Tag Archives: History

Calling All Second Life Historians

We must take steps to preserve virtual worlds, or their histories may be lost forever. With the increasing popularity of virtual worlds such as Second Life, an incredible amount of user-generated content has been created within these worlds – avatars, houses, clothes, games, and animations among other things. The establishment of subcultural groups that meet virtually and collaborate to make content fascinates me, including the Wild West role-playing simulation of Sigil. What can these sims tell us about this time of pivotal changes in human interaction? What questions will we have in 10 years looking back at this point? Will we have preserved these environments so the study of them is even possible? All too often these sims exist for several months, then completely disappear with no historical record kept. All of the daily interactions, the groups and people involved, stories and the wide arrange of content created by individuals instantly becomes invisible. Why are we letting this happen? I urge others to take an interest in preserving the histories of the virtual world, before many of these sims become “ghost towns” as Sigil did.

I’m not sure if the title is fitting, however I may be the first Second Life historian. In the very least, The Sigil Archive seems to be the first of its kind – attempting to preserve the history of an entire Second Life sim. A search on Technorati for “Second Life historian” came up with nothing, and a Google search only returned one vague result. Historians, why aren’t you doing research on Second Life? In today’s Web 2.0 world, if is doing anything remotely interesting on Second Life it usually appears in a blog somewhere, but I hope that I’m wrong and others are out there. History informs our identity and culture, which makes the preservation and understanding of history a crucial part of life. The history of Second Life simulations is no different. The importance of this became evident when I was recently in the Wild West sim called Tombstone. Tombstone is one of several Wild West simulations that appeared following the demise of Sigil, and the basic narrative structure (time period, location, etc) is incredibly close to Sigil. I had a discussion with a citizen, where I asked if he had ever been to Sigil – he responded no. To my surprise and delight, he explained how he is starting a virtual newspaper in this Wild West simulation – without realizing that there had been the Sigil Tribune at one point. Without having history to root our experiences, everything we do seems new.

Many Second Life amateur historians exist, in fact it’s increasingly popular. Individuals will maintain a blog for their avatar, where they account their journeys into the vast corners of the metaverse – often cataloging what they witnessed along-side images to document the experience. Historians must focus contextualize the accounts of individuals, as well as preserve documentation of these environments and individuals involved. SLHistory is a wiki that offers a space for community knowledge building regarding the history of Second Life, but at this point lacks any comprehensive research and documentation of simulations. In my research of Sigil, I began by traveling through the simulation documenting images of buildings and people, and recording their names. After the sim went offline, I contacted several former citizens including the mayor, who have provided me with a great deal of information including primary documents regarding the sim’s creation. These documents instantly became invisible to the virtual world when the sim became inactive – but many copies were stored in the inventory of users. As digital historians we must take active steps to preserve these documents.

Let me close by saying that there are individuals studying the history of virtual worlds (broadly speaking). Bruce Damer is compiling a virtual worlds timeline, cataloging the origins and evolution of social virtual worlds. Timothy Burke has a great blog posting regarding virtual world methodology and the lack of textual sources that influenced me a great deal. If we agree that virtual worlds are becoming increasingly important within society including education, then the need to archive and record the history of these emerging new media environments becomes clear.

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The Origin of the Oregon Trail Computer Game

Many of the ideas I’ll share regarding The Oregon Trail computer game have developed over the past 18 months and after a series of conversations with Don Rawitsch, the game’s creator and Wayne Studer, the project manager overseeing the development of Oregon Trail II. I will continue to build upon these ideas within my blog, and hope to have portions published in the future.

In 1971, Don Rawitsch was student teaching as a senior education major at Carleton College. There he observed several peers bringing home teletype machines on the weekends to connect to a computer mainframe. Based upon the interest of his peers, Don concluded that he should use these computers in the classroom, and he quickly began working on a computer simulation called Oregon with two other Carleton students, Paul Dillenberger and Bill Heinemann (Rawitsch). The game was purely text-based, but this meager beginning proved the viability of computer simulations within the classroom. In Oregon, students would cooperate with users networked together all around the state of Minnesota to simulate the westward journey of pioneers on the Oregon Trail. While hunting, users would have to type “bang” to shoot their gun without actually ever seeing what they were shooting (Studer 5). It offered a glimpse of the future of educational gaming.

Don would bring the game with him to MECC in 1973, the Minnesota Educational Computer Consortium. Minnesota was the “clear leader” in the field of educational computing, budgeting more than $5 million annually to MECC (Zucker 400). They proved to be instrumental in the educational movement to implement computers into school districts in the early 1980′s, and software produced by MECC would be used in classrooms across the nation. Beyond word processing, innovation in technology made it possible for computers to run games, and as a result, educators sought new ways to embrace technology and games into the classroom. What emerged was a new genre of software development, called edutainment software (a hybrid of education and entertainment software). The advent of the personal computer made this technology available and affordable, notably the Apple II which early on became the de facto educational standard (Pillar 3). In 1985 MECC released the original Oregon Trail version, that now included sound and was visualized to a far-greater degree. The software released by MECC including The Oregon Trail was more popular than all other educational software companies combined (Studer XI).

Works Cited

Pillar, Charles. “Apple Will Surely Reap What it Sows on the Education Front.” Los Angeles Times. 1 Sept. 1997: 3.

Rawitsch, Don. “Oregon Trail Research.” Email to Dave Lester. 30 March. 2006.

Studer, Wayne. Oregon Trail II: The Official Strategy Guide. N.P.: Prima Publishing, 1995.

Zucker, Andrew. “Computers in Education: National Policy in the USA.” European Journal of Education 17.4 (1982): 395-410.

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