User-created content in Second Life: Ondrejka's GDC talk
Second Life allows users to collaborate and teach each other. Learning scripting: it’s easy, you have immediate feedback, and other people are willing to help. People spread knowledge and do FAQs. SL really encourages this. As an example: skydiving classes, ingame. Players sell lessons and parachutes. Skydiving became a huge fad in SL for a while. Abbot’s Skydiving sells equipment and airplanes to go up in. An elevator to 4000 feet. Total freedom to create. A service.LinkAnother example of collaborative business: VERTU is a group in RL. They contacted the EFF and wanted to do a fundraise in SL. They raised 1700 bucks. Next month (for Charity X) they did 1900. Then for Hurricane Relief = 2000 US. People in these spaces recognise the virtual currency has value. Philanthropy, giving .. having an impact back on the RL is a real possibility.
Tringo, the current SL fad. A cross between tetris and bingo. Someone in SL wanted a fun social game to play ingame. He created Tringo. In the 3 months since, he’s generated the equivalent of 4000 US in Tringo. He just licensed the realworld distribution rights to Tringo to a mobile game company. Because SL lets him maintain the rights to his IP, he can distribute said rights in the real world, although apparently part of the deal is that he continues to manage the rights individually ingame.
Virtual Hallucinations. Done by a medical doctor who built a place that looks sort of like a hospital. It plays voices from interviews with schizophrenics as you move around the environment. It recreates hallucinations similar to those experienced by schizophrenics: voices from objects, objects that don’t actually exist. There’s a survey at the end. Did this explain schizophrenia to you? Did you find this disturbing? He got about 700 survey responses (for free) so far. He took real-life doctors and schizophrenics families through.. it’s early prototype work, but it’s a very powerful direction for the game to go in.


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