This book examines the convergence of media in the largest residential virtual community to date in the gaming world: Second Life. This user content---driven platform has brought media makers and audiences together in interactive environments where news, entertainment, and art have become programming for virtual media networks with implications for traditional mainstream programming and distribution. New media moguls are emerging from Second Life and expanding to the larger Metaverse. This book explores media's role in reporting and reflecting the social, political, and economic issues within Second Life and beyond, and includes more than a dozen interviews of active Second Life residents.... site created an image and character for each automobile displayed, with one car for example represented as a toaster (Valdes-Dapena, 2006a). ... Flying cars, vehicles, bikes, motors, Range, Rover. ... This corporate sim is designed to provide helpful information on computer issues typical to Second Life, and it promotesanbsp;...
|Title||:||Second Life, Media, and the Other Society|
|Publisher||:||Peter Lang - 2010|