I cobbled together some rough notes for today's Beyond Broadcast workshop
on marketing and politics in virtual worlds, and I thought I might as
well go ahead and post 'em here:
(There's a big question that I'm largely going to punt on -- which
"virtual worlds" beyond Second Life, exactly, are we're talking
about here? World of Warcraft is usually thrown into discussions at
this point, but it seems to me that that's a pretty different beast
-- a multi-player game more than a virtual world. Shirky makes an interesting
point on this in one of those posts. The gist of is this: SL is a fairly
challenging environment with a pretty steep learning curve, but as it's
not really a "game," it doesn't train you to do anything difficult
or productive. One can be a quite happy SL avatar flying through the
air, which is one of the first skills taught on Orientation Island.
But are we learning things in Second Life that we can port over to any
possible future virtual worlds, whether that's SL v2 or some app still
a glimmer in someone's eye?)
Clay's main concerns with SL are "demographic" -- in short:
"the logic behind this belief is simple: most people who try Second
Life don’t like it." On this point, Jenkins ask, if the real-time
interactions suggested by virtual worlds like SL will "always represent
a special class of uses which competes not with the web but with other
teleconferencing technologies." But no matter, says Jenkins, "my
interest in Second Life has little to nothing to do with the statistical
dimensions of this argument. I've never been one who felt that arguments
about cultural change could be reduced to counting things -- Second
Life interests me as a particular model of participatory culture."
But when it comes to selling widgets via Second Life or using it as
a political communications tool, it's understandable to get caught up
on the the question of numbers -- how many people actually actively
use the medium?
Shirky talks about Second Life as the next in a line of somewhat failed
immersive technologies like "LambdaMOO or Cyberion City."
It's a certain cynicism (or maybe just healthy skepticism) that you
see sometimes in people who have been around the tech world for a while
and lived through the enormous hype and over promotion around virtual
worlds. And there sure has been a flurry
of press around Second Life over the last six months or so -- much
of it overheated. Following a lot of that hype, a good number of big
big corporations -- Toyota, American Apparel, Reebok, Dell, Nike, and
more -- entered into Second Life and set up shop. Then there's the buzz
in political circles. My old boss Governor Warner was the first
major American politician to enter into Second Life back when he
was considering making a run for the presidency. Then we saw the U.S.
House of Representatives that set
up shop in Second Lifeon the very day that Nancy Pelosi
was named Speaker and the new Congress kicked off. There's an unofficial
John Edwards for President
Second Life HQ. On the non-profit political side, there are things
like the Yak
Shack, a project of the UK branch of Save the Child, and Camp
Darfur.
Jenkins points to all this activity as a flaw in Shirky's thinking
on SL. "To some degree, all of the corporate, academic, nonprofit,
and foundation interest in SL is part of the hype which Shirky is dismissing
here." This part is important, I think. What we have in Second
Life is a shared space where organizations/individuals of differing
levels of power and resources are interacting on the same grounds. It's
like the New York City Marathon, where an amateur runner like myself
can compete on the same course at the same time as some of the best
athletes in the world. (Only they have fancier shoes.)
Jenkins (and others, for that matter) have delved into the costume
or carnival-like aspects to Second Life, where identities can be swapped
and hierarchies reordered. It's easy to get excited about these upendings,
but they raise real questions when it comes to marketing and politics
-- which, it can be argued, at some point rely upon interacting with
the outside world (though less so for marketing than for politics, I
think.) Jenkins admits that "I care only a little bit about the
future of virtual worlds. I care a great deal about the future of participatory
culture." But there are real questions about whether it's an amenable
environment in which to executive the very serious tasks of marketing
and politics. There are probably a few marketers and politicos questioning
their SL plans after a recent incident where Anshe Chung, the supposed
first Second Life millionaire, was attacked by giant
flying penises during a press conference. And then there's the virtual
world's first "terrorist" organization -- the Second
Life Liberation Army.
All this discussion is all well and good, but there's a practical aspect
to this -- what real applications of virtual marketing and politics
are we seeing now? Moreover, is Second Life significantly different
than other medium for marketing and politics than the ones we already
are used to?
(I'd be remiss if I didn't take this change to make a personal plug.
I wrote a paper on politics
and Second Life for George Washington University's Institute for
Politics, Democracy, & the Internet. It's aimed at political practitioners
and is fairly basic, but I hope that you might give it a read.)
December 13, 2006 Yak Machinima There were some questions today concerning why one might want to trade U.S. dollars for a yak made entirely of pixels, so I pulled together this short machinima film that I believe begins to convey just how cool it is to own your own digital pack animal:
The question at hand was whether virtual buildings in Second Life that
are recreations of bricks-and-mortar constructions could be considered
infringing under U.S. law. Posner's position was that, well, could
be, especially because SL theaters and stadiums and the like are
obviously much more than just 2-D pictures. After all, Second Life buildings
can be entered, even if it's only your avatar strolling in the front
door. Bit mind blowing, really. 2, Second Life
November 5, 2006 Connecting Pol to Voter Zephyr Teachout and Tim Wu are arguing that since we've all just about given in to our Tivo and Netflix overlords, politicians of the future will resort to ever newer ways to attract the eyeballs of potential voters. There's a nice mention of Mark Warner's efforts in the Second Life virtual world:
When former Virginia governor Mark Warner showed up this year in the online virtual world "Second Life" to talk to voters before he abandoned a presidential bid, the event was overlooked by everybody but geek blog BoingBoing.net. Too bad. Places like "Second Life," with its 1 million "residents," and World of Warcraft, a massive online role-playing game, are regularly outdrawing networks such as CNN and Fox. In time, virtual campaigning will be an essential part of any successful campaign, and "gaming outreach coordinators" may be a hot commodity for the 2008 candidates.
Though I don't agree that it was "overlooked." It was covered on Katie Couric, for hecks sake. 2, Second Life
I've returned to the East Coast from taking the Governor out to San Francisco to meet with about a dozen people working in what can broadly be called "emerging tech." It was two hours of what I thought was a challenging and engaging discussion, centered around why and how to get technology-minded folks involved in the political process. Jon Lebkowsky has pictures, and I have two myself.
Our first morning in the Bay Area, the cover of the Chroniclefeatured Reuters' decision to open up a bureau in Second Life, with a nice mention of the Governor's efforts there. Oh, what could have been. Okay, done with the moaning. The virtual reporter Adam Reuters has already broken such stories as the Joint Economic Committee's rumblings on how taxation might work in virtual worlds. Both stories -- and especially the congressional interest -- were yet two more reminders that Second Life really has taken some small hold in the public consciousness since the Gov's appearance back in August. If you're interested in making your way in that virtual world space, Wired this month has a nice guide to getting around. In other SL news, this month's Washingtonian (offline) has story on Second Life that calls me "a slim sexy brunette." Okay, so they're talking bout my avatar, but I'll take it. (UPDATE: Pablo, a.k.a. "a series of tubes," has a picture.)
I'm a Brooklyn-based writer obsessed with technology, networks, social organizing, and the politics of food. This is my online home where I talk about those things and whatever else strikes my fancy. Learn More