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Second Life Virtual Environment - Term Paper Example

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This paper demonstrates a virtual environment where avatars can exist. The author describes how to apply the systems contingency approach which views interactive computer systems as socio-technical subsystems which interact with each other. Also, the author discusses several subsystems…
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Second Life Virtual Environment
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Extract of sample "Second Life Virtual Environment"

 «SECOND LIFE VIRTUAL ENVIRONMENT» Introduction: The science fiction film “Avatar” which has been breaking all box office records, demonstrates the actual experience that some scientists face while living in an online virtual environment, where they assume the forms of alien intelligent life. The film depicts the existence of a culture among the alien life that is superior to that of humans and through the virtual environment, the scientists have the opportunity to participate in this alien culture and learn from it. Second Life is a similar virtual environment where avatars can exist, which has its own currency, real estate and the facility to create objects. This report assesses the possibilities for social interaction that could take place in Second Life and will also draw upon the views put forward by researchers in arriving at its conclusions and propositions. Literature Review: Hiltz and Johnson (1990) apply the systems contingency approach which views interactive computer systems as socio-technical sub systems which interact with each other. The subsystems in question are as follows (a) the individual human with certain skills and attributes (b) a CMCS with certain specific attributes related to functionality and interface and the hardware used to access it and (c) a user group existing within a specific social culture and tasks Hiltz and Johnson, 1990: 739). Each of these systems functions within a larger environmental context, such that the behaviour of one subsystem is likely to influence the behaviour of other systems as well. The online environment poses one significant drawback, i.e., the lack of verbal communication and a warm, personal environment, because the online environment could be perceived as cold and unsociable. The lack of non verbal cues could function as a limiting factor for improving the perception in regulating social interaction (Hiltz and Johnson, 1990: 740). In the case of Second Life, this lack of verbal interaction is ameliorated somewhat because there is the facility available to communicate using text messages or audio, which could be an aid to improve social interactions among those moving within this virtual environment. Additionally, assuming a virtual avatar also allows for communication using non verbal cues such as gestures and animations which could further help in expressing oneself, although the perception of a somewhat cold and impersonal environment would be difficult to dispel completely because it is an online, virtual environment where the potential for actual warm contact may be limited. On this basis, it could be argued that there is potential for the existence of communities in Second Life, although the extent of social interactions may be somewhat limited because both verbal and non verbal communication may be somewhat limited and it may not be possible to completely dispel the impersonal element that is associated with the online environment. Tan et al (1998) examined computer mediated communication and the influence of the majority in both a collective kind of culture that exists in countries such as Singapore as compared to an individualistic type of culture, i.e, the United States. The scope of influence of the majority in decision making was much stronger in an individualistic culture such as the United States, and this influence was stronger when a preference task was to be performed rather than an intellectual task. Applying this within the context of a virtual environment, it could be inferred that it is possible for communities to exist and the decision making systems would be determined on the basis of whether or not the rules applied in the virtual context conform to an individualistic social framework or a collective social framework. Societies in the real world generally tend to comprise different kinds of individuals, including those who are disabled or socially challenged in one form or another so that it becomes difficult for them to communicate effectively with other members of society. If the concept of a society or community is to be effectively transferred to the virtual environment, then provision also needs to exist for such members to also be able to survive within this environment. As Keating and Mirus (2003) have pointed out, the Internet has created possibilities for new meeting places and new kinds of relationships. This may be a boon for deaf people because it provides them with a different medium they can use to communicate such as the manual, visual medium, thereby providing them the opportunity for higher and more intensive levels of communication in a virtual environment. In the real world, disabled people such as the deaf or the blind are sometimes restricted in the extent to which they can communicate with others in their external environment. While normal people without any disability are likely to find themselves experiencing restrictions while functioning in a virtual world because they are limited in terms of the flesh and blood sensations and environment they normally move in, this would not be the case with the disabled. The virtual environment may in fact allow them scope for using means of communication that would not otherwise be available to them in the real world. For example, a person who is crippled in the real world could be freed of this handicap in the virtual world, because s/he would be able to run and dance, walk and fly. To some extent, even normal people would experience some enhancement in certain abilities, such as for example, the ability to fly, which they do not possess in the real world. The common motor abilities that everyone shares in a virtual world comprising Second Life leads to an inference that communities can exist, especially communities that are also inclusive of individuals who are considered disabled or otherwise limited in their abilities, in the real world. As Keating and Mirus (2003) have stated, the development of computer mediated communication within a virtual environment involves the development and manipulation of an