Cornell Chronicle: Using Second Life as a classroom
Cornell Chronicle: Using Second Life as a classroom
Students get a 'Second Life' in first 'metanomics' course
By Anne Ju
Anyone who thinks virtual reality is just a game should have a talk with Beyers Sellers, a virtual-reality character in the online world of Second Life. The flesh and blood behind the sandy-haired avatar (a virtual persona) is Rob Bloomfield, a Johnson School professor who uses the online virtual world Second Life as his classroom for a course that guides 10 students this semester through the complex economics arising in the "metaverse" of virtual worlds.
Beyers Sellers, professor Robert Bloomfield's Second Life avatar
Provided
Beyers Sellers, professor Robert Bloomfield's Second Life avatar.
Business and Oversight in Second Life is a new directed-study seminar for graduate students. Required to create their own avatars, the students use Second Life to study the business and policy issues surrounding the largely unregulated "wild west" of the metaverse. Created by the company Linden Labs, Second Life has some 9 million subscribers and handles more than $1.5 million in exchanges every day.
Bloomfield, the Nicholas H. Noyes Professor of Management, has even coined a new word -- "metanomics" -- the economics of the metaverse, which answers to a distinct set of masters.
"Metanomics, by necessity, is an interdisciplinary endeavor," Bloomfield said. "There's a technical side, a legal side and a business side, as well as a game side."
Bloomfield also offers a lecture series in Second Life on how Second Life's metaverse relates to and influences the real world, at http://www.metanomics.metaversed.com/.
Through collaboration with the Web site Metaversed.com and its editor, Nick Wilson, the lectures and seminars can be attended either via Second Life or streamed live over the Internet. Events (which include some real-world activities) will run through December and feature such speakers as Dan Miller, senior economist of the Joint Economic Committee of the U.S. Congress; Anshe Chung, one of the first users to earn $1 million in Second Life; and representatives from IBM, MTV, Sun Microsystems and other corporations that explore the business potential of virtual worlds.