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Who’s in charge in virtual worlds?

July 2, 2009 By Anne 2 Comments

The global population of virtual worlds is growing fast, as is the business of creating and running them (venture capitalists reportedly invested more than $590 million in VWs last year). The question is, when bad stuff happens in VWs – theft, fraud, harassment, etc. – how should it be dealt with? Who’s in charge, and how should “the management” set and enforce policy? “Another Perfect World” – a documentary from the Netherlands on what users and eventually humanity will learn from virtual worlds about governance, self-government, and community building – is about “grownup” spaces online, but the way these issues get worked out will certainly affect kids’ online worlds as well (kids 5-9 are the fastest-growing demographic in a global VW user base expected to grow more than three-fold to 640 million by 2015 – see my coverage).

We’re only at the beginning of this question, so maybe our educational institutions worldwide will have the wisdom to enable children to be part of what society works out – not as guinea pigs but as participants, members and hopefully stakeholders in the health of their own online communities, appropriately supervised but supportive of students’ own agency as community members. For example, Quest Atlantis, an educational virtual world and game involving quests (the curriculum) that was designed at Indiana University, has 7 guiding principles (called “social commitments”): social responsibility, personal agency, healthy communities, diversity affirmation, environmental awareness, creative expression, and compassionate wisdom, which frame all activity and behavior in-world. One of the issues I hope QA and other educational VWs will address is social stratification and how power is attained and wielded – which, social-media scholar danah boyd pointed out in a talk she gave this week, is happening no less on the social Web than always has happened offline.

“Another Perfect World” gives examples of several adult virtual worlds that are engaged in fascinating governance experiments. The management of US-based Second Life takes as hands-off an approach as it can, leaving it largely to users to work out disputes, which they sometimes do with real-world detectives and lawyers. South Korea-based Lineage’s management takes a similarly hands-off approach, but its users, who are largely Korean and have different cultural expectations of authority and hierarchy (than, e.g., the much more multi-national user population of Second Life) have staged an in-world revolution against the mainly feudal system in Lineage (I’m not sure if its outcomes have totally been worked out). Iceland-based Eve Online’s management has undertaken a fascinating experiment, gathering a kind of parliament of players whose “power” (or influence over management) will grow only in proportion to their ability to grow its influence with fellow users in-world. These are, in some ways, advanced “civilizations” that are starting from scratch, where government is concerned.

The questions they are all being forced to consider are: Should users largely govern themselves in these worlds, as is the current modus operandi in most? When should management step in – when property gets stolen or people get harassed? What is management like – a capricious and arbitrary bunch of “Greek gods,” enforcers of corporate policy, judge and jury? Will in-world user courts or arbitration boards need to be set up, as Philip Rosedale, founder of Second Life parent Linden Lab, predicts? Already, the documentary suggests, it seems clear that a utopian society is no more possible in alternate worlds than it is in this one.

[Readers, pls note that shortly after I posted this, the producers of “Another Perfect World” took their doc off YouTube, so it doesn’t seem to be available in full online (I checked a lot of sites). I could only find their own site with a trailer. Tx to Dennis Richards for the heads-up in Twitter.]

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Filed Under: Social Media Tagged With: "Another Perfect World", Eve Online, Lineage, Quest Atlantis

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  1. Sean Smith: Diplomat showed gaming generation’s online influence - 3D Graphics Pro says:
    September 14, 2012 at 5:28 pm

    […] EVE Online is a fascinating experiment in online + offline governance (I wrote about it in 2009 here), where by the Council of which Smith was a member grows in “power” with the game’s […]

    Reply
  2. The goal for digital citizenship: Turn it into a verb! | NetFamilyNews.org says:
    July 27, 2010 at 4:12 pm

    […] users as stakeholders: “Who’s in charge in virtual worlds?“, “From users to citizens,” and “the guild […]

    Reply

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Anne Collier


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2016 TEDx Talk on
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Our (DIGITAL) PARENTING BASICS: Safety + Social
NAMLE, the National Association for Media Literacy Education
CASEL.org & the 5 core social-emotional competencies of SEL
Center for Democracy & Technology
Center for Innovative Public Health Research
Childnet International
Committee for Children
Congressional Internet Caucus Academy
ConnectSafely.org
Control Shift: a pivotal book for Internet safety
Crimes Against Children Research Center
Crisis Textline
Cyber Civil Rights Initiative's Revenge Porn Crisis Line
Cyberwise.org
danah boyd's blog and book about networked youth
Disconnected, Carrie James's book on digital ethics
FOSI.org's Good Digital Parenting
The research of Global Kids Online
The Good Project at Harvard's School of Education
If you watch nothing else: "Parenting in a Digital Age" TED Talk by Prof. Sonia Livingstone
The International Bullying Prevention Association
Let Grow Foundation
Making Caring Common
Raising Digital Natives, author Devorah Heitner's site
Renee Hobbs at the Media Education Lab
MediaSmarts.ca
The New Media Literacies
Report of the Aspen Task Force on Learning & the Internet and our guide to Creating Trusted Learning Environments
The Ruler Approach to social-emotional learning (Yale Center for Emotional Intelligence)
Sources of Strength
"Young & Online: Perspectives on life in a digital age" from young people in 26 countries (via UNICEF)
"Youth Safety on a Living Internet": 2010 report of the Online Safety & Technology Working Group (and my post about it)

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