Showing posts with label grace mcdunnough. Show all posts
Showing posts with label grace mcdunnough. Show all posts

Monday, June 14, 2010

BBBC Day 2 - Dream More


Today's BBBC topic: Write about three positive things going on in your Second Life.

Storytelling
Last week Himon Brown died at the age of 99. Himon became one of the most influential people in radio storytelling by mastering the art of sound to create imaginary worlds. In 1974, he resurrected his famous creaking door for the ghoulish tales of "CBS Radio Mystery Theater," which aired seven nights a week for nine years and won a prestigious Peabody Award.

Have a listen from the Inner Sanctum "Beyond the Grave", courtesy of the Internet Archive project.

I think about Second Life® the way I imagine Himon thought about radio - as a powerful storytelling model that allows the "listener" to sketch out their own personal narratives. While Himon Brown unleashed our imaginations with the most basic elements of sound, we have so much at our disposal - the construction of place, built through personal relationships, toward immersive shared experiences that can transform individual thinking.

The beauty of Second Life is that we can be both storyteller and listener in a gigantic arc, in fact you can change the story just by logging in. The presence of the world and unscripted perturbations are nothing short of remarkable when you think about it - it's a storyteller's dream. I like to write stories about the places I've encountered. I fancy myself a storyteller every time I perform in world; I try to capture the story of a song and tell it my way. So far Musimmersion has been my most ambitious storytelling project, but really it just scratched the surface of what I hope to do in the future.

Dreaming
I think the word dream gets a bad rap sometimes as if it meant simply an idle mind and wasted time.  To me it's one of the most liberating words (noun, a verb and an adjective!)  in the English language.

Letting myself dream has been one of the most positive parts of my Second Life experience. And by dream I don't merely to fantasize without recourse, I mean to consider outrageous ideas and then move them to action. Dreaming has allowed me to express myself as a musician, and it's opened a thousand doors to other worlds and other people.

Sometimes exploring Second Life feels like walking around in other people's dreams; I love that.

Shared Experiences - presence, place, people
I wrote this in an earlier post, but it bears repeating. For me, the most compelling attribute of Second Life  is the synchronicity of presence, place, and people that allows you to have this compelling shared experience.

One might argue that shared experiences are the underlying human engine that powers much of the Social Web - online shared experiences allow us to feel deeply connected despite whatever boundaries like geography, ideology, etc. the physical world might present. For me, Second Life makes those experiences more meaningful, somehow being immersed in the same space and dealing with the same things, changes the equation.

I often wonder of all the people I've come to know in world if we had met on the street, would we even say hello? Would we give each other the benefit of the doubt? Some I would just never, ever have the privilege of knowing at all. That serendipity, that collision of human connectedness, cannot be easily replaced.
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Sunday, June 13, 2010

BBBC Day 1 Like a Virgin


I'm a Big Bad Blogger Challenge (BBBC) virgin so I'll do my best to act like I know what I'm doing, but really I'll just be watching people like Botgirl and Lalo and doing my best to stay in line. (This is pretty much how I got through marching band - but don't ask me how that worked out).

Alicia Chenaux started BBBC in 2008 as a way "to give SL bloggers a little kickstart, and give people something to read. But it turned into a great sharing opportunity!". This year's challenge starts today and runs through June 18th. I think it's a brilliant idea (even though it's probably one of the worst weeks ever for me to try blog every day) so I'm going to give it a shot.

Fortunately, Alicia is kind enough to draft a topic for the day. And today's topic is:
Why did you become a blogger? How has it enriched your life?
I had to check my archive to see when I started this blog - which was in October 2006, about eight months after my Rez Day - but I do remember distinctly why I started to post and that was the most notable "Augmentation versus Immersion" discussion started by Henrik Bennetsen. Yes, I was intrigued by culture from the beginning.

My first post was brief, but I think answers the question best.
A few months ago I was wondering how I would find the time to do the things I wanted to do - write, philosophize, explore, and meet new people. Somewhere between the cracks of daylight I found enough time to immerse myself in the virtual world of Second Life and suddenly I had a platform that allowed those things and more. 
This blog will be "late to the game" in the midst of the recent media frenzy surrounding Second Life, but I hope to add some new dimension to the conversation - to highlight what I have experienced in my exploration of Immersionist to Augmentationist in this emerging state of virtuality. 
I am Grace McDunnough, and this is the state of phasing grace.

It wasn't long before I became completely fascinated with the possibilities in Second Life and this is why I was (and still am) so drawn to the world view that Philip shared - as a means to "improve the human condition". Phasing Grace was a play on the idea that with broad adoption, virtual worlds might stimulate some kind of phase shift in individuals and society as a whole. I guess we still have a way to go.

I never really thought about people reading this blog in the beginning - it really was more like a digital satchel, a place to capture the things I was thinking about or things that struck me as interesting. I never thought about it "enriching my life" either but it has in subtle ways I probably cannot even articulate.

