Showing posts with label secondlife. Show all posts
Showing posts with label secondlife. Show all posts

Second Lives: A Journey Through Virtual Worlds Review

Second Lives: A Journey Through Virtual Worlds
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Second Lives: A Journey Through Virtual Worlds ReviewThere are tons of books about virtual worlds, especially about second life. All of the ones I have seen (before this one) were more or less instructionbooks for people who don't have a mind of their own to click around in a virtual environment and collect some basic information, or artefacts of self celebration of residing avatars.
This one is nothing like that. Guest focusses on his personal research and experience in these environments, for the biggest part in secondlife.com . He gives us an interesting and sometimes even touching account of the fact, that these worlds are populated by real humans and not by game characters. Even for me as a long year (but not veteran) player of this environment, the book had an enormous amount of new and fascinating facts on the history of SL, that usually would not get published, since Guest partly approached it from the underground and not from the shiny surface.
I regrett I never met him there...Second Lives: A Journey Through Virtual Worlds OverviewWe've always dreamed of perfect places: Eden, heaven, Utopia. Imagine gambling without loss, love without heartbreak, sex without exposure, experience without risk. Welcome to the fascinating world of online virtual reality, the land of invented places and populations that is entered and inhabited every week by nearly fifty million people worldwide. Each participant creates a virtual body, works at virtual jobs, and makes virtual friends and family. In Second Lives, Tim Guest, an internationally acclaimed young journalist, takes us on a revelatory journey through the electronic looking glass as he investigates one of the most bizarre phenomena of the twenty-first century.From Second Life to EverQuest and beyond, here are the computer-generated environments and characters that can easily become more engrossing and fulfilling than earthly existence. With the click of a mouse you can select eye color, face shape, height–you can even give yourself wings. Your character, or avatar, can build houses, make and sell works of art, earn money, get married and divorced.In this fascinating and groundbreaking book, Guest meets people who found meaningful love and friendship despite never having met in person, catches up with the companies that have used virtual worlds to make big money, investigates the U.S. military's massive online global model that trains soldiers to fight anyone anywhere, and travels all the way to gaming-crazed Korea to get a taste for just how big this phenomenon really is.At first glance, these new computer-generated places seem free from trouble and sorrow. But Guest examines the dark side of this technology too, including the online criminals who plague imaginary worlds, from cyber mafiosos and prostitutes to real hackers and terrorists. It seems that one cannot escape greed, corruption, and human weakness–even inside a computer screen.Are these virtual worlds a way to enhance life or to escape it? Guest explores this question personally as he lets himself be transported into myriad parallel universes. By turns provocative, inspiring, and disturbing, Second Lives is a crucial book for this millennium. After all, real life is so twentieth century.Advance praise for Second Lives"Tim Guest is a young writer with the literary goods. My Life in Orange, his hit memoir of growing up in a commune, looked at his past; his riveting new book, Second Lives, looks at our future: the world of virtual reality and the spellbound people who inhabit it. The book is some kind of revelation–by turns compelling, chilling, and illuminating. Curious, intelligent, offbeat, and artful, Guest is at the beginning of a big career."——John Lahr, senior drama critic, The New Yorker, author of Prick Up Your Ears: The Biography of Joe Orton Praise from England for Second Lives"An anthropological adventure but also Guest's personal voyage . . . a fascinating portrait of rainbow landscapes and their inhabitants."–Time Out London"Rich and colourful . . . an important mapping of a new social frontier."–The Guardian"Remarkably timely."–The Sunday Telegraph"Astonishing."–The Sunday Times

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Virtual Worlds: Rewiring Your Emotional Future Review

