I sit very squarely on the fence regarding Second Life. I have strong doubts regarding its application in the specific domain of education, somewhat less skepticism about its necessity as a baby step towards a new kind of web. But after reading through hundreds of blog posts by Second Life believers (a term they themselves use and which seems apropos when skeptics are spoken of as “doubters”) and thousands of messages on the busy Second Life Educators listserv (pretty high volume, a lot of noise, not too much signal), some patterns regarding Second Life skeptics and defenders are very clear. I have some advice for Second Life believers who truly care about effectively proselytizing for SL.

  1. Avoid the ad-hominem and argue the facts– this includes evidence-free speculation about a commentator’s motives. The uproar of Clay Shirky’s question about Second Life numbers promoted by Linden Labs– which essentially boils down to the simple question: two million users? Really?– was pretty funny. Had Clay written something supporting Second Life he’d have been lauded for his experience in social networks and his long-time support of, and research into, technologically mediated social spaces. He evinces (very light) skepticism about marketing numbers and suddenly he’s a washed-up, resentful, burned-out, eclipsed academic? Ad hominem arguments end up making only two things clear: lack of ready evidence and maturity by those making the arguments.
  2. Numbers aren’t numbers… they are metrics. They have to measure something. Defining “residents” as “anyone who has logged into the system” is disingenuous. It would be like advertising my store as having 10,000 “customers” because that’s how many entered my store. It’s inaccurate at best, unforgivable when there are other, better measures and definitions available. And there are better measures available in SL just as there are better measures of customers in a store. Propping claims up this way may be a hallmark of web marketing (counting “hits” instead of tracked readers or logins)– and symptomatic of the Web 2.0 bubble– but everyone involved is claiming that SL is something different than that, right?
  3. Speaking of difference: claiming that SL is a “different paradigm” that critics aren’t understanding is very different from demonstrating some characteristics of that paradigm. I see a lot of claims that SL is a different paradigm, a different teaching platform, is enabling different social interactions, etc. That seems to be the standard claim when one disagrees with a critic– claim that things are just too “different” for the critic to understand. If any of these are true– and some may be– then identify some of the characteristics of the difference beyond your own disagreement. Clearly it’s a different environment– that means nothing. It would be a different environment if I had all my students wearing fishbowls on their head and communicating with CB radios… but it wouldn’t say much about what my new paradigm was or why it was relevant.
  4. Second Life Educators, in particular, really need to start pointing to something that is actually happening and relevant to support their claims of Second Life as an effective teaching platform. Clearly it is being used for education… but the question yet to be answered (even a little bit, as far as I can tell) is why? What is the pedagogical advantage of Second Life? And if it lies in doing something other than replicating the face-to-face teaching environment and creating a kind of virtualized synchronous classroom, what is that other thing? If it is just replication with (dubious) benefits of affordance and access, then why not use a much lighter tool for synchronous teaching such as Elluminate which at least has the advantage of working with much less bandwidth and computing needs. If I had to bet, I’d bet on some new, emergent pedagogical advantages, though I don’t see them yet.
  5. Recognize that pointing out the failure of other predictions has no argumentative weight. More than few blogs pointed to Mitch Kapor’s “demolishing” of SL critics by pointing out failed predictions by skeptics of the past (no one will ever want a telephone in their home, there’s no future in personal computers, etc. While funny– and I know because I use this shtick myself when I talk about the future– it means nothing unless the failed predictions are backed up by the hard work of showing how those failures are parallel to the current situation. And I mean more than the base similarity that those skeptics likewise failed to predict popularity. How does the current situation, technology, societal structure, whatever, resemble that of the time the argument being brought out was made? How are the skeptical arguments similar now to those that were made then? If that work isn’t done, the comparison is meaningless. If anything, those who saw the rise and fall of other systems like MUDs and VRML have the better side of this argument so far. While SL believers simply point to failed predictions, those who have been around for a while can point to failed predictions that are eerily similar to the arguments being made by SL believers now. Some of the arguments are practically word-for-word resurrections of those old arguments… which means little if anyone can identify salient differences in the situation, of course.

    Remember, there are plenty of failed skeptics who– like Second Life advocates– wrongly predicted great popularity and the profound future effects of their favorite technologies and systems. Are all positive SL arguments moot for that reason?

At the Center for Distance Education we are actively looking into the potential educational applications of Second Life. Some of us are more skeptical than others about what we have seen so far. But all of us would love to find out what those interesting applications are. Unfortunately, the Second Life Education wiki only points to this “fantastic summary” of educational and serious applications which does little to dispel my perception that most efforts so far are just mimicry and replication of educational experiences that are likely at least as efficiently delivered face-to-face or through other enabling technologies for distance cohorts.

At every stage of our investigation we have to ask ourselves: why? What’s the unique application or advantage provided by SL for this task, process, event, or interaction? What can we get here that we can’t get in another way without the overhead and irritations of SL? I’ve found a few things that are intriguing– the virtual hallucination sim provides an experience hard to reproduce otherwise, the lightweight simulation and building environment would seem to hold some promise in terms of the relationship of the modelled objects to the avatar, but so far most of what I’ve seen could be done as well with Flash widgets, QT movies and QTVR, etc. I’m looking for evidence of the difference and innovation the believers claim… so far without much luck. But I (we) aren’t yet giving up…