It's a challenge to put your thoughts out there and have someone say "Yeah, that's bullshit Grace". But if someone takes the time to really read what I wrote and respond, and if I can accept that they aren't attacking me personally (ok, some are) then I believe that every time I grow as a person. The diversity of thought, shared experiences and ideas, for me, are the riches.
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Friday, April 30, 2010

The Search for A Second Life Culture - Part 0




"Culture consists of patterns, explicit and implicit, of and for behavior acquired and transmitted by symbols, constituting the distinctive achievement of human groups, including their embodiment artifacts; the essential core of culture consists of tradition (i.e., historically derived and selected) ideas and especially their attached values; cultural systems may on the one hand, be considered as products of action, on the other as conditioning elements of further action." [1]

In 1952, Kroeber and Kluckhohn [1] compiled a list of no less than 164 definitions of culture; it's not surprising that the question "If Second Life® has a culture, what is it?" becomes as unwieldy as a broadsword.

Kluckhohn suggested that "culture is to society what memory is to individuals" which leads me to believe that culture is not absolute but rather like a collective hunch, or a recollection based on certain characteristics. Culture is then, as Eric Champion explains, "impossible to clearly demarcate" and is not a single thing but a "connection and rejection of threads over space and time". [2]

I really liked Tateru Nino's perspective: "Culture is an aggregate appearance of many entities, just as your skin is an aggregate of many types of cells." To which I'd add: And therefore, there are no right or wrong answers, just shared insights.


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Friday, April 02, 2010

Linden Lab - Please Raise Your Grok Factor


In October 2008 I wrote a post about the Linden Lab changes to the Open Space sim policies and pricing.  At that time there was JIRA fury (this remains the most-voted issue on JIRA by an order of magnitude), blog posts, open letters, flickr groups, berets, protests and micro-hysteria about the changes to the Second Life Ecosystem.  The post was about how closely Linden Lab was emulating John Sutter and his fateful demise.

Based on my observations at the time, I was convinced that the highest risk to Second Life was a rampant and deep misunderstanding of the cultural tenants of Second Life and a wholesale disregard for the gifts the Lab had been bestowed - a healthy, passionate, engaged consumer base the likes of which most "beta" companies only dream about.

Since then, my time in Second Life has moved from blissful experiential to ethnographic in nature.  I find myself acutely aware of things such as policy changes, customer support, as well as search and affiliate marketing.  There are nuggets of insight buried within each of these.

I think a lot about strategy and entertain my gray matter with Gedanken exercises to see if I can understand what Linden Lab might be thinking but I also pay equal attention to their direct actions and interactions with current Residents.

Based on recent observations - the development of Viewer 2.0 with its epically failed search, the events unfolding with the open source community and third party developers, the poor customer support,  the unannounced release of a new Terms of Service combined with the Policy on Third-Party Viewers and the recently outspoken T Linden, I am equally convinced of what I wrote over a year ago.
This in fact, is the crux of Linden's on-going problem. They are grokless, generally lacking so much of an inkling of their resident base, their passions, their normally predictably irrational behavior. They continue to miss the obvious, launching missiles at unarmed nations, killing off their own tin soldiers in an on-going series of blundering friendly fire.

This general lack of awareness will be the demise of the virtual world of Second Life, not some up-and-comer in the virtual world space, but Linden Lab will in fact run themselves out of business because they have not, or can not, tap into the richness of their standing army of residents.
The challenge of crossing the chasm and cashing in on a gold rush is having actionable insights.

Actionable insight has two parts:
1) tangible data of which I believe the Lab has more than plenty,
and what's equally if not more important:
2) the SL Resident "Grok Factor" (from Oxford grok: "to understand intuitively or by empathy; to establish rapport with" ) of which they appear to have so little.

I emphasized the word appear because of all people I would have guessed that Mark Kingdon, (M Linden) might understand this very notion because in 2005 he wrote this for ClickZ:

When a company thinks about how to present its brand online (whatever interactive medium it chooses), it must start with a clear understanding of the problem it's solving. Then it needs to dig into its target user's needs, wants, desires, and behaviors. They'll move beyond understanding the customer to having empathy for her.

Dictionary.com defines empathy as the "identification with and understanding of another's situation, feelings, and motives." Understanding is a rational activity; empathy is an emotional one. It's not just about listening or seeing, it's about touching, feeling, and experiencing. With empathy, an experience designer can create something truly exceptional. True empathy is what separates ordinary experiences from exceptional ones.
The $17 billion spent globally on getting smart about customers doesn't buy empathy. Sure, it provides critical facts, figures, and insights about the target. It's a very necessary starting point. But true empathy is earned. How can you build empathy for your target?
  • Live their lives. Visit their homes, read their magazines, eat their food, and drive their cars.
  • Feel their feelings. Imagine their challenges in life; figure out what gives them joy.
  • Find their motives. Understand their online behaviors and actions: What motivates them? What are they looking for in the experience?
Let me repeat and emphasize one part of that extract.
But true empathy is earned.
Mark, I agree with you completely.  But this is precisely where I am stuck with the Lab. You seem to have no grok factor; your earnings are low.