Virtual Worlds: Rewiring Your Emotional Future
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Virtual Worlds: Rewiring Your Emotional Future ReviewVirtual World. Emotion. Why do these two words seem so separate? Is it because the technology masks our emotions with a gilded frame of ones and zeros? Is it that we are surrounded by technology so much that we forget our own humanity? Is it as Thoreau said, that men have become the tools of their tools? Or is it instead that humanity is offering more of itself into the technology that it creates? Deep questions which are not often approached, and when they are approached they are not often approached wisely. What is an 'emotional future', and do I want one? Do I have a choice? People get uncomfortable with such questions. These are dangerous questions, which usually means that they are good questions.
Of course, I got a gold paper clip with the book. This was somewhat of a novelty for me, and also gave me pause.
When I looked at the cover of this book, these were things that I thought about a bit. I wasn't sure what to expect. Two blurry avatars kissing on the cover of the book hint at romance, a topic that I cannot comment on beyond half a life's sojourns. What is this about?
So, I read the book.
The book was a quick read. It was well written and, more importantly, easy to read. The large text hints that this is bifocal friendly, but what this reader liked was that it was just plain easy to read. So often books fail in the mechanics department by not catering to their business properly, and I was pleased and even encouraged to read this book after glancing in its covers. Large text is encouraging; it is the promise that the book is thinner than it looks - and it is fairly thin.
The reader takes a journey into the concept of a virtual world - but not through the technical explanations. Refreshingly, it simply said that virtual worlds are, that they exist, and that they are just as real to virtual world users as the rest of their lives. That virtual communities have become powerful on the internet, and that virtual worlds are a promise - and a premise - of things to come. That virtual worlds are tied to internet seems to go without saying, and yet so many people treat them as separate. The authors spared us this deviation, instead focusing on virtual worlds as a subset of the internet. This was refreshing.
The connections between technology and emotion are as well defined as the fuzzy nexus can be, and the authors managed to capture that with a basis in humanity and society rather than technology. This book isn't so much about virtual worlds as much as it is about real people being affected and perhaps changed by virtual worlds. The separation of brain, heart and gut resonates with a truth that cannot be measured empirically but will gain some nods from readers - and that forms a powerful base for the book itself.
From this basis in how we perceive the world around us, the book manages to make stops poignantly. Virtual worlds are approached as reality, then as new economies and new markets with potential for reinventing things. The second to last chapter - titled the same as the book title - brings it all together nicely, and the very last chapter is 'Virtual World Generated Fiction'.
In all, this book answered some of the questions I had when I looked at the cover - more importantly, it got me asking different questions. While short, this is a thought provoking book which promises much to the thoughtful. It is not a marketing book, it is not an economic paper - it is not a technology book. What this book is about is our use of technology and how technology affects us and connects us - perhaps even separating us in some instances. It carries with it some warnings of a future of controversy which transcends what we think normal now.
Overall, this book gets a KnowProSE.com 9 out of 10. It isn't for the experts; it was not written for experts. The book was - convincingly - written for the average person who would like to consider a future that has stealthily entered through the front door of millions of people, disguised as entertainment. Virtual Worlds: Rewiring Your Emotional Future is a preview of coming attractions which only guides the imagination on the rails provided by a reality which is not so virtual anymore.Virtual Worlds: Rewiring Your Emotional Future Overview"Virtual Worlds: Rewiring Your Emotional Future is a preview of coming attractions which only guides the imagination on the rails provided by a reality which is not so virtual anymore.' - Taran Rampersad www.knowprose.comVirtual Worlds are becoming an embedded part of our culture and the implications for every aspect of society are unimaginable. This 122-page easy-to-read book discusses the potential that Virtual Worlds have to dramatically alter the emotional code of the human race, and also reviews the opportunities for individuals, corporations, advertising and media companies to build personal and corporate marketing campaigns in Virtual Worlds. This first reader generated book not only will open the eyes of readers to this completely new world but, in itself, will become an immersive experience for readers that could keep them involved, engaged and emotionally connected to a virtual world community experience for years ahead.

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The Unofficial Tourists' Guide to Second Life Review

The Unofficial Tourists' Guide to Second Life
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The Unofficial Tourists' Guide to Second Life ReviewAs a 35-year veteran of online worlds, everything from irc to chat to the Palace to the Sims, I was skeptical about Second Life. Whatever fancy technology is involved, people are still people, and I figured it was in essence a chat room with new bells and whistles. And it is that--the core behaviors of online chat have not changed much in 35 years--but I was pleasantly surprised to discover that there is much more to Second Life than chat. I was helped in this discovery by the authors of this book. The official book from Linden Labs mostly tells you how to do things. This book goes another step, and suggests things to do. The news media seem mostly focused on commerce and sex in Second Life. And there is that. The people in Second Life are similar to the cyber-denizens you will find anywhere online. The real difference here is the places: the worlds that people have built. Even if you never talk to anyone else, you can have amazing experiences simply exploring: a mystical forest, a sinister cathedral in the sky, an amusement park where you can ride a roller coaster, a Victorian village, an urban wasteland, and romantic sunset beaches are among thousands of places imagined and created, not by the owners of Second Life, but by its "residents." This guide helped me find all of them, giving hours of enjoyment even to this ancient cyber-skeptic.
I also appreciate that the authors have taken some time to bring readers up to speed on the culture of Second Life's residents. In any online community--well, any community really, online or off--there is always a subtext that new people struggle to understand, consisting of previous events and interpersonal struggles. The authors have shed light on this history for us in a most amusing way. In short, I'm grateful to have read this book at the beginning of my Second Life experience; it was very, very helpful and has increased my enjoyment of Second Life considerably.The Unofficial Tourists' Guide to Second Life OverviewImagine an enormous, breathtaking virtual world to explore, where land can be bought for less than a dollar and new construction is limited only by your imagination. An online tourist destination where you can shop for virtual designer clothes in a shopping mall atop a live volcano, teleport to an underwater gig by U2, before taking a new friend back to your personal spaceship for virtual coffee or...well, you get the idea.

