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 written, knowledge
communities were just beginning to realize their power; leveraging their
collective intelligence to influence the way media was produced, and consumed.
Knowledge communities, and collective intelligence were
central to Jenkins’ Convergence Culture,
and will serve as the primary analyses in this blog, specifically in their
relationship to Second Life. Knowledge communities’ use of collective
intelligence in Second Life is a way for users to explore their interests in a
virtual setting, fostering a virtual community haven. In addition to these two
concepts, I will examine Second Life’s collaborationist approach to
participatory culture. The collaborationist approach views fans as important collaborators
in the production of content, and as grassroots intermediaries helping to
promote the franchise (Jenkins, 2006, p. 134). Not only is this true of Second
Life’s collaborationist approach, it has proven to be equally beneficial for
Second Life as a business, and its commerce driven users.
Last, Jenkins explored the concept of transmedia
storytelling-that a story might be introduced in a film, expanded through
television, novels, and comics-the idea that a story could be told through
multiple platforms (Jenkins, 2006, p. 96). Applying this concept to Second
Life, I will explore how the Second Life community is present on multiple
platforms; typically those that best support the user’s skillset. Not only does
this expand the Second Life community, but through collaborative enterprise
allows users to share their creations with others, encouraging collaboration,
and participation.
The blog will conclude with a summary of the major themes
from Convergence Culture that are
present in Second Life today.
References
Jenkins, H. (2006). Convergence culture: Where old and new media
collide. New York,
NY:
New York University Press.
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