![]() Using information gathered I will be able to help friends who are addicted to the game in their efforts to revert to normalcy. At the end of my research on this topic I will be in a position to make an informed decision prior to involving myself in Second Life or any other online gaming community. This research is important to me and to others as well. This has had adverse effects of many users and hence the need to campaign against addiction to Second Life and other online games. Many people who overly stay online interacting with friends in the virtual world complain of losing touch with their Real Life (RL) (Cole & Griffiths, 2007). In November 2010, Second Life had 21.3 million registered accounts. In January 2008, residents spent more than 28,000,000 hours inworld (online status) (, 2012). ![]() Statistics from (2012) show that in 2008, an average of 38,000 residents could be found online at any one moment. Since its launch in 2003, the number of people subscribing to the game increased steadily until 2010 when several complaints of addiction surfaced. Second Life was created by Linden Lab in 2003 and is meant for users above 16 years. In Second Life, Residents explore, socialize, create and trade in virtual property as well as participating in other group and individual activities (, 2012). Avatars are graphical representations of users’ characters in three or two dimensional forms appearing in games and online communities. Client programs (softwares that enable users to access a service being availed by a server) enable the Residents to interact through Avatars. Second Life is an online virtual world in which the users called Residents interact (, 2012).
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