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Файл:The Information Resonance in Social System. Monograph
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CHAPTER 9. NETWORKS AND SOCIAL SPACE OF “SECOND LIFE” 161
There are virtual space areas in the Internet, such as online
games with virtual characters (as controlled by real people, as
well as simulated and computer-controlled), non-existent races
and castes, virtual economy, geography, resources, its own
system of training, rewards and punishments, and so on, or the
community in which participants, using the so-called "virtual"
can play multiple social roles, when in one way may be hiding a
few individuals and, conversely, for multiple users may be one
person. This also must include the dedicated resources focused
on the creation of virtual marriage of Internet users (the
registration and issuance of a unique certificate with a virtual
wedding ceremony, virtual guests, virtual gifts, flowers, etc.)
simulators, which reproduce the characteristics of the social
environment (virtual worlds that allow you to create virtual
characters, choose their appearance, to invent the character, to
write the biography, raise families, "giving birth" of virtual
children, etc.), services, enable us to find new friends and play
in dealing with them a variety of sex roles and situations
inaccessible in real life.
One should not equate the Internet space with the Internet
environment, which can be defined as a combination of
technical, functional, informational, social, economic and legal
components that ensure the existence, functioning and activities
of individuals and groups of users of various computer
information networks. Under the Internet audience is usually
understood to diverse social community characterized by a
common object of perception and lack of apparent significance
of the relationship between individuals and groups of users,
using information and communication resources and
opportunities the Internet. Internet user, in this case, it is an
individual who has access and using as a tool for solving
various problems (business, educational, entertainment),
information and communication services and Internet services.

PART II. SOCIAL TRANSFORMATIONS 162
Internet as the social space
As traditional social space, internet space is structured and
differentiated, i.e. there are different social groups, which are
the carriers of the dominant interests, interact through formal
and informal connections and selling various kinds of joint
activities. Internet space is divided, and has a lot of planes, each
of which is characterized by a certain type of relationship and
has its own logic, and its elements are connected in a chaotic
and contradictory unity. In the Internet space, there are sites
with relatively high social interaction and development of
communications, which affect other, less than the reference and
status community. Along with this, among the various Internet
communities, not a few of the value and timing of existence
which are not essential for the formation and development of
online space for improvement. Dynamics of the Internet space is the result of a conflict of interest, which depends on both
qualitative and quantitative composition of social groups, and
correction of their relationships and joint activities in the
common domain.
Non-formal structuring of Internet users on their mutual
interests, social and cultural orientations, aspirations, shared
tasks and others without the prescribed acts of social status,
eligibility, despite ethnic, socio-political, gender and other
differences, often anonymous and asynchronous communication
and territorial remoteness of participants, led to a kind of
unofficial parallel communication structure, an invisible
network of interpersonal relations, which not only serves as a
joint information and the cognitive and communicative
activities, but also largely supported the bearer of contemporary
moral values.
Along with this, as one of the determining factor of social
differentiation in the Internet space is the level of access to
knowledge and information, and the role of the traditional
criteria for determining social status is insignificant, i.e.

CHAPTER 9. NETWORKS AND SOCIAL SPACE OF “SECOND LIFE” 163
smooth’s intercultural, ethnic, social-personality differences and
that there adjustment for social, educational and material status.
Internet users located in the upper echelons of information
stratification, does not always occupy the highest positions in
the traditional aggregate socio-economic ranking.
For a considerable period of human history, forms of social
interaction were limited in most cases to interpersonal
communication. People had the opportunity to interact with
each other and share a symbolic form only when both were in
the same place, or participated in other kinds of social action in
terms of physical, spatial and temporal localization. Tradition
and installation, including a political nature, primarily
transmitted orally, and even their very existence depended on
the continuous process of renewal, mainly through the story, at
least - through screening or other similar actions, but, again, in
the context of direct interpersonal interaction people. Means of
communication have led to new forms of social, when
messaging, carrying some meaningful content, people are not
necessarily required to be together. Convert symbolic form
using indirect interactive forms becomes available to more and
more people. The nature of interaction on the Internet allows for
such a characterization of the Internet space, which seems to be
called "gemeishaftity", referring to the derivative of the term
«Gemeinschaft», the speculation of sociological science F.
Tennis.
However, communication through the Internet often leads to
a change of value orientations, change attitude, outlook,
thinking way of people, there are new types of deviations. It is
impossible not to see the formation of new restrictions
associated with the development of network communications.
The more universalising connection to the Internet with the
world of everyday life and increases the number of users, the
more opportunities arise for the destructive interactions in it. In
the first premise of such a danger is a big part in the capture of
members of the community technology of information