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A Beginner's Guide to Second Life version 1.1 Review

A Beginner's Guide to Second Life version 1.1
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A Beginner's Guide to Second Life version 1.1 ReviewWhen I first tried Second Life, I was a little overwhelmed by the complexity of it. Sure, there are help files and forums and such, but I really needed a step by step guide to help keep me from running around naked with a box on my head. This book was just what I was looking for. I highly recommend it. I think I'm going to buy an island today.A Beginner's Guide to Second Life version 1.1 OverviewMillions and millions of people from all over the world have discovered the new virtual universe of Second Life. There you can meet new people, make friends, conduct business, build empires, whatever your imagination can conjure.This easy to use Beginner's Guide takes you step-by-step through the process of going from embarrassingly unprepared "Newbie" to a seasoned resident in no time.Learn how to design an Avatar for your new appearance. You can look like anyone or anything you desire. Buy land, build a house, a fortress, or even an entire city. Buy and island. Create new products and services and sell them to other residents for Linden Dollars, which can be converted to real US dollars. This book shows you how, with step by step exercises, examples, loads of illustrations, everything you need to get started and having fun.

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The Making of Second Life: Notes from the New World Review

The Making of Second Life: Notes from the New World
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The Making of Second Life: Notes from the New World ReviewIt can be hard to justify buying a book about a place as fluid and temporal as Second Life. In a world with a constantly-shifting, user-created landscape, what could one write that will be of any use in the next few years?
Given this challenge, Wagner James Au crafts an excellent book about the history and nature of Second Life. Leveraging his status as a former employee and virtual embedded journalist, Au shares with the reader his well-researched subjective viewpoint into a world of fluid forms and fluid personalities. Touching on such topics as the economy, socialization, politics, the nature of self, and the interaction between the real world and the artificial one, the book weaves a narrative that is one part company history, one part personal experience, and one part industry commentary.
While the book overall is an interesting read, I found myself having to swallow some significant typos and informational errors. This is a pet peeve of mine, and I feel the book really could have used a second editorial pass and some fact-checking (for instance, the 3D embedded content viewer inDuality ([...]) is made by Pelican Crossing, not Penguin Crossing). Print is not the web, and sadly, once one publishes an edition of a book with this many errors, it's published forever.
But if you have a tolerance for typos and a willingness to do your own fact-checking (which will be necessary anyway, given the changeable nature of the subject matter), this book is a good read and can serve as a starting point for further forays into the field of 3D interactive worlds, and Second Life specifically.The Making of Second Life: Notes from the New World Overview

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The Unofficial Guide to Building Your Business in the Second Life Virtual World: Marketing and Selling Your Product, Services, and Brand In-World Review

The Unofficial Guide to Building Your Business in the Second Life Virtual World: Marketing and Selling Your Product, Services, and Brand In-World
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The Unofficial Guide to Building Your Business in the Second Life Virtual World: Marketing and Selling Your Product, Services, and Brand In-World ReviewYou should visit even if you don't plan to establish a business presence. I bought the book because I was featured in it. It's an excellent book about the opportunities available to the people willing to take the time to build a business. I know several people who have built SL businesses since the book was written and despite the generally bad economic times we're in currently. If you're a creative person and have a feel for Second Life, get this book to spur you forward.The Unofficial Guide to Building Your Business in the Second Life Virtual World: Marketing and Selling Your Product, Services, and Brand In-World OverviewWhy market and sell to people only in the "real world.,." when there's a "Second Life" filled with unlimited possibility for profit? A comprehensive, in-depth guide to the opportunities in this new marketplace, "The Second Life Business Builder" gives readers practical tips and strategies for creating an income stream, and marketing or extending a brand on the site. This is the one book that reveals the best ways to make money using the hottest thing online.

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The Virtual Worlds Handbook: How to Use Second Life and Other 3D Virtual Environments Review

