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Background notes on SL: Difference between revisions

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- During a 2001 meeting with investors, Rosedale noticed that the participants were particularly responsive to the collaborative, creative potential of Second Life. As a result, the initial objective driven, gaming focus of Second Life was shifted to a more user created, community driven experience.[11][12]




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- concept of "live music" events: what are the motivations for the performer and for the audience?
- concept of "live music" events: what are the motivations for the performer and for the audience?
- concept of user-driven/-generated environment
- concept of user-driven/-generated environment
Related topics:
- talker: consider a music analogue
- MUDs (multi-user dungeon)
-- "Life on the Screen"

Revision as of 19:33, 20 July 2009

From wikipedia:

- "The Second Life Terms of Service ensure that users retain copyright for any content they create"

- on average, 38,000 residents were logged in at any particular moment. The maximum concurrency (number of avatars inworld) recorded is 88,200 in the 1st qtr. 2009


- During a 2001 meeting with investors, Rosedale noticed that the participants were particularly responsive to the collaborative, creative potential of Second Life. As a result, the initial objective driven, gaming focus of Second Life was shifted to a more user created, community driven experience.[11][12]



From experience/ exploration:

- concept of "live music" events: what are the motivations for the performer and for the audience?

- concept of user-driven/-generated environment


Related topics:

- talker: consider a music analogue

- MUDs (multi-user dungeon) -- "Life on the Screen"