How does your organization use Second Life?
Amoration is a nonprofit studio developing ManorMeta, a futuristic TV/DVD series and interactive online network for families around the globe. ManorMeta's growing architecture has quickly taken over our free time. ManorMeta premiered in early 2006 and quickly became a destination for world-changers and innovators in design, education, sustainability, artificial intelligence, and the arts. Our goal has been to produce a family media series built on a very fantastic new technological age.
ManorTV is kid-friendly edutainment now in early production. Our virtual home has six foster kids, three adults, numerous animal and computer-generated characters, and is filled with music, humor, and technological magic. (Think: next-generation "Sesame Street.")
Amoration, our 501(c)3 organization, has produced media and developed new concepts for programming in the virtual world since December 2005. We have provided support on nonprofit projects such as Camp Darfur, producing crossover print and video machinima from our builds to compliment real world awareness events. The ZeroOne art show (a festival of art and digital culture that took place in San Jose, California in August 2006) increased demand for our rare designs and we opened two ManorMeta Mineral Matrix education shops to build a growing business in the virtual world.
Why did you decide to do something in Second Life?
After a fun job interview in the virtual world in the Summer of 2005 and encouragement from Sue Stonebender and friends from the Omidyar Network (a mission-based investment group committed to fostering individual self-empowerment on a global scale), I gave Second Life a test run in January of 2006. With the pilot for the ManorMeta series nearly finished, we needed a dynamic, collaborative building space that would help us develop our ideas on interactivity in real and virtual spaces. Second Life became a tremendous tool for set and character development and storyboarding - now, story ideas emerge from our Second dramas! We've successfully turned our early-adopter audience into active participants by starting our process in the virtual world.
How was the project planned? What expertise was needed?
We have had mostly positive results in presentations with potential partners, Amoration Advisors, and volunteers. The world is intriguing enough to gather interest, but few find they have enough juice and bandwidth to sign up for Second Life and join us in the virtual world on a regular basis. Those who meet us there and play often get very involved in like-minded projects! Some who cannot join us in Second Life still spread the meme through the Web; we provide them with a natural spotlight space with links and interactive content at no cost.
Our first development award came from a key Linden partner so we did not worry that our investment in the platform would be considered wasteful. We found our virtual world meeting enhanced our work with Omidyar Network and other leaders from many different disciplines. We host some advisor meetings in-world (in Second Life) as a way to stay connected and integrated with our virtual space.
The learning curve has been steep and it has taken us every bit of nine months to learn building, scripting, event hosting, and media production in-world. We have tried to do this without investing extra money into Second Life; instead of hiring scriptwriters and machinima producers, we learned how to do it ourselves.
How did the project unfold? What were some of the challenges? What worked well?
As a development platform, Second Life is an excellent tool. It works well for archiving drawings, ideas, storyboards, and movement directions. Of course, if you write about hackers and digital access, you're bound to get hacked and "griefed" (the Second Life term for virtual harassment). As a networking device, it is clever and very sticky; it has tremendous potential as our computers and bandwidth catch up with the technology. Some of our primary mentors and advisors are unable to run Second Life smoothly on their primary work computers due to software and hardware restrictions, so we are not yet able to integrate them with our virtual-development process.
How much time and money did you spend?
To date we have spent less than $20 in Second Life. Our goal is to keep this project as sustainable as possible while providing financial stipends for the volunteer artists who have been working on this project for the last year. Amoration is a young 501(c)3 sponsored by the International Humanities Center; our staff has been working as volunteers for our arts education endeavors since 2004. We have approximately two dozen AMO Advisors who have given time and talent to help this project grow.
How did you explain the project to organizational leaders or constituents?
As an independent studio, we hold true to our organizational mission. We seek partners and projects that enhance a better world vision and we have made many new friends through the ManorMeta experiments.
What are the benefits to your organization?
The largest benefit to our organization is the interactivity, feedback, collaboration, and creative capital that we have exchanged in fun and captivating ways. There is so much potential as we build and bridge these new frontiers for kids around the world.
What advice would you give to other nonprofits who might be interested?
Write to us now at inkenzo@gmail.com We have found many tremendous pieces in this puzzle and we'd like to hear how you think they should fit together. If you have helpful leads for product and production partners for AMO Studio, please drop a line or introduce yourself in-world to In Kenzo, Common Cure, or any avatar from the ManorMeta group. We've been meeting tons of actors, stunt leads, musicians, and other talent and our team for this project is growing every week. We consider this to be a family and we invite people who want to create a culture of conscious compassion to tell us what you love to do.
Copyright: CompuMentor
Source: http://www.techsoup.org/learningcenter/internet/page5902.cfm?cg=searchterms&sg=second%20life


