Meadows talks about how a player is very interactive with the game Second life, then you look into Second Life it is interesting to see how much it looks like our real. You have suburbs which do look exactly the same, there are clubs where people dance like they dance in real clubs, there are shopping malls and people addicted to shopping. There’s even
According to research by TIME magazine it is suggested that the qualities you acquire online, whether it's confidence or insecurity, it can spill over and change your conduct in the real world, often without your awareness. Even just chatting with another avatar on Second Life is enough to elicit behavioral changes offline, at least in the short term. This is evident that Meadow may have some truth to his statement. If what someone experiences in the interactive social game can alter the person in real life, it demonstrates that there is something indeed real happening.
Byton Reeves and Clifford Nass two Stanford University professors also the authors of The Media Equation, s
One of the keys to realness experience in Second Life is the fact that millions of people share in the development of an interactive narrative. There is a real life person behind every avatar; this means that these people are bringing the real world into the game via their avatars. The avatar based worlds such as Second Life there is roles to be played. They offer communities, goals, commerce and interaction to achieve a social position much like real life.
Some 13 million people have visited Second Life at least once, with about 450,000 residents online in a given week. It is real enough for millions of people to committing hours a day, emotions, attention, reputation and money. In the end, it's as real as you want to make it.
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