Paper Abstract:
|
Second Life is a virtual world, a multi-user, 3d, immersive environment, which has its own internal economy. User-user transactions during the third quarter of 2009 reached $150 million, a 54% increase from the same quarter in 2008. However, during 2010 the amount of money being spent by the user community has appreciably declined. Based on prior works, a framework has been developed which identifies seven interrelated components that provide a wider context to perceive the user experience of Second Life. The approach taken by the framework allows for it to be used as a means to consider Second Life both as a product and as a platform. The approach taken to data gathering, analysis and interpretation in the context of the framework is described. |