This book examines the convergence of media in the largest residential virtual community to date in the gaming world: Second Life. This user contentdriven platform has brought media makers and audiences together in interactive environments where news, entertainment, and art have become programming for virtual media networks with implications for traditional mainstream programming and distribution. New media moguls are emerging from Second Life and expanding to the larger Metaverse. This book explores medias role in reporting and reflecting the social, political, and economic issues within Second Life and beyond, and includes more than a dozen interviews of active Second Life residents.
Second Life, imagination, and virtual community -- Social networking : extending your circle of friends, virtually -- Identity in-world : self and fantasy in Second Life -- Extending consumer culture : work and economy in the virtual world -- Safe spaces : home sweet home in another world -- The image makers : selling fantasy and reality in Second Life -- Flying to learn : exploring real life through the virtual campus -- Tuned into Second Life : avatar groupies, beer gardens, and soundscapes -- My avatar is watching television : media makers and audiences -- News media across the metaverse : reporting live from a virtual world near you -- The fringe of Second Life : sex, violence and crime -- Diversity in Second Life : virtual expression through color and gender -- Religion in Second Life : virtual gods, spirituality, and fellowship -- Conclusion: A second look at virtual worlds : is the future now? -- Epilogue: The rebaking of Second Life : creating virtual worlds that people inhabit.