The Virtual Worlds Handbook: How to Use Second Life and Other 3D Virtual Environments
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The Virtual Worlds Handbook: How to Use Second Life and Other 3D Virtual Environments ReviewThe "Second Life" world has grown far beyond the original dreams and ideas of the founders. While it has primarily been a social networking site, the opportunity to use the virtual world as a teaching platform has been discovered, explored and developed by thousands of schools from elementary to university level. While there are several books on how to use Second Life, this book covers the use of Second Life with a specific view towards creating an educational environment.
The book begins with the simple steps of signing on to Second Life, creating an account and the basic rules of getting started. The second part of the book gets more into the teaching concepts the authors have developed and reports on what they have had their students do. Finally there is a CD-ROM that includes additional resources that are intended to help in teaching and training purposes.The Virtual Worlds Handbook: How to Use Second Life and Other 3D Virtual Environments OverviewStep into the world of virtual reality with your newly created avatar and begin to experience the tools that make this world interactive! During their infancy stage, virtual environments were largely based upon the gaming community and over time have been adapted to meet the growing number of users and educators. The Virtual Worlds Handbook, with CD-ROM, provides a user-friendly approach that will help trainers and educators create an effective and interactive environment within the Second Life virtual world. This book was written to help the novice user tackle the natural learning curve while providing the experienced user with tips, tools, and tricks to help any educator or trainer meet their professional goals faster. The opportunities using virtual reality are limitless and provide online students with a unique opportunity to connect both physically and educationally to one another, to faculty, to university, and to a worldwide market.

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Second Life: The Official Guide Review

Second Life: The Official Guide
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Second Life: The Official Guide ReviewThis book was a major disappointment.
There is very little How TO info in the book if you are not planning to create objects and try to make money in the sim. If you are just a visitor who wants a pleasant time sightseeing and chatting with others, then this book will disappoint.
A large part of the book is a tribute to selected SL residents who have made money in the sim. Nice for them, but who else cares?
Another chapter describes interesting specific locations in SL. Unfortunately, the vast majority of the sites are obsolete and gone.
Even if you are interested in learning scripting language to try to sell products in SL, there have got to be better instructional manuals out there than this.
When I had real HowTo questions, the answer was rarely found in the book.
I truly felt I had wasted my money in purchasing this book. You can learn as much useful info at the initial Help Islands and inworld tutorials once you enter SL.Second Life: The Official Guide Overview

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Second Life: A Guide to Your Virtual World Review

Second Life: A Guide to Your Virtual World
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Second Life: A Guide to Your Virtual World ReviewBasically, I did the same thing a lot of other people did in Second Life. I registered, then walked away after not getting the fun of it right away. I came back to it because I needed a new creative and social outlet. Mr. Whites book approaches the problem that the Second Life folks are only now getting a handle on and solves it. By going through the chapters in whatever order, at your own pace, You can get a handle on this experience and use it to help remake your world. First and Second. Now my Second Life is all about making new friends and doing and making things with the tools and talents I can muster.... and talking to people who like dancing....while talking, and making things....
The best game engine is another human being.
Thank you Brian White.Second Life: A Guide to Your Virtual World OverviewLive your Second Life to the fullest! • Get started and get comfortable fast• Understand the culture, and avoid beginner's mistakes• Create the right look for your avatar• Master Second Life's building and texturing tools• Learn how to terraform, build, and landscape your first plot• Create your own Second Life "objects" and clothing• Attend the best Second Life virtual eventsCreate Your Virtual Life in an Incredible Online World...Right Now!Imagine a virtual landscape where everything is created and owned entirely by residents like you. Imagine a place where you can enjoy sunsets, ride a jet ski, buy land, plant a garden, get a tattoo, go sky diving, spend an evening dancing the night away, or relax at home by the fire. Picture a world vividly developed, socially dynamic, and strikingly real where you can bring previously unimaginable things to life with friends from around the globe. This is Second Life®, the hottest Internet phenomenon in years…maybe ever!Now, there's a totally real, totally independent guide to Second Life. This full-color book is as rich as Second Life itself! It's packed with insider tips, easy step-by-step techniques, and interviews with dozens of SL residents telling you what they wished they knew when they started! Brian White pulls no punches: You'll learn exactly what's great and not so great about SL...how to thrive in its unique culture, and how to create your dreams!The more time you spend in Second Life, the more useful this book will become...teaching you more advanced skills; everything from vehicle construction, Linden Scripting Language, particle systems, to creating custom animations and the new sculpted prims!Visit the companion site in Second Life to find all the textures and objects from this book as well as the contributor's gallery and other goodies: http://slurl.com/secondlife/humuli/222/123/29Contents Preface xviChapter 1 Welcome to Second Life 3Chapter 2 Exploring the New Frontier 27Chapter 3 Communication and Social Networking 47Chapter 4 Your Avatar–Your Virtual Self 67Chapter 5 Second Life Culture and Relationships 93Chapter 6 Building Basics 119Chapter 7 Advanced Textures and Clothing 171Chapter 8 Making the Magic: Scripting Basics 229Chapter 9 Land Ownership, Terraforming, and Landscaping 253Chapter 10 Particles, Vehicles, Animations, and Sculpted Prims 283Chapter 11 Photography, Music, and Movies 333Chapter 12 Practical Matters: Under the Hood of the Metaverse 347 Index 366

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The Entrepreneur's Guide to Second Life: Making Money in the Metaverse Review

