Tuesday 13 November 2007

Second Life

Second life is a platform based around web 2.0. It was first created by a Philip Rosdale in 1991. By 2002 only four people were contributing to the user generated content. In 2006 3,000,000 people were taking part in Second life and creating business out of the platform. Now there are 9,800,000 people registered to this virtural world.

Inside the virtual world there is a currency called Linden dollars. Approximately L$500 is the equivalent to £1.
People such as Anshe Chung have made multi million businesses out of the virtual world by buying land plots with real money and then developing them for people to rent out for real money.

Plots of the land in the virtual world can cost as little as 50pence however some can cost up too £800 for an island.
Small buisness known as virtual world creation companies have also been set up to create virtual content. Some of these companies turn over $3,000,000 a year with only as little as 16 employers. The cost of running the company - 16 computers with internet connection.
The virtual world has also proven to be an excellent base for manufactors to advertise their products. Reebok have created a virtual store in where you can customize your clothing to suit your avatar (charecter) and you get to wear it to enhance your look. You can also physically order that item in the real world as well.






Monday 12 November 2007

Advantages and Disadvantages for web 2.0

Advantages for web 2.0


  • Free easy access (only cost of Internet connection)
  • Publish your own media texts (Models/artists)
  • Free Advertisement for companies.
  • User generated content (Anyone can contribute/democratisation)

Disadvantaged for web 2.0

  • Open access for anyone to view
  • Fragmenting human society
  • Stops people getting out and about
  • Corrupting society
  • Overweight people

Web 2.0

Link reference: http://en.wikipedia.org/wiki/Web_2

Web based service were users can publish their views freely in a social network.

eg. bebo/facebook/my space

Democratism // Personalisation // Interactivity.