| << Questioning Multiculturalism in Europe | Free the Detainees! (Just Don’t Send Them Here!) >> |
When readers of this site hear that an old media company is embracing virtual reality, it might conjure up memories of Dan Rather and some not-quite-real documents. But in this case, one of the oldest media companies in the world is breaking new ground by dedicating a full-time reporter to covering the economic happenings within a virtual universe called Second Life:

In preparing to open a Reuters bureau on a bustling island, Adam Pasick has been introducing himself to residents and interviewing entrepreneurs. After finishing such interviews, Mr. Pasick often levitates for a moment, then flies over buildings.
Mr. Pasick, a Reuters technology reporter who was formerly earthbound with the news agency, is heading up Reuters’ first virtual news bureau inside the online role-playing game Second Life. While many independent journalists and bloggers have published inside such virtual worlds, Reuters is the first established news agency to dispatch a full-time reporter to do so.
[...]
“The fact that it’s in a virtual world doesn’t change things as much as you’d think,” said Mr. Pasick, 30, a Michigan native based in London. “It’s not any different than when Reuters opens up a bureau in a part of the world that has a fast-growing economy that we weren’t in before. The laws of supply and demand hold true, it has a currency exchange, people open businesses and get paid for goods and services.”
Scientific American has more:
Created by Linden Lab in San Francisco, Second Life is the closest thing to a parallel universe existing on the Internet. Akin to the original city-building game SimCity, Second Life is a virtual, three-dimensional world where users create and dress up characters, buy property and interact with other players.
More than 900,000 users have signed up to build homes, form neighborhoods and live out alternative versions of their lives in the 3D, computer-generated world. Players spend around US$350,000 a day on average, or a rate of $13 million a year. Usage is growing in rapid double-digit terms each month.
Players buy and sell goods and services using a virtual currency, known as Linden Dollars. An online marketplace allows users to convert the currency into real U.S. dollars, enabling users to earn real money from their activities.
Adam Pasick, a Reuters’ media correspondent based in London, will serve as the news organization’s first virtual bureau chief, using a personal avatar, or animated character, called “Adam Reuters,” in keeping with the game’s naming system.
“As strange as it might seem, it’s not that different from being a reporter in the real world,” Pasick said. “Once you get used to it — it becomes very much like the job I have been doing for years.”
Over the last month, I’ve been helping Reuters launch their presence in Second Life; I was brought in as an outside consultant and was responsible for much of the programming work. It’s been a fun gig, and has helped me fill the downtime while we work out distribution kinks with the upcoming film Indoctrinate U.
But what I found most intriguing is that an old-school company like Reuters would even consider embracing virtual reality, much less with this level of commitment. Ten years ago, such a move would likely have been met with derision by other establishment media companies. But covering online communities like Second Life makes sense: there’s real economic activity, and there are important issues to cover—such as how real-world laws will be applied to environments like Second Life.
It’s a sign of a changing world...both real and virtual.