The Entrepreneur's Guide to Second Life: Making Money in the Metaverse
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The Entrepreneur's Guide to Second Life: Making Money in the Metaverse ReviewEntrepreneur's Guide to Second Life: Making Money in the Metaverse
I figured this would be a useful book because when I was interviewed for it the questions were in-depth, thoughtful, and non-fluffy. And it turns out that the book is even better than I expected. This is a GREAT book for anyone who wants to start an in-world Second Life business, or for someone who wants to improve their existing business. I would have turned a profit quicker if I'd had it when I was a newbie!The Entrepreneur's Guide to Second Life: Making Money in the Metaverse OverviewBusiness is booming in Second Life, and many residents are earning big bucks in-world—and so can you. This unique guide walks you through what it takes to launch and run a successful Second Life business. Packed with insider tips from some of the metaverse's best-known entrepreneurs, it delivers the lowdown on SL business basics and shows you step by step how to succeed in popular business niches, from real estate and construction to fashion, gadgets, toys, entertainment, music, blogging and more.

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Designing Your Second Life Review

Designing Your Second Life
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Designing Your Second Life ReviewThis is a useful book ONLY if you are terribly new to Second Life. I've only been in SL for 3 months and knew everything in the first half of the book. I learned a few things in the second half, but "designing" implies more than what this book offers. It sounded like a book for those who wanted to go beyond editing appearance, but it's not. It only briefly touches on more advanced concepts. If you need beginner's information, try A Beginner's Guide to Second Life or Second Life: the offical guide for a decent tour book.Designing Your Second Life OverviewWhether your second, virtual life has just begun, or you've been"in-world" for a long time, a successful and rewarding experiencedepends on your mastery of design. Everything from your avatar to yourhome, your clothes to your behavior says something about who you areand the way others see you. In this book Rebecca Tapley—"Mera Luan" inSL—shows you how to design everything from bodies to earrings, cars tocastles, for improved appearance, function, and usability. Real-worldtopics such as urban planning, color theory, user experience, interiordesign, and landscaping are mapped to SL conditions. Learn how to spotthe best skin and hair, clothing, architecture and construction,property for sale, and more. In addition, Rebecca's insights andobservations on Second Life etiquette, manners, customs, and othersubtle socio-cultural realities will help you make your way throughthis new and sometimes baffling world. Have a more rewarding secondlife by learning how to:
Create a realistic or fantastical avatar
Make gorgeous clothes and other luxury goods
Build impressive homes and planned communities
Develop whole islands
Establish a social community and career Life.


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Synthetic Worlds: The Business and Culture of Online Games Review

Synthetic Worlds: The Business and Culture of Online Games
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Synthetic Worlds: The Business and Culture of Online Games ReviewI expected something a little more "rigorous" from Dr. Ed. I believe though that he takes an excellent first swipe at virtual worlds.
For people already playing these games the first 50 or so pages are boring. But he obviously covers this material so that even lay people can quickly be brought up to speed on his other topics. He sometimes slips back into these rudimentary explanations but I believe it is an effort to help the larger market.
He covers a wide variety of topics in this book. Discussions of property rights within VR worlds, violence within VR worlds, and the actual value of VR money and items. The variety of topics leads to a slight rambling feel in the book and some thiness on the arguements. However, I thought everything was adequately covered. I was looking for something of a "truer" economic discussion of synthetic worlds but he teased me. He does write an explanation, and defense, of synthetic economies and problems within them. For me though, I thought this was going to be all 300 or so pages when it was just about 75.
If there were more books like this published I would have given him 3 stars but since this is going to be the start in a long, long, long series of books I will give him 4 for breaking ground. He probably should have milked the material for two books. :)
If you have play these games and have and a tidbit of economics in you then buy the book and enjoy. I am going to read his papers now in an effort to get that fix.
SeanSynthetic Worlds: The Business and Culture of Online Games OverviewFrom EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs.In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete?With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects."Illuminating. . . . Castronova's analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon."—The Economist "Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations."—Tim Harford, Chronicle of Higher Education

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Exodus to the Virtual World: How Online Fun Is Changing Reality Review

