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A refinement of the 2012 MPCA presentation, this is the 2013 CSCA presentation.
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Virtual World Television Producers on the Importance of Creativity, Connectivity, and
Community in Second Life
CarrieLynn D. ReinhardDominican [email protected]
www.playingwithresearch.com
Pooky AmsterdamPookyMedia
Defining Virtual Worlds
Gaming Worlds Social Worlds• User-generated content,
world built through social interactions
• Designer-created content, world built through gaming interactions
Defining Virtual World Television
• Produced by users of virtual worlds, amateurs & semi-professionals
• Recorded before live studio audience or in the field
• Influenced by format, content of traditional television genres
• Example: Giant Snail Races
The Case StudiesFour reasons focused on
Second Life for interviews
1. User-generated controls and intellectual property rights
2. Highest prevalence of television programming
3. Streaming networks analogs
4. Pooky operated as gatekeeper
Connectivity
Producer
Second Life
Producer
Producer Producer
Producer
Producer
The Rest
of the Worl
d
Connectivity: Comparing VWTV to TV
Similarities Differences• Extent to which
VWTV producers indicated a desire to connect with people otherwise left out
• Importance of connection to professionals for employment purposes
CreativitySecond Life
Facilitating DirectlySecond Life Facilitating
Indirectly, Forcing Workarounds
Creativity: Comparing VWTV to TV
Similarities Differences• Due to nature of
virtual world, greater ability produce as envisioned without laws of nature & separate CGI programs
• Whether live action or animation, necessity of negotiating with conditions for expressing creativity
CommunityProducers
within Second Life
Crew for a Series
Audience for a
Series
Community: Comparing VWTV to TV
Similarities Differences• Interaction with
audience to point of encouraging input used to impact content during live streaming, recording
• Communities of professionals occur at various levels in TV production (SAG, PGA. DGA, etc.)
• Importance of good working relations with crew
Discussion• Comparing to traditional television?• Similarities due to human nature• To connect• To create• To commune
• Differences due to virtual world• Technological structures• Lack of institutionalized production
industry• Producers-as-agents • Not just reacting to structures
Why Does This Matter?
• One example of Web 2.0 technologies• Themes as defining characteristics of Web
2.0 • Second Life unique
• All-encompassing user-generated production, distribution, exhibition and consumption
• Not transgressing content, genres, formats, styles, power dynamics
• Transgressing position as audience within physical world that encompasses virtual world• Virtual world permits transgression• Human agency enables transgression
Thank You!For more information, and to follow the project’s
progress, please visit our blog: www.virtualworldtelevision.com