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Is the future of entertainment Second Life bound?

Hello ladies and gentlemen, and welcome to this century. We live in a day and age where so much of our lives is online and our daily habits rely on various forms of technology to fulfill. The younger generations that are breaking out into the real world are so connected virally in ways we never thought could be possible 20 years ago. I’m sure we all have heard this many times, and what I just said is beyond cliché and redundant; however, it is important to understand just how electronic our generations are becoming and how this will effect the future for everyone. With alternative reality games blossoming more than ever, people are using the Internet to escape their real lives in order to be entertained in a whole new way. As this trend is becoming more apparent in our youth, it is reasonable for one to hypothesize that it may reach a point in our lives where a vacation isn’t something necessary you take in person but rather explore in a digital realm.

The concept of virtual reality is ideal, a way to flee the real world. Millions of human beings find themselves investing thousands of hours, and in some cases, an equal of amount of dollars in order to continue thriving in an alternative universe. The idea of being able to create an entire life that would be everything that an individual could ever want is something that many use as an escape from reality. Video games such as The Sims, World of Warcraft, and Second Life provide an outlet for this form of creativity.

With plausible reason, many people are skeptical about games such as Second Life; however, these same people also see the benefits of using such venues for the future of communication and entertainment. As stated by Freelance Technology Journalist and Social Media Strategist Mitch Wagner, “Second Life [has] permitted three things that have never been possible on any other platform:

– A rich, 3D graphical environment.

– The ability to have a shared, realtime experiences involving more than a half-dozen people.

– And the ability to meet new people serendipitously. I use Facebook and LinkedIn to connect with people I already know, and I can occasionally meet new people through Twitter, but Second Life is unparalleled as a way to make new friends and meet people through your computer.”





In the Second Life realm, users are able to host concerts, conferences, and other types of meetings with just about anybody in digital locations. This is ideal in regards to replacing in-person meetings as it allows people to connect from everywhere in the comforts of their own home. Musicians and others trying to break out are finally allowed an opportunity to perform in front of large crowds without having to deal with record labels, agents, and the long and unpleasant booking process. These types of events are just as successful as real life gatherings and even host live streaming video play of the performers in reality. It is even possible for people to record their activity on Second Life so that it can be distributed on YouTube and other video hosting sites for others to watch later. In essence, absolutely everything you can do in real life is possible (and better) in Second Life. By paying money for special features, users are able to completely construct an entire universe with possibility for networking and entertainment.

However, though to some people these mediums are merely games, for others it is an entire livelihood. As more and more people continue to invest their time and money into this leisure activity, companies that produce such products are thriving more than ever. On Second Life, more people consult the Mayo Clinic for medical advice than any other website online. Second Life even offers various educational programs for users to attain a degree, along with just about any thing else one could dream of. The development of this game appears to go hand-in-hand with the growing usage of social media, smart phone applications, and other types of Internet and technological advances. However, it appears that much confusion circulates about as to how public relations practitioners could be of use in this outlet and utilize it as a means of practicality for absolutely everyone.

Contrary to popular belief, video game enthusiasts are neither threats nor any sort of nemesis to society. These individuals may come off slightly odd and appear to have a different outlook on life, but that does not mean that they have any sort of cruel intentions. It’s just rather, some of these people look at life as if it were a game. As someone who has attended technology focused schools, played an uncountable amount of hours with various types of video games, and even lived the “Cyber Hall” dormitory at the University of Oregon, I not only understand this demographic but also include myself in it.

Simply put, some of us play sports and some of us play Super Nintendo. This occurs because people may find life to be a challenge and a tremendous burden simply because of the oppressions and judgments made by others against them. An easy way to get away from all the negativity is by turning a computer on and interacting with others in a new life that is just how they wish reality would be. Many individuals who consider themselves to be “normal” are very quick to insult and alienate this demographic simply because they find it to be a “weird” collection of people. From a public relations stand point, having such an attitude towards any demographic is highly damaging. Frankly, it is even beyond stupid. It is quite apparent that many individuals entering the public relations field are ignorant to the fact that gamers and Internet connoisseurs are the most powerful demographic of all time. Individuals that immerse into virtual reality tend to be highly connected amongst one another and use different outlets to accomplish various tasks online. However, the huge problem with this is all of this interaction takes places online. All of the time, money, and energy spent online does not benefit the individual much at all offline. Rarely do they actually meet with other people face-to-face, and these people spend so much of their time alone in a room with a computer. Though this is a habit that nearly everyone is guilty of, drastic changes need to be made to bridge the online and offline communities together. Something needs to be created that can bring real life benefit for time spent on the digital realm. And something needs to be done to help provide entertainment to the public in an entirely new dimension.