creativity, connectivity and community in virtual world television
DESCRIPTION
A refinement of the 2012 MPCA presentation, this is the 2013 CSCA presentation.TRANSCRIPT
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Virtual World Television Producers on the Importance of Creativity, Connectivity, and
Community in Second Life
CarrieLynn D. ReinhardDominican [email protected]
www.playingwithresearch.com
Pooky AmsterdamPookyMedia
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Defining Virtual Worlds
Gaming Worlds Social Worlds• User-generated content,
world built through social interactions
• Designer-created content, world built through gaming interactions
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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
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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
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Connectivity
Producer
Second Life
Producer
Producer Producer
Producer
Producer
The Rest
of the Worl
d
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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
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CreativitySecond Life
Facilitating DirectlySecond Life Facilitating
Indirectly, Forcing Workarounds
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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
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CommunityProducers
within Second Life
Crew for a Series
Audience for a
Series
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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
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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
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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
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Thank You!For more information, and to follow the project’s
progress, please visit our blog: www.virtualworldtelevision.com