Exodus to the Virtual World: How Online Fun Is Changing Reality
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Exodus to the Virtual World: How Online Fun Is Changing Reality ReviewI read and thoroughly enjoyed Castronova's first book on the subject: Synthetic Worlds. And, as in SW, Castronova is at is strongest in Exodus when he explains the "realness" of virtual worlds. The main thesis of Exodus is that because synthetic worlds are more fun, people will increasingly choose to spend time in them over the real world, and that, eventually, the real world must remodel itself, taking cues from virtual worlds; eventually the real world must become more fun. Exodus, though it has a few interesting new contributions, is terribly repetitive book that takes way too long getting to the substantial points. When it finally does, it is shallow in its descriptions and analyses of how, exactly, the exodus to synthetic worlds is going to radically affect the real world.
The biggest flaw (among the several I found in the book) is Castronova's thesis itself - that the real world will eventually have to model itself on synthetic worlds. The flaw is evident in his use of "migration" as the metaphor for what's going on with synthetic worlds. He explains that a family migrates from Old Country to New Country, and then tells its friends back in Old how great New is. Eventually, after hearing how great New is over and again, those that stayed put in Old put pressure on their government to change the country, to make it more like New. Castronova provides no historical examples of this, and I don't know my history well enough to know if this is how it has happened in the past, but the flaw in the metaphor is, and Castronova admits this himself, that the synthetic migration isn't physical, and therefore not permanent. It's super-easy to switch from real to synthetic, or among various synthetic worlds. This undermines not just his metaphor, but his entire argument...
A better metaphor, one that incorporates the ease of movement between places/activities, would be engagement in different activities, like sports: I play baseball when I want to hit home runs; I play football when I want to score touchdowns; I don't complain that I can't hit a home run in football. Or even more broadly: I go to the gym to work out; I go to the library to study. I don't complain that I can't run on a treadmill in the library. Why wouldn't this be the result of synthetic worlds? I hop into WoW to partake of the "good vs. evil" shared lore. I hop into SL to sell virtual real estate. I hop into the real world to go for a run, eat lunch, take a nap, kiss my spouse. Why should I expect to be able to do any of these things in the other worlds? Once it's established that the synthetic worlds provide fun, and that the real world does not, why/how does it follow that the real world must aspire to be more fun, like synthetic worlds? Why would I demand that the real world also be fun?
Castronova's argument that people will go where their utility is highest points to the same problem in his argument. He thinks synthetic worlds provide the highest utility, so off people go. But it's not as simple as "the world with the highest aggregate utility wins." There are different goods to be achieved in different worlds, so people will always come back to the real world for the goods that only it can provide (Castronova raises the issue of childbirth/rearing in a different context, but I think it's an adequate example of what I'm talking about here). Now, maybe some day in the future it really will be possible to hook up electrodes and "virtually" experience things we once thought we could only experience in the real world: eating a cheeseburger, having sex with our partner, giving birth to a child. But I think we are far from that point and can still easily say that there are just some things that we can only do in the real world. It seems more likely to me that we'll end up in a future where we go to synthetic worlds for fun, but still come back to the real world for other activities, even if they aren't fun.
Exodus to the Virtual World: How Online Fun Is Changing Reality OverviewVirtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live--both in fantasy worlds and in the real one.

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Creating Your World: The Official Guide to Advanced Content Creation for Second Life Review

Creating Your World: The Official Guide to Advanced Content Creation for Second Life
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Creating Your World: The Official Guide to Advanced Content Creation for Second Life ReviewThis book did not turn out to be the resource I thought it would be. It's little more than a re-hash of "The Official Guide." Everything is dealt with as an introduction to the subject, even though much of the information can be found in the previous book. Few topics are dealt with in any depth except LSL scripting. Unfortunately the scripting section is quite obviously written by a programmer who is not a teacher. Many assumptions are made about the level of knowledge of the reader who needs a previous grounding in Java or C++ to understand what the author is talking about.
Overall, this book would be fine as a stand alone, but it is NOT a companion to the Official Guide. Nor is it useful as a guide to actually making things in second life. The reader is, instead, merely given a gloss of what is possible and then sent off to experiment on his own. As much or more can be learned through in-world tutorials, web sites and You-Tube videos (which are a far better resource for learning what this book purports to teach).
If you're really interested in becoming a designer or builder in second life, this book is not your guide.Creating Your World: The Official Guide to Advanced Content Creation for Second Life OverviewEnrich your virtual existence by mastering the techniques and tactics the experts use to create jaw-dropping SL content—everything from buildings and vehicles to clothing, landscapes, and animations. This official, exclusive guide from a team of Second Life content-creation experts was written with the full support of Linden Lab and features in-depth instructions for creating beautiful content and putting it to work in-world. It's both a practical, step-by-step guide and a creative session with some of the most artistic and talented minds in the Second Life community. CD included.

