Adam and Eve dreamed about it; their descendants sought for it; modern man demands it. “It” is the perfect life which, translated means MAN IN CHARGE. Man has always wanted to create a world of his own design. Since the original man and woman attained such a world by selling their souls to Satan, their descendants have sought ways to create such a world for themselves. For the past 1700 years the church has also chased the dream, created it and, as did the Church of Eden, sold its collective soul to the devil in order to have it. As was the case with Adam, Eve and every generation since, Satan has always been there to make man’s dreams come true. Sex, drugs, more stuff, power, heathen religion, etc.–all have been utilized by man to make his life better. Everyone wants to improve his lot in life. Most focus on earthly possessions, power, fame, etc. A minutely few focus their efforts for self-betterment on the spiritual realm. Only the “few” true saints (Mat. 7:13,14) who search for and “find” God’s way of holiness strive to be more like God by emulating Him as He is portrayed in the Holy Bible. For the purposes of this series of postings, we will look at the other 99.99% of the world’s population.
Though it is not yet well known, man has succeeded in creating a world in which he is in total control. It is called Second Life. S.L. is an avant guarde online role-playing, multiparticipant social networking game. In that there is no end result that those involved are trying to bring about, the game is continuous and without end. Statistics show that an average of 20-25,000 people are logged in at any one time. For those involved, S.L. is a world in which gamers travel through 3D environments using digital alter egos called “avatars.” In that no one uses his/her real name, anonymity is assured. Players do what they do through their personal avatars using text messages. They go to movies, concerts and restaurants where they watch, eat and listen to whatever they desire. They shop, buy, sell, etc. whatever is available. Which brings us an interesting point–everything the player deals with is virtual. Only the player him/herself is real. Players are called “residents” for whom S.L. is a 3D world imagined, created, owned and operated by its creators.
Like any other society, Second Life is has a virtual economy. All business transactions use “Lindens,” the in-world” currency. Buying land requires an account with monthly fees attached. Residents purchase Lindens at roughly 250 per U.S. dollar. S.L. residents make money by selling goods or services they have created in-world. Using S.L. software tools, residents have created digital houses, clothing and jewelry. It has been estimated that users exchange $1.5 million each day while, in reality, buying nothing. To be continued.
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