Second Life – Business, ODR, Language and Peace
September 22, 2006
Coincidentally, two emails I received today pointed me to Second Life’s potential as a platform for serious simulations. One directed me to an article on The Register titled IBM’s ‘Secret Island’.
IBM has decided to use the capabilities already developed by Linden Labs for its Second Life gaming environment to build a separate, experimental area within it. Participants – from IBM research and development departments around the world – can contribute whatever they feel is important to create a productive environment in which to conduct and manage “business”.
The story goes on to mention just how sophisticated this experimental sim within Second Life already is – with tools that create other objects in the sim on demand, to a portal to an external business system. Two aspects of this world are of particular interest – one, the possibilities for dispute resolution within a sim and two, the mention of the language translator system, that can add a whole new dimension to avatar interaction in sims. As I mentioned in The Future of ODR:
Second Life has a complex business model, a currency pegged to the US Dollar, vibrant commerce and industry within the game, sophisticated intellectual property rights that govern inventions within the game-world of Second Life, and entire livelihoods that take place in a totally virtual domain. To anyone who hasn’t played the game, the complexity of the virtual world is less than that of the physical world. In reality, the complexity is far greater – since independent from the laws of gravity, physics and to an extent, morality, religion and social norms, the imagination reigns free within Second Life – giving rise to social and commercial transactions that are sometimes far more complex than those in the real world.
Given the complexity of relationships in a sim, the endeavour to create business models inside them need to grapple with new markers of trust, reputation, quality and service. As the article mentions “the experiment is, however, already throwing up areas for serious consideration, not least the complexities that might arise with managing the licensing of the IP behind useful gadgets and add-ons. Less obvious and tangible issues will revolve around the development of etiquette and behavioral rules.”
The availability of a language translator is fascinating development in itself – and is the first that I’ve heard of for Second Life. Coupled with some of my earlier posts on how ICT can revolutionise the way we communicate with each other, the potential of a language translator tool, especially if it is in real time like some translation tools that already are, is that it allows for at least rudimentary conversations to take place between people who would otherwise not have spoken with each other at all. This opens up another world of possibilities – as the technology invariably improves, we may finally be able to envision a time when meeting in Second Life becomes second nature.
Finally, a note on Second Life and peacebuilding, continuing what I wrote here. A blog post today on the Official Linden Blog has generated a lot of debate on how Linden Labs should (or should not) overtly support and address peace. My own submission to the forum highlighted the need to look at SL’s potential in the future as a rich, interactive platform that could bring together groups to exchange ideas even when they cannot (or cannot be seen to) meet in real life.
As pointed out in this interesting research study, MMORPG’s such as Second Life have several interesting characteristics:
Neutral Ground: Individuals are free to come and go as they please. In online games, players are not obligated to play; joins and quits are not significant events.
Leveler: An individual’s rank and status in society are not significant. As in the culture of early video game arcades, “It didn’t matter what you drove to the arcade. If you sucked at Asteroids, you just sucked.” Players on online games use a separate avatar unrelated to their real life person, and social status is rarely invoked.
Conversation is Main Activity: In third places, conversation is the main activity that the individuals participate in. While debatable as the main activity in online games, players would not disagree that conversation plays a crucial role. Often, conversation drifts to real world discussion such as personal life, politics, culture, etc.
Accessibility & Accommodation: Third places are easy to access and accommodating to individuals. Online games allow players to log on and off at will and there are always players online. Activity occurs throughout all hours of the day.
The Regulars: Regulars are those who give the place its character, and attract new individuals. Guild members, who form a clan to play the online game together, and squatters, who stay within an area of the game, are the regulars of the online world.
A Low Profile: Third places are characteristically homely and without pretension. The population of online games follow a parabolic curve; after the onset of players following the release, the regulars remain while many move on to higher profile games.
The Mood is Playful: The general mood of a third place is playful and witty. Players in online games crack jokes during heated battles, perform goofy actions with their avatars, and mock each others’ appearances. Rarely are players overly serious about game matters.
A Home Away from Home: Rootedness, feelings of possession, spiritual regeneration, feelings of being at ease, and warmth. Online games possess a homely atmosphere where players notice others’ absenses and makes the overall feel of the game “warm”.
While I don’t agree with all of these points, and certainly don’t believe that the aspects of MMORPG’s as noted above aren’t mutable and dynamic, they are nevertheless interesting markers as to why SL, and competitors such as Active Worlds offer some fascinating possibilities of supporting peace negotiations and cross-cultural conflict transformation in the future.
Wikis, Webs and Networks: Creating Connections for Conflict-Prone Settings
September 21, 2006

Read the full report here.
Reading through this report, I found it to be a useful contribution, albeit from a very US-centric perspective, to the necessary evolution of tools and technologies better able to support and strengthen vital communications in peacebuilding and humanitarian disasters. In this sense, it’s linked to some of the discussions that were part of Strong Angel III, and also addresses some of the challenges of civilian – military collaboration.
In a collaboratively drawn up set of guidelines, NGO’s at Strong Angel III presented a set of 8 design considerations / recommendations for humanitarian aid systems that resonate with the core messages in this report – that solutions need to be durable, adaptive, locally owned, culturally sensitive, open standards based, participatory, inclusive and foster trust and collaboration at all levels and all stages of peacebuilding / humanitarian aid.