image of the self and of the other, with a new, improved perspective and ability to communicate. As a result, it provides a different environment that aids the application of creative solutions and problem solving, so that the barriers of physical and mental handicaps might not be as important as they are in a real world. In a virtual environment such as Second Life, it could therefore be possible for communities to exist and such communities would perhaps consist of large numbers of individuals who would normally be considered to be disabled or handicapped in some manner in real life. Therefore, it is likely that a community such as that existing in Second Life would be a more egalitarian society, with most individuals possessing the capability to run, walk, dance and fly as well as the ability to communicate with text messages and audio. Another interesting aspect to consider in the context of a virtual environment like Second Life is the quality of life that would exist. Walther (1995) carried out a study to examine such quality of life in a virtual environment in the context of organizations. He examined the widespread, prevailing belief that the electronic environment is not as rich in social cues as the real world and would therefore tend to dehumanize organizations. The findings in his study do not however support such a belief. The study involved two different groups and examined the behaviour of participants within an environment where there was computer mediated communication and the findings suggest that time can play a significant role in how these online communities develop. For instance, over a longer period of time, it would appear that participants slowly begin to get used to the impersonal nature of the environment they are functioning in. They then begin to express some deeper social interactions such as affection, relaxation and developing of closeness between individuals. The exchange of and understanding of non verbal cues between participants in the virtual society also improves with the passage of time because the asynchronous nature of the online environment prompts participants to exchange personal information more freely. The study by Walther (1995) also suggests that within an online environment, participants may be able to express themselves more freely because they are able to interact within the body of a referent “other” – a virtual “avatar” that is able to perform all the functions that others in the virtual environment are also able to perform, rather than being limited by the physical and social constraints that may exist in real society. Since the number of members existing in such a society may also be limited and there may be greater parity in terms of the abilities and skills that the members possess, it appears likely that over the long term, individuals may feel more free to interact and share themselves including personal information – with each other. In a manner similar to real societies, where over a period of time, individuals formulate by consensus, a set of social rules and regulations that they choose to live by, the virtual environment may also result in the development of a set of common rules and practices that would evolve over time based upon the conditions existing within the virtual environment. The next question to consider is whether the existing communities within Second Life would be one single community or whether it would comprise a composite set of smaller communities which have different sets of loosely defined rules governing and guiding their actions. In real life, there are various different communities – demarcated on the basis of race, religion, gender, ethnic belief, existence of a disability, and similar divisions. There could be communities that are bound together because they speak a common language, or because they share a specific geographical terrain, or belong to a particular ethnic group. In a virtual environment like Second Life, many of these differences would no longer exist, because the nature of the environment would allow all participants to communicate in a similar manner through texts and audio messages and would allow them similar physical abilities such as running, walking, dancing and flying. Moreover, interacting within a virtual environment in the form of an avatar provides the opportunity for the participant to leave existing handicaps behind and operate from a position of strength, which could facilitate a deeper and more intensive level of communication. It would make a participant more willing to share information of a deeply personal nature, because of the belief that this is not actually “real” life and therefore, there is always an escape hatch, which allows an individual to interact more freely without so much regard for the consequences of his or her actions. As a result, virtual communities are likely to be more homogenous than real communities in society are, but this does not necessarily indicate that there could be no sub groups. It appears likely that On the basis of the above, the following conclusions can be reached: (a) Second Life offers an environment where it is possible that communities could exist. (b) These communities would be similar to the real world in some aspects, i.e, they would involve people communicating with each other and sharing information, including personal information with each other. (c) These communities would be different from the real world in that some of the limitations that exist in the real world, such as physical handicaps, ethnic or religious background, etc may not be as relevant. However there could be another set of restriction or limitation, i.e, the limitations of the virtual environment itself. Due to the impersonal nature of such an environment and the lack of ability to impart a flesh and blood feel into the existing environment, it would of necessity limit to some extent, the level of communications that could exist. References: Keating, Elizabeth and Mirus, Gene, 2003. “ American sign language in virtual space: interactions between deaf users of computer mediated video communication and the impact of technology on language practices”, Language in Society, 32:693-714 Tan, Bernard C.Y, Wei, Kwok-Kee, Watson, Richard T, Clappar, Daniel L, and McLean, Ephraim R, 1998. “Computer mediated communication and majority influence: Assessing the impact in an individualistic and collective culture”, Management Science, 44(9):1263-1278 Walther, Joseph B, 1995. “relational aspects of computer mediated communication: experimental observations over time”, Organization Science, 6(2): 186-203. Read More
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