I was asked by a few here to give a "tour" of Second Life. I pulled out an insert from Wired magazine and we went to some of the better known 2L ventures. The recurring comment was "where are the people"? All these corporate constructs, but no people. Our visit to a sex dungeon revealed the people on a Monday afternoon and points to where all the real action is on the burgeoning 2L...Today.
The experience reminded me of 1994 when I went to the internet and looked up some random sites to visit. I had an insert from Wired magazine then, too, to guide me to the better sites. And I wandered into some chat rooms and sex dungeons to check out where the real action was on the burgeoning world wide web. Most of the sites I visited then were lame and not much use at all. However, users created eBays and Amazons and Netscapes and Googles and YouTubes to channel all that potential into profitable ventures beyond banal twittering.
If you impose Second Life onto this familiar framing of the 'evolution of games', the possibilities become clear. Or rather, the usefulness of Second Life is still not so clear, but the potential for users to eventually create previously unfathomable, yet fiercely ubiquitous uses becomes very clear.
Second Life, for the moment, is analogous to the internet circa 1995, or gaming circa 1974. Now: a banal waste of time, crude and choppy...tomorrow: perhaps a daily standard for us all.
Share ideas that inspire. FALLON PLANNERS (and co-conspirators) are freely invited to post trends, commentary, obscure ephemera and insightful rants regarding the experience of branding.
Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts
Tuesday, April 17, 2007
Brave New Media: Evolution of Games
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AKI SYSTEMS 2600
at
4/17/2007 08:16:00 AM
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Labels: Advergaming, Brave New Media, Gaming, Interactive Mass Interactive, Postcards from Second Life, Videogame
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