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	<title>Blob &#187; secondlife</title>
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		<title>virtual co-presence</title>
		<link>http://dnwallace.com/blog/2009/05/29/virtual-co-presence/</link>
		<comments>http://dnwallace.com/blog/2009/05/29/virtual-co-presence/#comments</comments>
		<pubDate>Fri, 29 May 2009 01:31:51 +0000</pubDate>
		<dc:creator>dnw</dc:creator>
				<category><![CDATA[Presence]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Thoughts]]></category>
		<category><![CDATA[co-presence]]></category>
		<category><![CDATA[Connection]]></category>
		<category><![CDATA[secondlife]]></category>

		<guid isPermaLink="false">http://dnwallace.com/blog/?p=660</guid>
		<description><![CDATA[Update: Some sentences rearranged to better express what I wanted to convey. Bold added. 
 
 
Last year a blog post by Mark Pesce titled &#8220;Those Wacky Kids&#8221; contained this paragraph:

 

Mizuko Ito, a Japanese researcher, studied teenagers in Japan a few years ago, and found that these kids – from the moment they wake up in the morning, [...]]]></description>
			<content:encoded><![CDATA[<div class="content"><!-- google_ad_section_start -->Update: Some sentences rearranged to better express what I wanted to convey. Bold added. </p>
<div class="ennote"><span><a title="albert&amp;dave_sfnc-frame.jpg by dnwallace, on Flickr" href="http://www.flickr.com/photos/dnwallace/3574904504/"><img src="http://farm3.static.flickr.com/2457/3574904504_867af361a5_m.jpg" alt="albert&amp;dave_sfnc-frame.jpg" width="223" height="240" /></a></span> </p>
<div><span> </span></div>
<div><span>Last year a blog post by Mark Pesce titled &#8220;<span>Those Wacky Kids&#8221; contained this paragraph:</span><a href="http://blog.futurestreetconsulting.com/?p=56"></a></span></div>
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<blockquote>
<div><span><em>Mizuko Ito, a Japanese researcher, studied teenagers in Japan a few years ago, and found that these kids – from the moment they wake up in the morning, until they drop off to sleep at night – are enaged in a continuous and mostly trival conversation with, on average, five other friends. They might be in the flat next door, or on the other side of Tokyo. </em><strong><em>Proximity doesn’t matter. What does matter is the constant connection</em></strong><em>. Ito named this phenomenon “</em><strong><em>co-presence</em></strong><em>”. It seemed a bit too science-fiction wacky-technophile Japanese, at the time.</em></span></div>
</blockquote>
<div>[<a href="http://blog.futurestreetconsulting.com/?p=56">http://blog.futurestreetconsulting.com/?p=56</a> ]</div>
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<div>I just rediscovered this in some little used backwater of my online tools after saving it there ages ago.</div>
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<div>The bold highlighted part is the bit that struck me, not simply because it&#8217;s obviously what&#8217;s going on with social networks and why things like Twitter are so popular &#8211; I&#8217;ve always seen Twitter as a &#8216;<strong>presence</strong>&#8216; app, but primarily because it&#8217;s what I&#8217;ve craved and been for years living out to varying degrees in various places online.</div>
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<div>It&#8217;s also what I see and experience as going on big time in Second Life. With a twist. There, the <strong>physical, geographic proximity</strong> of the residents [users of SL] in terms of where they live  certainly <strong>doesn&#8217;t matter</strong> (aside from the obvious problems differing timezones bring). And certainly, the relationships bought about by connection is the thing  that keeps them returning.</div>
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<div>However when in SL the issue of <strong>proximity does matter</strong> in terms of <strong>virtual geography</strong>. The &#8220;co-presence&#8221; spoken of is felt and made stronger by being in the same close <strong>virtual proximity</strong> with others in-world.</div>
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<div>It&#8217;s why gatherings for dance partys with music live streamed in by DJ&#8217;s thrive, companies hold meetings, educators take classes, live music events where artists play in some remote physical location with their music streamed straight into the virtual gathering are extremely popular, it&#8217;s why people build homes and have friends around, and why they go exploring <strong>together</strong>, and develop close personal relationships, and why people gather in groups around in-world, often simplistic, puzzle style games that they share in the same <strong>virtual proximity</strong> with others &#8211; where the being with others is part of the enjoyment of the game &#8211; in my opinion, often moreso than the game itself.</div>
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<div>Yes, in the physical world, proximity may be becoming less important for connection to others.</div>
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<div>In the virtual word, proximity is everything and co-presence is made almost <span>palpable</span>.</div>
<div> </div>
<div>Dave</div>
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