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Second Life In-World Travel Guide Review

Second Life In-World Travel Guide
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Second Life In-World Travel Guide ReviewSean Percival's book is one of the best about Second Life I have read. He takes you to many of the best shopping, entertainment, educational, adult only, and island living areas I have seen in Second Life. This book takes the reader off of the mainland and shows that the users of Second Life are truly creative; many of the locations featured in this book far outstrip the mainland content both visually and in software performance.
Percival's writing style is easy to read and entertaining, and serious or funny in an appropriate way. I have read some of what I call, "The Linden Approved" Guides.Those books have the feeling that the writers were simply mouthpieces for Linden.They also offer little in the way of things to do. Percival's book on the other hand, is easy to read; you can pretty much open up to any page and find something interesting or fun, without all the technical hoo-doo. This book is witty and offers a fresh look at what Second Life truly has to offer the adventerous avatar.
Speaking of adventures, Percival (aka sean Voss in-world) also features an in-world companion to his book where he offers tour services and landmarks to locations both in the book and otherwise. Hello, can anyone say innovation??? No CDs, no paid websites. Just good fun ready to access at the click of a landmark. In fact, the name of his island in world is Landmark Island, I found it in places in the Second Life Search Function. Easy, straightforward, interacive. That's using 3D internet the way it should be used!
Linden approved books are expensive, and they offer little more in the way of content that a person can't learn from other residents or experimenting with the building tools in-world. Not to impune Linden Approved titles; they are great for beginners, but I was looking for something more. I found what I wanted in Percival's book. It is much more reasonably priced, has a more fun tone, and offers the in-world companion. I highly recommend this book for anyone who really wants to get the most of their Second Life experience.Second Life In-World Travel Guide OverviewSomenew users to Second Life may find that it can be very difficult to navigate this new 3D space and even harder to find some of the more interesting places to visit. Many of the best places to visit in Second Life have remained a secret to the most active and seasoned users, until now! Now there is a guide for everyone who wants to access the top destinations on Second Life. "This book provides over 200 destinations in six areas - shopping, entertainment, education, real life in Second Life, adults only, and where to live" to " over 100 top destinations in shopping, entertainment, adults only, virtual travel, education, and where to live. Answering questions like - where to go for a night out on the town, how to find the best shopping experience or find a specific area like Adidas. The book briefly covers the basics of navigating Second Life with tips on flying, teleporting and creating landmarks, then jumps into the main areas of travel. It also includes profiles of some of the people behind these locations. In most cases they are just as colorful as some of the places they create. Each location will be highlighted with a brief write up, screen shots, and location information.

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Second Life For Dummies (For Dummies (Computer/Tech)) Review

Second Life For Dummies (For Dummies (Computer/Tech))
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Second Life For Dummies (For Dummies (Computer/Tech)) Reviewwhether you're a newbie, a long term resident, or thinking about getting a Second Life, this is the most contemporary and lucid guide to the essentials of a good life in SL. An easy, fun read that will enhance your journey into virtual environments. Perfect for educators like me as well, who are interested in teaching and learning using Second Life.Second Life For Dummies (For Dummies (Computer/Tech)) OverviewYou've heard all about Second Life. Maybe you've already jumped with both feet—and gotten stuck. Or maybe you're a Second Life veteran who wants to build something or run a business. Fear not! Second Life For Dummies is hear to hold your hand, pat your back, and cheer you on through this new and enchanting reality.
Written by a pair of Second Life old timers, this easy-to-use, flip-and-find guide is packed with expert advice, seasoned insight, and handy tips and tricks to get you moving fast. You'll find out how to set up your account, create an avatar, meet people and socialize, and find your comfort zone and stay in it. But it's a big world out there, so you'll also learn how to make stuff, buy stuff, do stuff, and keep track of all the stuff you're accumulating. Discover how to
Install Second Life get started
Create and customize your avatar
Meet and get to know fascinating people
Stay safe and comfortable as you learn and explore
Make, wear, and sell your own fashions
Script your Second Life
Buy land and build a house
Become a land baron or a money maker
Make real money in Second Life
Get a real-life education—even a degree

Complete with fantastic lists of cool places, answers to big questions, and supplemental software, Second Life For Dummies is your ticket to a great virtual adventure.

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How to Make Real Money in Second Life: Boost Your Business, Market Your Services, and Sell Your Products in the World's Hottest Virtual Community Review

How to Make Real Money in Second Life: Boost Your Business, Market Your Services, and Sell Your Products in the World's Hottest Virtual Community
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How to Make Real Money in Second Life: Boost Your Business, Market Your Services, and Sell Your Products in the World's Hottest Virtual Community ReviewThis is an idea book: it gives lots of examples of how companies have enhanced their business by having a presence on Second Life (especially real estate examples). The book explains that you can align with your business; similar to how a web site can be very useful. But, the book cover says, "Learn how to: Create a cool avatar and connect with residents." There is no information on how to create an avatar. There is no technical how to anything (Freedman provides a list of folks who can create software for you). If you want to get ideas of what other commercial folks (mostly real estate) have done on Second Life, want to explore taxes and legal topics, this is a good start. But, I don't like to be told that the book is about x and, when you finish, you realize x was not even mentioned.How to Make Real Money in Second Life: Boost Your Business, Market Your Services, and Sell Your Products in the World's Hottest Virtual Community Overview
SIGN ON. SAY HELLO.

