Response to Jenkins and Shirky

Before reading this post be sure to read the posts by Henry Jenkins and Clay Shirky (Beth Coleman is weighing on this as well but her post wasn’t up when I read, still not up as of 2/1). Jenkins, Shirky, and Coleman plan to have a conversation regarding Second Life via their blogs over the next week. This is exactly the kind of dialog that needs to happen as we reach a critical moment in virtual world adoption. I’ve posted responses to Mr. Shirky’s opinions before which he graciously responded to. This new round of discussion is fascinating so I’m weighing in here on my own.

First, a fair attempt at summarizing the main points of Jenkins and Shirky in this latest round.
Jenkins:

  1. The population numbers of SL are probably inflated but the numbers don’t tell the whole story. As Jenkins puts it: “Second Life isn’t interesting to me because of how many people go there; it’s interesting because of what they do when they get there.”

  2. SL functions as an extended sort of carnival. Notable because it does last more than a few days and because serious businesses are starting to see the benefits of taking a role in the party.

  3. SL is important as an artifact of participatory media. Whether SL lasts or not, the model will influence future attempts.

Shirky:

  1. The SL population numbers are inflated which has caused (or was caused by) inaccurate media hype. The real user base is much smaller and therefor less revolutionary than is currently believed.

  2. The great majority of people who try SL don’t like it and don’t stay. This is a significant argument against the suggestion that SL is a web 3.0 model.

  3. SL is not an MMORPG and shouldn’t be lumped in with WoW and others to add to its credibility. SL can’t claim to be not a game and then try to benefit from the success of games. We can’t have it both ways.

  4. SL is not the future of immersive worlds or VR.

Of course, both Jenkins and Shirky have written much more complex arguments than these summaries can cover but I think it’s important to boil the arguments down to see what’s really being discussed. I would like to suggest that this is two very different arguments which I hope both writers will address in the coming week as the dialog continues. Meanwhile I see two threads common in both response…
Population
I’m concerned by the disparity between the reported number of accounts and the actual logged-in users. Though I support SL and hope for its success, I want an honest picture of how the environment is progressing. Sure it’s nice to claim 2 million users but boasting inaccurate numbers does nothing to benefit the future of the project. I’m left wondering why so many people sign up and leave to never return. I also wonder how the retention rate of SL compares with other technologies. Unlike ten years ago when choices were limited, there is a plethora of virtual spaces to inhabit today. Are retention rates for all virtual environments going to be slightly lower thanks to competition? Most of all, I want to know why people try SL and why they leave SL. Is the hype giving off the wrong impression of what the space is like? Are the hardware requirements prohibitive? Do people lack the drive to decide for themselves how to use the environment? We need more info here. Not just more accurate numbers but reactions from users.
SL as participatory media:
This is one area where I hope all parties can agree. User-created content at SL’s level is a new trend. Whether users really make money or not is another issue that I won’t deal with. However, the ability to make the environment into whatever a particular user desires is a revolutionary concept that will certainly have long lasting impacts. To view this another way, however, I think it’s important to see this kind of participatory media as result long in the making. Comparing SL to Wikipedia shows us that there are few substantial differences in the model of content creation. Though SL is visual and the objects created are owned by the creator rather than the collective, it’s easy to see that the ability to create content on an individual level and have that creation effect the whole (the SL environment, economy, culture etc) is a similar process to contributing one’s knowledge to Wikipedia or another public collective project. As Cisco has so cleverly stated it “We > me.” The collective or distributed model of content creation will win out in the end. Top-down methods of media like today’s MMORPG will go to the wayside when open source code for spaces like SL is in the hands of the many creative minds connected to the web. I predict not the downfall of SL, not an amazing success for Linden, but a huge shift to user created content on a scale we haven’t seen in a visually immersive environment.
Most importantly, this kind of discussion signifies that virtual environments like SL are worthy of discussion and worthy of study. It’s nice to see some of today’s great minds putting in the effort to understand the SL phenomenon.
Stay tuned for more!

4 Responses to “Response to Jenkins and Shirky”

  1. Tony Forster Says:

    The arguments about real numbers obscure the real issue, does SL have creative benefits. Yes, there are good reasons for the high churn rate but they do not necessarily reflect it not meeting expectations. Its free to join, thats all, thats why real membership is one tenth of the hyped up media reports.

    The creative opportunities with free membership are about zero and its a lousy spectator space. Free membership just gives a chance to look around.

    It does have lag problems, with any but the best broadband it lags hopelessly.

    The real question is: what are the creators creating? Theres interesting stuff developing but its early days yet

  2. Out to Pasture » Blog Archive » Notes on the 3×3 Says:

    […] Intellagirl posted a response to the 3×3 here, and while I’m linking to her, I really enjoyed this too, even if it’s more academically focused than is my bent. […]

  3. Jon Says:

    It’s an interesting discussion, to be sure.

    My perspective is thus:
    In the mid 90’s, I was an active participant in MUDs. There was even a rudimentary “virtual cash” system in some of them, though it was very crude (check/money order transfer instead of credit card). It was entirely text-based, but very immersive, and I was spending a great deal of time online there.
    This was during college, so I had a premium on time.

    Fast forward a few years, where I had not been involved in any such community, being in the workforce. After hearing of SL for a number of years, I was inspired to try it when mentioned in one of the online fora that I read. (There are probably a number of stories on that front already; suffice it to say that furries were *not* involved, but it is a ‘liminal’ area as Jenkins describe it.)

    I like to think of myself as relatively tech-savvy, at least enough to navigate the basics of cyberspace, without understanding the programming fundamentals. Based on the feedback from other participants, I thought it wouldn’t be too difficult to pick up.

    In that, I was mistaken. The interface has a learning curve that was a disincentive. I was hoping to be able to immerse myself after perhaps an hour or two, but I was still struggling to move about and interact with objects.
    Perhaps my immersion in text-based systems has spoiled me to the new visual system, or perhaps I lost patience too soon.

    In any event, I am one of those numbers from Clay’s critique that signed up, but never returned.
    ——————–
    On the other side, I am continually tempted to join WoW. There are gaming and social aspects that mesh with my MUD experience. Right now, it is only the limited processing power of my current machine (and the expense of replacing/upgrading it right now) that is holding me back.
    There are ‘real-life’ friends of mine that are participants, as well as online personages of whose work I am a fan. (Another Jenkins area, that.)

    If they ever find a way to truly simplify the user interface, or perhaps create a “dumbed-down” version, SL might appeal again. As it is, the UI is currently a barrier to my adoption.
    Furthermore, though there are people who object to the frequent reporting on the “seedier” side of SL, I don’t feel wholly comfortable with the chance of encountering it. With an open environment, there is never a guarantee that it will stay put. (And avatars for those environments can travel anywhere.)

    I’m curious to see where SL goes, but for now, it is as a bystander rather than a participant.

  4. theory.isthereason » Today’s Links: Is Second Life actually Web 3.0 in disguise? Says:

    […] Is Second Life actually Web 3.0 in the making? Is SecondLife actually Web 3.0 in the making? Two academic powerhouses battle it out as Henry Jenkins argues for SL’s significance while Clay Shirky believes that SL has been overhyped. Both though, believe that Linden Labs’ population numbers aren’t everything. Read our future here… Keywords: secondlife, academia, web2.0 […]

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