donald Trump’s Second Life Mansion Replaced by Hillary HQ.

Yes that’s right, the plot that once housed Trump Manor now has new owners and it’s out with The Donald and in with Hillary!

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Educators Should Look To The Past Before Moving Forward With Education In Virtual Reality

Saint Leo University

Back in February 2010, Jeffrey R. Young published an article on The Chronicle Of Higher Education : After Frustrations in Second Life, Colleges Look to New Virtual Worlds. The article, as the title suggests, delved into areas of frustration for educators such as performance, navigation, ease of use and :

Plus, a lot of decidedly nonacademic activity goes on in Second Life, and it’s difficult to limit access so that only students can enter a classroom there. Online vandalism is so common that there’s a name for it (“griefing”), and it’s easy to stumble into areas designed for virtual sex that is, ahem, graphic.

Jeffrey makes a far point about griefing but I’m sure that part of the reason his article rubbed many Second Life users up the wrong way was due to the complaint about nonacademic activity. Second Life was not created as an education product.

National University of Singapore

A very interesting and very telling point from Jeffrey’s article though was the willingness of educators to look at alternatives, continue with Second Life and persevere with the goal of virtual education :

What surprised me the most was that, despite these challenges, educators appear more interested than ever in the idea of teaching in video-game-like realms. A group of college folks interested in virtual environments organized by Educause, the higher-education-technology organization, has a growing membership. Tellingly, though, it recently changed its name from the Second Life group to the Virtual Worlds group, in part reflecting an eagerness to find alternatives.

I was actually subscribed to the mailing list at the time when the change of name was made from Second Life to Virtual Worlds. This wasn’t solely due to educators wanting to explore other virtual worlds, there was also the issue of Linden Lab’s branding policy regarding the use of the Second Life name at the time, but many welcomed the move to discuss and explore alternative virtual worlds.

Virtual Universtiy of Edinburgh

This week Jeffrey has published another article on The Chronicle of Higher Education regarding Second Life, Virtual Worlds and education : Remember Second Life? Its Fans Hope to Bring VR Back to the Classroom.  The headline and opening text is likely to rub Second Life users up the wrong way. Jeffrey has experience of this as he discussed his 2010 article in the more recent article :

In 2010 I wrote an article for The Chronicle pointing out that some colleges were moving away from Second Life, arguing that the virtual world hadn’t lived up to the hype. I got more hate mail for that article than for anything else I’d ever done. And in one of the strangest moments of my journalism career, I was invited to discuss that article in a forum within Second Life called Virtual Worlds Education Roundtable.

As we can see from the link to the discussion, Jeffrey got a hostile reaction. I will say at this point that disagreeing with Jeffrey is fine, but sending him hate mail is not. Second Life users have hopefully grown thicker skins by now.

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Thanks For All The Magical Adventures Dwarfins Creators And Staff

Dwarfins

I remember the day well, I was walking around the Christmas Expo back in December 2012 when I stumbled across a store called Dwarfins. The store was full of, well, Dwarfins and I totally fell head over heels for these little creatures. Breedables were all the rage in Second Life and here was another one, but in such a fantasy form they turned my head.

This week the unfortunate news has been brought to my attention, Dwarfins will be closing this month. Judy Chestnut has announced :

We are sad to announce that Dwarfins is closing their doors.

For the past 3 1/2 years we have loved growing the Dwarfins game with all of you and we will miss you and the Dwarfins tremendously, but have found that we no longer have the time to put into their development that they deserve.

I have had many an adventure as a Dwarfin and will hopefully continue to have many more, despite the closure. I’ve been to bars.

Dwarfins Bar Brawl

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The Future Of Virtual Reality Must Be Social

For far too long, Virtual Worlds have been lumped into the gaming category, when they are more than games. There are games within Virtual Worlds, but Virtual Worlds are not just games.

The user generated content aspect and potential of Virtual Worlds has also for far too long, been overlooked or treated with contempt. However as the Virtual Reality hype cycle keeps gaining traction, people are finally starting to talk about more than games.

This brings me on to two articles I’ve been reading today, one about a platform called ROBLOX, which I will confess I’d never heard of before but I’m glad that I now have and the other is about AltspaceVR, which I have heard about before and I’m pleased to see that AltspaceVR is making interesting strides. There are differences with the approaches of these platforms, but they both seem to agree that the future is social.

Before I highlight the article on ROBLOX, it’s probably a good idea to mention what ROBLOX is, so I’ll quote their blurb :

ROBLOX is the best place to Imagine with Friends™. With the largest user-generated online gaming platform, and over 15 million games created by users, ROBLOX is the #1 gaming site for kids and teens (comScore). Every day, virtual explorers come to ROBLOX to create adventures, play games, role play, and learn with their friends in a family-friendly, immersive, 3D environment.

ROBLOX founder, co-created and CEO, David Baszucki, has posted an article on The Huffington Post : Why Co-Experience Is the Ultimate Killer App for Virtual Reality. David is an enthusiast, early on he talks about The Metaverse, Snow Crash and more. David talks about how storytelling has evolved and continues to evolve.

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Taking A Break

Airship Pirate Town

It’s that time of year when I had off to sunnier climes and embrace sun, sea and sand. I shall be AFK for a couple of weeks topping up my tan and hopefully enjoying myself.

The Virtual World of course continues to orbit too of course and you can read about wonderful places such as Airship Pirate Port Town, which is a wonderfully picturesque location.

I’ll be back soon!

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