START MAKING MONEY.

With a population in the millions and a monthly growth rate of 20 percent, Second Life® is a virtual 3-D world bursting with opportunities in areas like real estate, legal practice, and marketing, corporate connections, and people just like you. This all-in-one guide will show you, step by step, how to use Second Life as an alternative marketplace. Learn how to:

Create a cool avatar and connect with residents
Adapt your business for the virtual environment
Play for profit--and bring your dreams to life


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How to Do Everything with Second Life® Review

How to Do Everything with Second Lifeandreg;
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How to Do Everything with Second Life® ReviewThis book offers sound advice on almost all aspects of Second Life from social interaction to scripting, building, and texturing. It goes into fine detail on the workings of the user interface with great time saving tips and tricks for all levels of experience. It's by no means a dry technical read. The author does a good job of tying all of the topics together through examples of practical experience within Second Life.
I keep this book on my computer desk for quick reference. As an experienced user with a bloated inventory I found the topics on asset backup, inventory searches, and inventory organization extremely helpful.How to Do Everything with Second Life® Overview
Filled with hundreds of hands-on tutorials, tips, and techniques, this is the thorough, in-depth reference that every Second Life resident needs. Learn how to create a unique avatar and then explore, build, socialize--and even earn real money. Inside, you'll find exclusive coverage of all the menus, features, and utilities. Whether you're a newbie or an old hand, this book will help you get the most out of Second Life.

Understand all the user interface features

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Designing Dreams: Best Practices for the Art & Business of Avatar Apparel Design & Development Review

Designing Dreams: Best Practices for the Art and Business of Avatar Apparel Design and Development
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Designing Dreams: Best Practices for the Art & Business of Avatar Apparel Design & Development ReviewDesigning Dreams is very detailed and Shenlei covers just about every question that you may have to get started with apparel design in Second Life. The book saves you the hassle of trying to learn all of these things on your own, by yourself. Whether you are designing for fun or for a business, the information in this book will give you a clear advantage.Designing Dreams: Best Practices for the Art & Business of Avatar Apparel Design & Development OverviewThis text book focuses specifically on the business of design for aspiring professional avatar apparel (virtua) designers.In this seminal work, years of experience both in designing apparel for the real world couture and mass market as well as for a high volume, successful Second Life clothing business are condensed into a simple, easy to read format with extensive illustrations.Written in a conversational tone, the framework provided has been drawn from direct experience gained from working with new designers and helping them to achieve their dreams.Included in the text is an extended section on virtua design and the pitfalls a designer who wants to develop a professional design practice should avoid.Best practices drawn from actual experiences are included for designers who want to compete effectively in this space.In addition to the framework, specific guidelines are provided to help new designers create a business which can evolve into a substantial revenue stream.

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I, Avatar: The Culture and Consequences of Having a Second Life (New Riders) Review

I, Avatar: The Culture and Consequences of Having a Second Life (New Riders)
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I, Avatar: The Culture and Consequences of Having a Second Life (New Riders) ReviewI agree with all of the comments already made about this book. Anyone who follows virtual worlds has seen far too many superficial, sensationalized, and often factually incorrect media reports about who goes on in them. This book is the complete opposite of that. It's a deep and thoughtful discussion of how they can affect people for better and for worse. It gets beneath the caricatures to examine the whole concept of identity in physical spaces, virtual spaces, and the gray area between the two.
Anyone who has spent time in virtual worlds will be able to relate to much of what is said from their own experiences and observations, and those who have not spent time in virtual worlds would benefit from reading this book before dismissing them.
The content alone would make the book well worth reading, but as others have already mentioned, it's also beautifully presented. In fact, the book itself is analogous to the phenomena it describes: an attractive setting with a lot of interesting things happening inside.I, Avatar: The Culture and Consequences of Having a Second Life (New Riders) OverviewWhat is an avatar? Why are there nearly a billion of them, and who isusing them? Do avatars impact our real lives, or are they just videogame conceits? Is an avatar an inspired rendering of its creator'sinner self, or is it just one among millions of anonymous vehiclesclogging the online freeways? Can we use our avatars to really connectwith people, or do they just isolate us? And as we become more like ouravatars do they become more like us? In I, Avatar,Mark Stephen Meadows answers some of these questions, but moreimportantly, he raises hundreds of others in his exploration of avatarsand the fascinating possibilities they hold. His examination ofavatars through the lenses of sociology, psychology, politics, history,and art, he will change the way you look at even a simple onlineprofile and revolutionize the idea of avatars as part of our lives,whether first or second.

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