The Second Life Collaborationist Approach
Second Life’s collaborationist approach is unique in that almost every aspect of its virtual world features contributions from its residents. 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). The Second Life homepage features user-made Avatars, and their accompanying virtual photography on its banner while inviting new users to join, become creators, and start new businesses in Second Life. At the time Convergence Culture was written, some of the first content creators to embrace the collaborationist approach were video game designers. Although Second Life’s creators have taken care to distinguish Second Life from comparisons to massively multiplayer online role-playing games (MMORPGs), there are similarities in their approach to collaboration.
The video game designers discussed in Convergence Culture utilized collaborationist logic to create video games that weren’t just games, but a service, world, and community (Jenkins, 2006). Second Life’s founder, Philip Rosedale, created Linden Lab with the intent being for users to become immersed in a virtual world. Second Life offers the same attributes as the newly developed MMORPGs at the time. Of the collaborationist approach to video games, Jenkins (2006) summarizes, “Players…must feel a sense of ownership over the imaginary world if they are going to put in the time and effort needed to make it come alive for themselves and for other players” (p. 159). This sentiment is chief to Second Life’s appeal.
Although there have been times when consumers are forced to assert their right to participate in the culture on their own terms, Second Life’s collaborationist approach enables its users to collaborate on their own terms through collaborative enterprise.
All three screenshots taken from the Second Life homepage
References
Jenkins, H. (2006). Convergence culture: Where old and new media collide. New York, NY:
New York University Press.



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