Second Life as a Model of User Generated Content
From YouTube to blogs to Doritos commercials in the Super Bowl and the new Bare Naked Ladies video, User Generated Content (UGC) is everywhere. It’s fabulous that the average Joe (or Josephine) can become a creator instead of just a passive consumer. And though the term UGC is certainly under contention and most folks agree that the quality of UGC isn’t always the best . But just as many are ready to defend, perhaps not the quality, but the relevance of UGC . The seven ideas Jenkins suggests in this blog entry are useful as we begin to examine one of the largest communities of dedicated content creators, Second Life. Jenkins offers more but here is a quick summary:
1. Participatory culture is more about the process than the quality of the products.
2. All creators must start somewhere. Their first efforts may not be that good.
3. The presence of bad art lowers the risk for experimentation.
4. Bad art inspires criticism and therefore growth.
5. Perceptions of quality are subjective.
6. Standards of quality are still evolving.
7. There’s no evidence that UGC actually takes away from the efforts of established creators.
Most folks talk about YouTube etc when they discuss participatory culture, however, if we apply Jenkins’ ideas to Second Life we can begin to see just how relevant what’s going on there could be. Everything in SL is resident-created. It’s truly a participatory culture. Though the world and its mechanics are made by Linden, the rest of SL, what makes it interesting and useful, is made by users.
This brings us to item 1. Second Life isn’t about the quality of these objects. It’s not about whether or not that new race car your avatar is driving really functions like a race car. It’s about the fact that a resident made it, marketed it, and made a little profit from his/her contribution to the space. The SL space facilitates this kind of content creation and encourages the population at large to consume it (or not). It functions as an open market place where everyone can create and participate not just the privileged few.
Item 2: At some point, everyone in SL is a newb. We’ve all worn boxes on our heads. We’ve all built plywood cubes and smiled with pride at our first creation no matter how crude. With practice and experimentation you get better. The system allows for this learning rather than leaving it, again, to a few who already know how to do it.
Item 3: I’ve seen some pretty awful clothing, houses, scripts etc for sale right next to some amazingly skilled products. When I see the t-shirt Joe Whoever made and notice that it’s flawed I can begin to think about how I would do it better even if only for myself. By being exposed to “art” that isn’t quite up to par I’m encouraged to try my own hand. If all the products I encountered were perfect then why would I be motivated to make my own?
Item 4: Jenkins mentions criticism but in SL this criticism can take the form of market forces. Creators who make something new and innovative will sell their products. Those who make mediocre items or overprice their efforts won’t make a single L$. The market serves to critique and cull the less-than-commendable efforts and either drives out the producers who don’t improve or fuels their efforts to make better products.
Item 5: Maybe I want to wear a giant pink afro. Maybe I like clothing made with visible targa seams. My vote, my critique is in the form of my currency. This puts the market in the hands of the consumers and producers rather than larger producers who might otherwise get to “tell us what is good.”
Item 6: As the environment matures and the collective skills improve our standards of quality also go up. What might have been considered “the best” a year ago is “newb” wear now.
Item 7: The number of objects in SL isn’t limited (well not in any tangible way). Opening a new store doesn’t require that another closes. There’s room for competition, improvement, and variety among the objects being made by the participatory culture of SL.
What do YOU think? Is the SL model of participatory culture or UGC different than other models? Are we witnessing a new development or just the same old idea/product marketplace in a new form?