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Showing posts with label virtual world. Show all posts
Showing posts with label virtual world. Show all posts

Monday, February 11, 2019

Trust and Transparency: Digital Citizens share about the edge of Real and Virtual Worlds

Shiny Journo Reporting Twitter: @ShinyJourno

artwork by NarayanRaja

Many issues of digital life are explored in the film “Ready Player One,” based on the novel of the same title written by Ernest Cline, and brought to cinematic life by Steven Spielberg and Industrial Light and Magic, not the least of which is the blurry yet inherent line between reality and virtual reality. In a pivotal scene which takes place deep within a digital multiverse, two fantastical avatars swim and dance with each other in a zero gravity ether at a digital disco called he A.V. Club.

While these two avatars share this intimate occasion, their physical selves, existing in a seemingly failed reality, are enmeshed in technology which enables the virtual moment, and they experience it through this projection and are given a respite and much more. But soon the boy behind the avatar Parzival, overcome by his romantic feelings for Art3mis, risks everything when he does what many fear in this world to do.

"So, I've been thinking. Maybe it would be cool if we met up in the real world," suggests Parzival.
"No, you'd be disappointed," Art3mis replies cooly.
"No, I wouldn't. I would like you," he retorts.

"You don't even know me. This isn't what I really look like. This isn't my real body or my real face," Art3mis somewhat pleadingly answers.

"I don't care. I wanna know your real name," he says in a more serious tone.

"Stayin' alive, stayin' alive ah, ha, ha, ha" by the Bee Gees pumps from the digital sonic temple while they do their levitation-dance. Parzival hesitates, knowing that he will pass a point-of-no-return if he speaks and yet still crosses a line and simultaneously opens a door. He blurts out, "My name's Wade."

"What?!" Art3mis asks in a tone of shocked disbelief at his admission.

Of course, a villainous mercenary, i-Rok, who has them under surveillance, overhears this and with little empathy and a lot of condescension says, "Well, Buckaroo blows it. Shocking."

Then Parzival (and/or Wade) continues, not understanding the rhetorical nature of her question. "I said my name's  . . ."

"Stop!" Art3mis demands. "Are you crazy?! You don't tell anyone who you are. You can't use your real name!"

"You're not just anyone." Parzival pleads, lost in the moment.

Art3mis pushes back, "You don't know me. You don't know anything about me. We've never met."

"I do know you Arty. I'm in love with you," Parzival says without reserve.

At that moment the antagonist's goons, the Sixers, explode into the room with guns blazing and the heroes are forced to shoot their way out. Meanwhile, Parzival's secret identity is passed on to the nefarious who plan to leverage this knowledge over him in the real world. This scene captures anxiety that all will experience in digital life.


The line that separates real life from virtual life is as much a connection and a path as it is a border. The promise and perils of digital identity create a range of choices and responses, raising the concern as to how much personal information is safe to share across "real life" and the virtual one.

Asking citizens across the grid how much information about real life is safe to share in Second Life reveals opinions and advice that is wide-ranging. Most suggested a cautious approach built on trust, but even that trust is tempered more often than not.

"I have shared personal information with others after a few months of knowing them, and others a few years.  It's a really touchy subject because you never know. You kind of have to trust your gut in most situations. I am a very private person and when I share my personal information I have to know that person is safe," one long-time resident shared.

A resident of 10-years and business owner said, "Very little (personal information should be shared) and it's a challenge to not do so, particularly in close relationships. Keeping in mind that everyone is an angel in the beginning and it's only later, if things go badly, that there is (a) reason to regret sharing too much."

Another resident of 11-years, who manages a SIM, and details high-quality and provocative appearances for her avatar states, "Most everything, even my address, and real-life Facebook if I know the person very very well. But I am extremely wary of most people I meet randomly online and that info is not easily given. Especially if they are asking a lot of real-life questions."

Many residents revealed the intentional and prolific cross-reality aspect of their work and play, explaining how more transparency and openness is useful to their work life. Through education and media literacy, these users actively move their relationships and communities from a fear-based reaction to a proactive model, one where digital citizens make conscious choices about privacy and transparency in order to empower and enrich their lives inworld and out.

These people are real-world artists, professors, counselors, musicians, and business people who use the virtual world to expand their network and exposure in hopes of sales, growing audiences, sharing knowledge, resources and collaboration. How do they manage “crossing the line”?  Their confidence seems to arise from their etiquette. These users generally keep a positive presence online, are responsible users that keep others’ confidence, abide by terms of service, never forget that virtual spaces that seem private are still essentially social networks, and conduct themselves accordingly. They behave professionally and build brands that are at the same time personal, often supported with blogs, websites, and resources linking their real and virtual identities clearly.  This strategy they hold closes the gap and builds trust with those they encounter or choose to engage.