PART II. SOCIAL TRANSFORMATIONS 164
processing (and, hence, manipulate it), which gives the hands of
anti-social-minded individuals rather powerful tool for the
promotion and implementation of their ideas through the
"filtered" information.
Using the Internet also implies a kind of decency, civility,
the user, which is often lacking. This copyright infringement
and gross failures in the ethics of communication. Unmoderated
conferences on the Internet (for example, in various forums and
chat rooms) just full of mutual insults, idiomatic expressions
and baseless insults. Anonymity environment provides
unlimited opportunities for irresponsible action, which in the
case of "live" communication, at least, not excused. Thus,
socio-cultural structure of modern society is beginning to
acquire the features that are not recorded in prior periods.
Social space of “Second Life”
Let’s turn to the results of an empirical research conducted
by me under this topic.
The survey, conducted in the form of a questionnaire
through the Internet was used the solid sample formed based on
registered users aged 12 to 30 years. Data were obtained from a
search engine site "VKontakte. The survey was conducted using
the automated service input, processing and storage Designer
polls "server VirtualExS http://www.virtualexs.ru/. In the
survey involved 65 respondents (34 female and 31 male)
Respondents were divided into groups conditional on the
level of education (secondary, vocational secondary, incomplete
higher and higher) and type of activity (education, art, work
with people, law, engineering, information technology,
advertising and so-called labor market activities, group which
includes other options for answers). All respondents were given
21 issues, including a group of questions on socio-demographic
data. Based on the analysis obtained from the survey data were
drawn one-and two-dimensional table. In analyzing the survey

CHAPTER 9. NETWORKS AND SOCIAL SPACE OF “SECOND LIFE” 165
results identified the main characteristics of interaction in the
Internet space as a social phenomenon:
1) interactions between individual users, users and user
groups in the Internet space (communication, sharing of
resources, etc.) are social in nature;
2) interaction in the Internet space, usually represented
interpersonal friendship, business, love and other communication. Also one of the clearest examples of interaction is an
online game;
3) the pace of interaction in the Internet space is
significantly higher than in reality;
4) there is a tendency to move the activity of interacting
users of the Internet in a common space of social networks,
which have become a major field of social interactions. Some
researchers call this the "socialization of all”.
5) interaction in the Internet area, especially in the form of
interpersonal communication, is secondary to the interaction of
the reality of nature.
Stably revealed specificity of interactions that are unique to
the space of the Internet, requires the use of special designation
for its concept of "on-line worlds”. The latter are connected
with the phenomenon of social networking. Some researchers
have legitimate online worlds are the next step in the
development of network communities [14].
Analysis of the current scientific literature suggests that the
problem of on-line worlds in the sociological aspect has been
studied very little, although at present there are dozens of these
online worlds. The most popular are: abroad «Second Life»,
«Habbo Hotel», «Club Penguin», «Webkinz», etc., Russia «Deeptown». In our opinion, this is explained by the fact that
this phenomenon has appeared only recently. For example, the
largest and popular project «Second Life», which is devoted to
the study of this section, was launched in 2003. Should also be
noted that there is no single accepted definition of this
phenomenon. There are different names: the metaphysical or

