20 Jul 2020

The 1st Question > Virtual World Television < Proof of Concept

*Tinies Prance*
*Music swells*
So here it is - the Final version, in more than one way, of the 1st Question!
Our Tribute to Paradox Olbers and the Era of The Scilands in Second Life

Proof of Concept means that virtual game shows do rock! The audience gets to play along in real time, the panel can be from around the world and the potential for product placement and in game advertising is fantastic!
The cost of producing a game show is not high, but virtually it is, believe me, VERY LOW.
Really enjoyed doing this show, plus working on the post production to take it to another visual and audible level.  Hope you enjoy it, Please feel free to comment!

And because this is a great example (imho) of what user created virtual tv looks like, attached is a paper I co - authored on the subject, with the very estimable CarrieLynn D. Reinhard.

If you want to talk about the Future of Game Show TV or Multi - Person User Television, I can be reached at info@pookymedia.com.  I have over a decade of experience in this field.

(originally published on December 16, 2012 by CarrieLynn D. Reinhard in Scholarly Reporting.)

Virtual World Television Products and Practices:Comparing Television Production in Second Life With Traditional Television Production was presented at the Midwest Popular Culture Association conference in the fall of 2012, and will be presented at the Central States Communication Association conference in the spring of 2013.

This paper represents the first academic research produced from the study of virtual world television, and thus it is posted as the first of an ongoing research communication series that will include in-depth narratives of the producers’ experiences creating television programming in Second Life.

Abstract: Virtual worlds are persistent digital environments populated by people, engaging with each other and the world’s designers to produce the content of the media product. In some virtual worlds, the worlds’ users have been experimenting with how to produce informative and/or entertaining content that is analogous to traditional television content. In a series of interviews, the producers of such virtual world television programming in Second Life discuss how they perceive the role of the virtual world in their production endeavors.

From these discussions, three themes appear to be integral to their ability to produce: issues of;

  • connectivity,
  • creativity,
  • and community.

These themes are also used to compare virtual world television to the traditional television spaces and practices that exist in the physical world, in which the virtual world is embedded. While these producers may be replicating some aspects of traditional television, it is their act of producing that transgresses tradition.

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