In a thread in the lifestyle & relationship category of the official Second Life Community Forum, resident BJayy posed a similar question in 2011.  "How much do you mix your RL with your SL or do you prefer to keep the two totally separate? Is that even possible?"  The answers here ranged from "no information at all" to "I'm an open book!"

Resident Bree Giffen in response to the thread’s variety said, "I categorize people in SL in three ways: the roleplayer, the average gamer, and the facebooker. The roleplayer is someone who is completely playing a character.  The average gamer is someone who chats as they do in real life, pursues things that interest them, acts as they would in real life, and generally are just playing SL to enjoy it. The facebooker is exactly like the average gamer except they are playing with their real-life information tied to their avatar and want to know the real-life information about others."


Knowing or being ignorant of what kind of users we are and how we are moving inworld at any moment seems to be a fault line of missteps and drama. Pamala Clift is a teacher and the CEO of Virtual Handhold, LLC. In a lecture called “State of Being” about "Avatar Perceptions" which she has shared extensively inworld over the years, Clift helps others understand this potential rift she sees as a "conflict of perspective" by categorizing three types of viewpoints: immersive, augmentative, and disassociative.  

Slides from her lecture (available on her website) define describe the characteristics of the three aspects. Some qualities of the immersive user are more intense care and concern for the virtual environment and other virtual beings, deserving of as much care as any physical reality, whereas the e disassociative user sees it all like a cartoon without consequences. The augmentative generally uses the virtual world as a place of social value and consequence, but also a tool that can be utilized and put away. Clift also argues that users can change or possess all of these perspectives, that they are all valid, have a purpose, and have advantages and disadvantages.

 artwork by NarayanRaja


From these models, the intention driving the sharing of personal information (or not ) across the digital divide varies as the disassociative troll might hide behind anonymity to avoid real-world consequences to their abusive behavior, whereas a harmless roleplayer may choose a veil to enhance a therapeutic and/or playful fantasy.

Preventing drama associated with mixing real and virtual worlds is a question of perspective and that includes each one's idea of what is a drama. Saoirse Heart, a SL resident for five years, journalist and travel blogger has no problem sharing personal information after trust is gained and has several friendships that have moved from virtual to physical life. She sees the digital divide as an arbitrary one and challenges the "no drama" profile cliché asking, "What IS drama?  That is really key to this question. Some SecondLifers use the word drama to mean they should be able to behave poorly and the recipient of the behavior should suck it up. But really drama means exciting or emotional experiences, yet what is emotional to one person may not be to the other person in the exchange. My daughter was concerned about my time in SL initially and she wanted to visit SL. She did and then told me she wasn't worried anymore. That is the closest to "drama" I have experienced. Drama is created by two or more people.  That means that all share ownership for the event/experience. It has been my experience that those who cry "no drama" are the ones the least likely to take ownership for their part in an emotional moment."

As the film Ready Player One  
culminates, the protagonists known as the High Five including Art3mis, Parzival, Aech, Sho, and Daito are all drawn into the fray that has escalated into the physical world. They join forces physically, and in doing so, their real faces and names are shared. Now known now to each other as Samantha, Wade, Helen, Zhou, and Toshiro, together they spoil the villain’s plot of domination. and the real world consequences that an evil corporation has set to control and oppress the Oasis, the virtual world that has become the center of life. Even with their actual faces and names revealed, their united friendship and heroic selflessness, in either real or virtual, masked or transparent, is the reality that bridges all the worlds and saves the day.

HYPERLINKS IN STORY:
Second Life Community Forum Link:
Avatar Perceptions Lecture
Virtual Handhold, LLC
Ready Player One Official Movie Site
Ready Player One Wikipedia

Monday, July 23, 2018

Role-play & Achievements Drive Play in the beYou World Shiny Blackheart reporting







The life simulation game,The Sims, is one of the mot successful video game franchises series of all time. No one might have predicted this at the start of the games creation. Designer Will Wright had conceived the game while recovering from the trauma of losing his home to fire and using the construction of a “virtual dollhouse” to rebuild his life while also creating a new home in the physical realm. A game without winners or losers, driven by an AI built on an armature of Maslow’s hierarchy of needs and Hamden Turner’s mind maps, role playing life in the digital universe has been a great success and it should be no surprise that in the world’s largest virtual community, Second Life, a game within the game called beYOU World help players strive for life’s big and little achievements, giving them a sense of accomplishment.

After months of brainstorming in 2013 Brianna Altneu, Moxie Polano and a few other community members like Gunner Walker, Forda Fairlane wanted to begin this “game within the grid of second life.”



