Wednesday, January 9

Digitality - New way of encouraging information
Interactivity - New way of streaming information
Dispersal – How information can be shared with others
Hypertextuality – Accessing information anyway you like previously A to B to C now you can go from A straight to Z
Virtuality - How real something is/how it is presentedConvergent - How new media technologies are merging and converging their ideas
Social Concerns of Second Life
Second life is quite frankly changing people lives dramatically which in the long term future can have a poor bearing on their lives. For people to quit their real life jobs to take up a career making in money would have been seen as absolutely obscene a couple of years ago, but the truth of the matter is that it is happening and people are making themselves a good living from it. It is having a major influence on many people’s lives who have become addicted to this cyber life because of the huge pulling power that the longer they spend on it the more money they can make. Yes Second life will have major disaffects such as you are missing out on proper face to face communication and other social aspects in a normal working day. It can have a major effect on people’s health everyone sitting in front of a computer nine to five and more is not good for you but when you can make a substantial amount of money from it that can fund your life people don’t care about the negative effects.

Many big businesses have joined the band wagon and are now also making money out of something so easy to create and the fact they can make money from a cyber space life is remarkable yet so easy. Below is a piece of information I took from the BBC business section that gives a brief insight into Second Life works and gives you an idea how some people have become millionaires by being successful in this cyber space world:
Thousands of players make real world money out of their Second Life businesses, which may include designing virtual clothes, making vehicles or owning a casino.
There are currently nearly 200,000 people players who regularly meet, run their business or just hang out in the game.
In April another MMOG called Project Entropia blurred the virtual and physical worlds even further by issuing real world cash cards to players to make cash withdrawals from the virtual accounts.
A gamer in the Entropia Universe also made headlines, and the record books, when a virtual space station was sold for $100,000 (£56,200).