Creativity, Connectivity and Community in Virtual World Television

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A refinement of the 2012 MPCA presentation, this is the 2013 CSCA presentation.

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Virtual World Television Producers on the Importance of Creativity, Connectivity, and

Community in Second Life

CarrieLynn D. ReinhardDominican Universitycreinhard@dom.edu

www.playingwithresearch.com 

Pooky AmsterdamPookyMedia

info@pookymedia.com

Defining Virtual Worlds

Gaming Worlds Social Worlds• User-generated content,

world built through social interactions

• Designer-created content, world built through gaming interactions

Defining Virtual World Television

• Produced by users of virtual worlds, amateurs & semi-professionals

• Recorded before live studio audience or in the field

• Influenced by format, content of traditional television genres

• Example: Giant Snail Races

The Case StudiesFour reasons focused on

Second Life for interviews

1. User-generated controls and intellectual property rights

2. Highest prevalence of television programming

3. Streaming networks analogs

4. Pooky operated as gatekeeper

Connectivity

Producer

Second Life

Producer

Producer Producer

Producer

Producer

The Rest

of the Worl

d

Connectivity: Comparing VWTV to TV

Similarities Differences• Extent to which

VWTV producers indicated a desire to connect with people otherwise left out

• Importance of connection to professionals for employment purposes

CreativitySecond Life

Facilitating DirectlySecond Life Facilitating

Indirectly, Forcing Workarounds

Creativity: Comparing VWTV to TV

Similarities Differences• Due to nature of

virtual world, greater ability produce as envisioned without laws of nature & separate CGI programs

• Whether live action or animation, necessity of negotiating with conditions for expressing creativity

CommunityProducers

within Second Life

Crew for a Series

Audience for a

Series

Community: Comparing VWTV to TV

Similarities Differences• Interaction with

audience to point of encouraging input used to impact content during live streaming, recording

• Communities of professionals occur at various levels in TV production (SAG, PGA. DGA, etc.)

• Importance of good working relations with crew

Discussion• Comparing to traditional television?• Similarities due to human nature• To connect• To create• To commune

• Differences due to virtual world• Technological structures• Lack of institutionalized production

industry• Producers-as-agents • Not just reacting to structures

Why Does This Matter?

• One example of Web 2.0 technologies• Themes as defining characteristics of Web

2.0 • Second Life unique

• All-encompassing user-generated production, distribution, exhibition and consumption

• Not transgressing content, genres, formats, styles, power dynamics

• Transgressing position as audience within physical world that encompasses virtual world• Virtual world permits transgression• Human agency enables transgression

Thank You!For more information, and to follow the project’s

progress, please visit our blog: www.virtualworldtelevision.com

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