In an aptly titled blog post, From MySpace to MyPCR pre-figures some of the prescient comments made in Wikis, Webs and Networks: Creating Connections for Conflict-Prone Settings and echoes some of the ideas that I’ve explored through this blog as well. What is abundantly clear is that there is a growing interest in the use of ICT not just for development, but also for peacebuilding, conflict transformation and humanitarian aid (esp. in the long term). This evolving global policy needs direction lest it splinters into information and knowledge silos that defines so much of the ICT4D field today. From events such as Strong Angel III, to organisations such as the ICT4Peace Foundation that have spearheaded ICT4Peace at the UN level, from the social networking of humanitarian and peacebuilding communities of practice to online resources such as the excellent PCR Project blog, there is a wide spectrum of ways through which a global commune of those interesting in fleshing out ICT4Peace can communicate with each other in discussions rooted in ideas generated by the reports such as the one highlighted here.
It is, I submit, a discussion that will change the face of humanitarianism and peacebuilding as we know it, within 10 years.
The following is a description from the website:
Collapsed and fragile states are now a focal point of foreign policy, and over the past five years they have increasingly dominated the attention and resources of the U.S. government. Despite the importance of international interventions in conflict-prone settings, the record of success is mixed, and international actors struggle to establish minimum security and reconstruct state institutions. Persistent lack of success stems in part from problems of communication and connectivity between the diverse actors involved. More specifically, expertise gained from one international intervention does not adequately inform the next, and the wide array of international players do not have an effective means of communicating with one another.
Recent technological innovations have fundamentally altered the information landscape just as developments in social network theory have changed how people connect and socialize. Taken together, these advancements have the potential to transform work in conflict-prone settings; however, they have not yet been fully incorporated into policy and practice. Wikis, Webs and Networks: Creating Connections for Conflict-Prone Settings recommends ways to improve connectivity between the various actors working in conflict-prone settings. The ultimate goal of enhanced connectivity is to enable local populations to prevent and mitigate conflict, and help rebuild their country. This report is intended for civilians as well as the military, the public and private sectors, and Americans as well as international and national actors. Four Principles, proven true in a variety of settings and industries, form the basis of this report. If embraced, they have the potential to improve operations in conflict-prone settings. They are:
I. Connectivity Increases Effectiveness
Connectivity is the capacity for individuals and organizations to interface. Connectivity allows for, but does not guarantee, frequent and meaningful interactions, which can help diverse actors develop a common operating language, plan and conduct joint exercises, and integrate operations during crises.
II. Free Revealing Makes
Sense Openly sharing new ideas, innovations, and information is better suited to fast-paced, chaotic environments than is the traditional practice of closely managing information flows through established hierarchies.
III. Community Generates Content
Relying on the community to generate, share, and interpret content makes the best use of resources and minimizes constraints in conflict settings. These settings demand flexibility and adaptability on many levels. User-driven content, in which all individuals contribute information, share concepts, and evaluate resources, is the practical choice for environments with conflicting and unreliable data.
IV. Lead Users Drive the Market
By identifying and promoting the practices of lead users (those at the top end of the bell-curve), the effectiveness of the entire international community can be enhanced.
Three Strategic Guidelines stem from these Principles and provide a framework for enhancing connectivity in conflict-prone settings across the globe. These guidelines are not tied to any one tool or feature, but recommend ways for institutions to adjust and update policies, invest in appropriate communications infrastructure, and encourage cultural shifts.
1. Design Architecture of Participation
- Expertise is not tied to individuals.
- Contribution should be based on knowledge, not status or rank.
- The participatory structure of networks is necessary to succeed in conflict-prone settings.
2. Strengthen Social and Knowledge Networks
- Communication is largely a social, not a technical, problem.
- Incentives will encourage individuals to join communities.
- Contributions will increase when individuals identify with the larger mission goals.
3. Use All Available Means of Communication
- Basic, commercially available means of communication are the most widely used.
- Advanced technologies need to interface with common, low-tech tools.
- Flexible tools that span no-tech to future-tech have the most value.
CSIS recommends four implementation steps to make the above guidelines operational. These implementation points are low cost, easy to apply, and catalytic for the longer process of transformation.
Create a consortium of implementing partners, universities, donors, and businesses to develop, promote, and implement the Principles and Strategic Guidelines.
Sponsor pilot projects to test the effectiveness and operations of technology in the field. Open call centers with information, directory, and security hotlines. Distribute hand held, durable, and cost-efficient communication tools to peacekeepers and local peacebuilders.
Build on successful websites and incorporate additional features. Market the websites across a range of communities.
Conduct extensive outreach to promote the Principles and raise awareness of the tools. Target entry points to the four main communities; publicize and promote communities of practice.
Cyberweek 2006
September 15, 2006
I’m excited about Cyberweek 2006 that promises to be much larger than any Cyberweek held before, almost guaranteeing an even more interesting and intense exchange of ideas and debate on issues related to ICT4Peace, ODR, Technology in Humanitarian Aid and culture in technology. Cyberweek consists of many different kinds of activities and opportunities, from Skypecasts (Colin Rule and I are planning a Skype call that we intend to record and publish online on what promises to be a great discussion on technology and neutrality) to meetings in virtual worlds to Podcasts to discussion forums and more.
I’ve led some fascinating discussion in previous Cyberweeks, including International Applications of ODR and/or Use of Mobile Technology in Conflict Transformation and Information Technology and Disaster Relief and Mitigation.
Cyberweek is a free. You can register here.





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