Friday, May 9, 2008

The Inherent Problem with Second Life

There is no better example of an online community than Second Life. The website describes itself as a 3D virtual world in which people can create characters (whom are referred to as Avators) and can interact much like we do in real life. They can create businesses, buy and sell land, even create music and open museums; all the while using a currency (Linden Dollars) which can be transferred into legal tender. The virtual world’s popularity is extraordinary, with over 13 million accounts currently registered. This number is rapidly growing due to the community’s ability to expand and evolve through the use of free and open source software. However, the virtual reality website is beginning to have some serious real-world problems; including child pornography distribution, tax-free commerce and illegal online gambling. These problems that Second Life are encountering are due to the fact that it’s creators don’t want to alienate hard-core users by placing limits on the community’s uses. Furthermore, it is becoming increasingly difficult for the creators to retain control over all of the community’s features, with many of it users creating and altering the program’s applications to suit their needs.

In May of last year, German investigations revealed trading groups and members were utilising Second Life as a platform to exchange child pornography photos (BBC News, 2007). The investigator whilst undercover as an avator in the game, was invited to a virtual meeting within Second Life, in which child abuse photos were distributed and child pornography opportunities were discussed. The investigation also uncovered “Age Play” groups in which avators could sexually abuse virtual children. Second Life’s popularity is due to its “open-mindedness,” allowing people to interact more freely than they would in the real world. However, it is this lenience towards Second Life’s uses that allow atrocities such as this to happen. By allowing people to freely upload any material within private transactions, Second Life has made it easy for people to trade illicit material including sexual abuse and bestiality (Terdiman, 2006). Due to the fact that one of the site’s biggest drawcards is animated sexual interactions between user’s avators, the site can not restrict virtual child sex abuse, without risking losing users by restricting the former.

Ultimately however, Second Life can be a useful tool, and like any other online community it has its benefits. It provides us with the opportunity to pursue business enterprises, idea-share, find people with like interests and to explore our own humanity through less-than-human renditions of ourselves (Taran, 2007). Furthermore, just like any online community it allows people to transcend geopolitical limitations and interact with those that interest them.

The problems associated with Second Life highlight many of the issues that can be associated with any online community. Virtual communities allow freedom and accessibility never previously possible on other media platforms. However, with this freedom can come misuse. Ultimately, providing people with the tools necessary to interact freely, will always mean that there will be people who exploit these tools to the detriment of society.

1 comment:

Mama Mia for KCB201 said...

Personally, I recognise the benefits of Second Life’s virtual world. To spend hours in a virtual continent where you can fly, shop and be anyone or anything that you want to be sounds pretty appealing. The idea of making real money in a virtual world with its’ own economy and exchange rate almost makes you want to pack your bags and zap yourself into cyberspace. It is obvious that Second Life’s appeal lies in its’ resemblance to real life, with the added bonus. In a world of anonymity and freedom, there is nothing to stop you.

In my opinion, your blog makes for a fascinating and informative read, with many plausible points. I must wholly agree with you in stating that “there is no better example of an online community than Second Life”. A virtual community that allows you to play god and create your own content with no barriers opens the floodgates for abuse and generates a real-world virtual example. This is mainly illustrated in your argument as you discussed the transferrable of real-life problems such as pornography, illegal online gambling and sexual child-abuse. I completely agree with your viewpoint that Second Life’s popularity is due to its’ open-mindedness and that its creators don’t want to loose their appeal by placing constraints and limits.

Your blog is perfect in its identification of both positive and negative attributes to Second Life.com, and I must commend you for your extensive coverage of genres and in-depth evaluation of online communities. It is vital to understand that the key factor of online communities is that they are built around reaching people and connecting them, but it does not always result in positive circumstances. I would wholly and undoubtedly agree with your view that the world’s elements that make it a success will contribute to its downfall.