PART II. SOCIAL TRANSFORMATIONS 166
metaverse, virtual world, virtual community, network
community. Here I have formulated a working definition of
"on-line world": the on-line world - the type of social
communities, with three-dimensional graphical embodiment
and operating in the Internet space in real time (on-line).
For such an understanding of this phenomenon led us to
study materials (articles, forum posts) site http //
secondrussia.ru, an official site of Russia's community residents
Linden Lab, based in San Francisco and launched in 2003. Its
ideology is the founder Philip Rosedale. The idea of «Second
Life» came to him in 1999. In the «Second Life» registered
about 15 million people. Daily «Second Life» attends 15-50
thousands of users.
Most of the users or residents of the on-line world «Second
Life» agree that this project is not a game, as it is put before the
individual is not a specific goal, like in most online games.
Some of them call this world an imitation of real life, its copy in
the virtual space [15]. Also, this online world is understood as a
great platform for communication and expression. Last carried
out due to the fact that all the content in the «Second Life»
generate the users themselves. Buildings, parks, towns, villas,
castles, cars - all creations of ordinary people living in «Second
Life» and with imagination and some skill in working with
computer graphics. Thus the creation of objects in the project
company Linden Lab is not always carried out on a pro bono
basis. Many people earn money by selling virtual items and real
estate. Sometimes the daily turnover of transactions concerning
virtual things in the «Second Life» reaches 1.5 million U.S.
dollars.
Given the nature of the virtual world «Second Life», can
reasonably assume that most users are adults. Indeed it is.
Numerous studies prove this assertion. In addition, there is a
user agreement, according to which «Second Life» can be
registered only adult men. More than half of all users - men.

CHAPTER 9. NETWORKS AND SOCIAL SPACE OF “SECOND LIFE” 167
However, this does not prevent them to create female avatars
(characters), and perform in this on-line world of women's
social roles. As markets «Second Life», most products sold in
the worldwide electronic auction «eBay». It is noteworthy,
since «eBay» prohibits the sale of virtual goods. For Linden
Lab made an exception [16].
Thus, «Second Life» is a huge virtual space, filled with
cities, entertainment, shops, all that is in the ordinary world. We
can freely move through the "second life", to acquire housing,
virtual wife (or several), car, etc. Under certain conditions, can
earn money. It is known that there are people who earn «Second
Life» Tens of thousands of dollars. Although such people are
scarce. For most users, earnings in «Second Life», according to
some estimates, is limited to $ 10 per month [17]. Participation
in the «Second Life» is free. Nevertheless, there is a so-called
premium account (access to resources), which is characterized
by a more advanced technical support, scholarships, and a
variety of additional services. He stood about 9.95 U.S. dollars
per month. Optionally, you can pay $ 72 for a whole year to use
a paid account. In addition, there are a number of services,
including interest for the transfer of real money in virtual. In
this regard it should be noted that in the on-line world «Second
Life» present its own currency, which bears the name «Lindendollar» (“Linden Dollar”). Its course is set on created for this
virtual stock exchange Lindex. Usually $ 1 can sell for several
hundred Linden dollars.
If we talk about paid services and products that are now
available in the «Second Life», then the list would be extremely
wide, although there is a significant number of free. It is not just
about buying real estate, boats or cars, but also, for example,
newspapers. Thus, the publishing house Axel Springer launches
in «Second Life» its own newspaper, which covers certain
events virtual life. In the vastness of the world Linden Lab is
already running Reuters, Apple will have its own virtual store
Apple Store, and Adidas – a network of branded stores

PART II. SOCIAL TRANSFORMATIONS 168
sportswear. Present in «Second Life» as banks and restaurants.
These projects are designed more for additional advertising
among the "sophisticated" audience, wandering the world
«Second Life».
In business, this project is being actively used in the
educational sphere. In particular, today, many universities in the
world use the «Second Life» for learning foreign languages.
Conducted in this world and virtual seminars, thematic
meetings. Some companies are working on modeling different
situations in the world «Second Life» for training their
employees.
Previously, we pointed out that «Second Life» is not a game
in a universally accepted meaning of the word. At the same time
as it includes a number of locations of different sizes,
representing a simulation of the known worlds created by
science fiction writers and filmmakers, such as «Lord of the
Rings», «Star Wars», etc. They can be completely free to play.
Here you can feel like a racer, a fantastic soldier, a medieval
warrior, etc. It should be noted that in the «Second Life» is
present and its own sex industry. Users can view relevant films,
there is a virtual prostitution. Because the content is created by
the users themselves, in this on-line world are present and
perverted forms of sexual relations which are sold specifically
for this set up territories.
Many users and companies use the «Second Life» as
increases turns mass media. Mark Warner, a former action in
Virginia, the first of the politicians interviewed in the «Second
Life». His avatar (which is also named Mark Warner) flew into
a virtual town hall and sat down next to Hamlet Au, a reporter,
working only in the «Second Life». "This is my first virtual
appearance", - joked Warner - "I feel a little relaxed." Then they
discussed the situation in Iraq and other issues as if it happened
in real life [18].
The project «Second Life» was originally created in order to
offer a much more profound forms of interaction, rather than