You don't grok by analyzing numbers, or from an academic treatment, or from exchanging rafts of email.  You grok by living, feeling and finding via appreciative inquiry.   Appreciative Inquiry is a particular way of asking questions and envisioning the future that fosters positive relationships and builds on the basic goodness in a person, a situation, or an organization. In so doing, it enhances a system's capacity for collaboration and change.  Appreciative inquiry would have been a great way to pursue the recent Terms of Service and Third Party Viewer Policy changes.

I believe Residents of your Second Life ecosystem are ready for change despite the "no one likes change" mantra, but critical collaboration and change requires understanding where you are (data) as well as understanding and appreciating who and how you are (the Grok Factor) in order to move forward.

John Sutter, despite being a brilliant business man, didn't understand this and his fate is well documented. You know it; right now is the time to start living it.

Please raise your Grok Factor. 


The following is the rest of my initial 2008 post about John Sutter, much of which stands today.

Linden has (had?) captured that which most fledgling businesses only dream. No, it's not Electric Sheep. I'm referring to a passionate consumer base that is willing to pay shockingly large sums of real cash on a regular basis. We used to call those "subscriptions" but since that's become a forbidden word in the new media vernacular, we pretend like paying tier for virtual land is somehow akin to an investment. In some cases it is an investment, but for the most part it's a payment for the privilege of access to content.

So let's review what Linden has at their disposal: paying, passionate and prolific content consumers and creators.
Isn't that the equivalent of Social Media Nirvana?

What is that you say? Linden Lab is a virtual world builder, not a Social Media company! Oh, that would explain it. Everyone knows there are few easy and vibrant Social Media business models; there's far more gold in those virtual hills!

But we know the end-game here, it is the very same that plagued the California gold rushers intent to find fortune among limited resources. But who profited from the gold rush? Anyone that could leverage the irrationality of those seeking fortune profited mightily. Prostitutes made a healthy wage, as did general store owners, saloons and bankers. However, very few of the one(s) that discovered gold.

I liken Linden Lab to John Sutter. You remember Sutter, right? John Sutter was a wealthy land developer and it was at his mill where James Marshall first discovered gold in 1848. Now Sutter could not immediately profit from the discovery, since he didn't own the mineral rights on the land on which the gold was found. Those rights still belonged to the Culluma Indians and while Sutter fought a losing battle to keep interloping miners off his mill site and obtain the mineral rights, the gold rush boomed and busted and the once wealthy land developer died a poor man. To summarize:
Instead of becoming a wealthy man from the precious gold that was discovered at his mill, Sutter's domain was ruined when the Gold Rush hit. His employees deserted the Fort for riches in the foothills, leaving crops to rot in the field and abandoning businesses. He was swindled by unscrupulous partners. His cattle wandered off or were slaughtered by hungry miners, and squatters took over much of his land. He went broke and ended up near Washington, D.C., trying to convince the government to reimburse him for his losses caused by the Gold Rush. His attempts for compensation failed, and he ironically died a poor man in Pennsylvania. Source
Does this sound vaguely familiar? John Sutter - a man of resources, wealth and business savvy - missed the largest opportunity afforded to him because he lost sight of what was right in front of him. Why? Because he tried to protect his current thinking, his ownership, his existing business model instead of adapting to the situation that was rather difficult to ignore.

Sutter was a real estate developer. Did he erect the boom towns? No.
He had farms, cattle and labor. Did he feed or supply the miners? No.

John Sutter put his time, attention and wealth of resources into that which he was comfortable, and as a result he missed the gold rush, quite possibly the largest financial opportunity for which he was uniquely qualified to leverage.

Ironic, isn't it?

M Linden, meet John Sutter.
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Sunday, December 20, 2009

Happy Holidays from this Virtual World Musician



For this holiday, I hope you find peace in your virtual world, in your corporeal world and in the world of your imagination.
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Thursday, July 06, 2006

Grace McDunnough's Music

Welcome to the listening lounge.



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This is a widget portal into my music in Second Life - just click through the buttons on the widget for more information .




You can find my music and other information on my music blog. If you want to stay up to date, join us at ReverbNation.

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Wednesday, July 05, 2006

Gridscape

These photos are the gift of Second Life residents from around the grid. You can join the "Second Life - Saving Grace McDunnough" flickr group for updates and if you grab a shot of one of my live gigs, feel free to add it to the group.


Created with Admarket's flickrSLiDR.
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