We were reading ‘Communities of Play’ by Celia Pearce for one of the classes I’m taking. What was interesting was the definition of a virtual world outlined in chapter 2. Hit had to have 9 elements:
- Contiguous (you can walk and explore)
- Explorable (you find or learn things as you walk)
- Persistent (always on)
- Consequential Participation (you leave some mark on the world)
- Embodied Persistent Identities (your avatar is your brand)
- Inhabitable (possibly two meanings – I can ‘step in’ spatially, but also if I reside there, do I become part of a community?)
- Populous (meet others)
- Worldness (some consistent theme or narrative)
It’s one thing to know the definition, and yet another to see which of these factors is useful to you in your work or training. Are some factors too much, or things you would want to avoid?
This video shows a visual example of a range of settings, from a flat but spatial classroom in Sococo, to a 3d community with a theme, in this case the Tombstone Arizona simulation. Hats off to them for an amazing build and group. Hats off to the Virtual Pioneers to took us on a tour.
What world are you?