CHAPTER 9. NETWORKS AND SOCIAL SPACE OF “SECOND LIFE” 169
just a game. "Since childhood we were using the computer tries
to recreate the real world" – says Philip Rosdeyl, founder of
Linden Lab [19]. Thus, he proposed to create something that
will enhance and complement the virtual reality, creating a
digital version of this. Unlike other on-line worlds, which can
only allow players to connect together a variety of artifacts,
«Second Life» provides for users kind of atoms - tiny particles
of virtual matter called "primitives" – so they can create objects
with zero. Cory Ondreyka (Cory Ondrejka), director of
engineering Linden Lab, cites the example of a piano. Using the
atomic structure, a resident of «Second Life» can create one of
the primitives with color and textures that it more to their liking.
He may assign a sound to the primitives representing the keys
and the piano in the «Second Life» will be playing. "Of course,
this is just a set of primitives, so that the piano can fly or drive
to the owner of a household pet" - says Ondreyka [20].
With the ability to affect the real lives of their users,
advanced technology and unique business model, the project
«Second Life» aroused interest from companies located in the
so-called "Silicon Valley". "It promises to be a" crushing "says Mitch Kapor, chairman of Linden Lab. According to him,
«Second Life» can be compared with personal computer and the
Internet itself, which started out as something strange, focused
on a narrow range of users, and then entered the mass
consciousness and changed it. "Conduct of the day in the virtual
world will soon become a normal and serious business" – says
Mr. Kapor. He argues that «Second Life» supplants the work
for a computer desk and two-dimensional user interfaces, and
may even "accelerate the social evolution of mankind"[21].
Such predictions, in my opinion, to date are premature.
About two-thirds of the content created from scratch, but
mainly it is variation of items that someone has already been
invented, and the huge number of products offered was banal.
While some residents choose rather unusual body for their
avatars, most of them remain in the form of a male or female

PART II. SOCIAL TRANSFORMATIONS 170
body. "You can create your own island and people will be able
to visit him" – says Bill Joy, co-founder of Sun Microsystems,
and today a prominent venture capitalist. "But I do not see any
relationship between this and that to become a designer and
acquire the necessary skills to succeed in real life" [22].
For beginners «Second Life» it seems amazing that so many
are relevant to the real world things. But those who spend a lot
of time in the world, «Second Life» show all their differences
from the real world. Chairman of Linden Lab, Mr. Kapor, the
full agree. "Everyone brings their karma in the world" - he says.
"Aggression is adjacent to the peacefulness". If «Second Life»
ever will become widespread and popular, there is no guarantee
that users do not sweep the world of racism and hatred. Possible
and crime: the people of the world were forced to change
passwords after a recent hacking attempts [23]. Nevertheless,
with all its, at first glance, the similarity with the real world, online world «Second Life» has some features that appear,
including, in the nature of interactions between users. To
identify the characteristics of the interaction of individuals in
social space «Second Life» in the broader Internet space, we
have analyzed the following articles and reports posted on the
official site of Russia's community of residents of the project
«Second Life» http / / secondrussia.ru:
1) "The Future of Second Life", 2007;
2) "Reflections on nubah and the elderly", 2009 (Message
User Lokos);
3) "Mothers and Daughters online or programmer's dream!"
(First impressions of the game), 2007 (message user Digimax);
4) "Minority Report", the father of Paul (Velikanova) and
Oleg Pokrovsky, 2008.
In these articles, in my opinion, are presented in terms of
the nature of the interaction between individuals in «Second
Life» following conditional groups of people directly related to
the project: the founders, experienced users, "newcomers".
Also, I have analyzed the opinion on the project outside
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