Introduction
The purpose of this blog is to examine the role that key concepts of convergence culture play in Second Life. Launched in 2003, Second Life is an online virtual world that is largely built by its users. Second Life users contribute to the platform through world building, avatar building, commerce, and entertainment. The Second Life community is multi-faceted. As a platform, Second Life can be used for education, recreation, and as a way for users to explore a number of interests, and community life in a virtual world. Published in 2006, Henry Jenkins' Convergence Culture analyzes the process where old, and new media collide in the current media landscape, and the consumer’s role in not only being an active participant in new media landscapes, but realizing the influence of collective power. Collective power in new media landscapes can take the form of knowledge communities, and collective intelligence (Jenkins, 2006). At the time Convergence Culture was writ...