This is a photo of a character from Second Life, the online virtual reality program. The photo reflects the choices that players can make to their characters, changing the virtual "people" to be anything the Second Life user wants. Q: Analyze the name Second Life. What does it suggest about the virtual worlds relation to the first life of the physical world?
A: Second Life is a computer program that allows people to create characters and customize almost everything about that character's appearance and surroundings. "Second Life," of course, implies that someone lives in their real life and uses the program to "live" differently, as they might if they had endless possibilities.
Second Life gives you chances to explore ways of living that in your own life might not be possible. You have more choices and fewer constraints. You can have blue hair, for example, without worrying what your boss will think on Monday morning. There are different communities within the game too: you can explore everything from cities to forests to pirate ships to fairy lands. Being able to chat with other users is interesting too. In your "second life," you might say (type) things that you wouldn't in real life.
On a related topic, we read an article in class discussing the use of the word "space" for the Internet. In my opinion, the word space should be used loosely - virtual worlds are created by computers, but there is no location for these "places." If your character goes "somewhere" in Second Life, the images on your screen will change, yes. But there is no literal space to meet other fictional characters, for example. (In other words, laws and guidelines should still apply.)
Also, do games like Second Life emphasize or stifle creativity? I'm still not sure of my opinion.... Seeing a visual representation of a land that doesn't exist provides a vivid picture for the person seeing it. This could spark more thoughts about the virtual world, causing the imagination to take the concept further. On the other hand, seeing images that a program designer first imagined for themselves could stifle the creativity of those playing the game, because players don't need to picture much in their own minds - it's all just there in front of them.
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