Brianna Altneu and Moxie Polano are the founders of beYOU World but the team has had a few different members as the beYOU project developed.They say they have the “perfect team” currently: Moxie Polano (art, design, game play and 3-D Mesh), Brianna Altneu (in-world scripting, game development, art) Treon Bikcin (backend developer/web design and in-world communications and scripting) and Denis Tristan (3-D Mesh Art wizard and animations guru).

The game is very complex and the team took over a year testing in a beta version and adding things as the process unfolded. The developers explained, “The game will always be released in steps as its real-life based ideas, so it’s never ending and always changing in natural order.  There will always be more stages and things to add like professions, new quests, crafting supply's, recipes for cooking in the kitchen, farming crops and more and more!”


When asked what is the core mission that drives all this effort founders sayIn beYou you can be me, be you, or be virtually anything or anybody you want. The beYou team realizes that everyday real life can be overwhelming and hard at times. Some of us may have disabilities that hold us back from things we would love to do in the real life. Some don't have real families or friends to even interact with. Regardless of your RL situations, our main goal is to provide players just that and to make it fun and entertaining. We want to give the players a game where they can feel like they are apart of a family and community that care for each other. Community, it’s what brings people together.  Players can also choose from out many professions available. Perhaps be a Doctor, Lawyer, Farmer, or even a Chef. All of these professions are geared with the end goal of personal accomplishment.”



“The goal is to create a community based economy that grows from different professions that are interconnected between each other.  This progression acts just like real life progression, which takes the time and drive, depending on the level of role play you wish to involve. You make it your life to enjoy and fulfill as you wish.”

The game begins with retrieving the role-playing HUD system, found and purchased for free in the SL marketplace, and creating an account. Of course a player must agree to the terms of service, and should read them because like in any community not understanding them or abiding by guide, can get you exiled.  A note card with account creation instructions is delivered along with the HUD.

“The HUD isn't the main focus of the game. Although you do need it to interact with beYou World and it will show a player their personal stats. It's just one part of the whole system. [The beYOU website is] more important because the game is based on assets you hold in your beYou account.” the founders explained. The website, http://www.beyouworld.comis a crucial part of the gaming experience.




Some information in the registration process like your account key and legacy name are set-up automatically but then you will choose some attributes that begin to create your game experience. Is your player a teen, adult or child, male or female are the first few choices.A player who wants to be the best furry lawyer in SL for example is also available; just select the option from human, vampire, furry, or supernatural as per your preference from the race selections.

Once registration is complete just login and make sure you have the beYOU HUD and your beWorld meter.

The meter tells the player their stats in the categories: Hygiene, Energy, Reputation, Social, Wellness, Mana, Mood, and Dedication. As soon as game play commences the player’s 100% reading begins to diminish, as these stats require sustenance, care and skilled activity to sustain.

Skill Points are rewarded by wearing the HUD and being in world as well as game-play. As Skill points become available they can be allotted to seven different abilities: Charisma, Logic, Creativity, Spirituality, Fitness, Cooking, and Mechanical.

The community in beYOU world is very diverse and anyone who has watched the group chat of beYOU World will find a helpful community of administrators and players managing the beginning learning curve and strategizing their gameplay. Founders are encouraging helpfulness in the game because they claim the community is“still growing [and] we are seeing all kinds of different types of people from everywhere
beYou is a very versatile gaming environmentand gameplay is approached in different ways. Some players are role-playing the family unit, while others are happy totest their culinary skills and farm all on their own.




Founders saywhat makes beYOU different from other experiences in SL is “that there are no bounds to what can be added to this experience, you decide.  We will continue to provide the tools and content to enhance your experience by enhancing and expanding out he careers and game features as much as possible.”

When asked if beYOU is solely about the virtual experience or is it a RL educational tool as well the team says, “We think that with everything in SL there is a commitment from RL if you plan to progress in anything worthwhile and productive. Some people may make huge commitments to their careers in beYou because they can generate Lindens by selling their products to other customers. Others however might only use beYou in passing and stay clear from any RL time commitment.”






Visit the website for information and registration. In Second Life visit the beYOU City Hall to get started, explore careers. In the Learning Center you will find links to informative instructional videos or go direct to their beYOU World YouTube channel.



Additional Information: 
Group: beYOU World

Preferred contact: InWorld Ticket System


Spotlight Interview


Q. Shiny: How did beYou begin?

A. beYOU Founders: Back in 2013 Brianna Altneu, Moxie Polano and a few other community member like Gunner Walker, Forda Fairlane  come up with some ideas to make a game within the grid of second life. Moxie and Brianna had worked together on some other projects in world and become great friends. They enjoyed working together as well as shared the same rare work ethics. Although it took months playing with ideas even to begin a foundation, they come up with a game based on real life role-playing with achievements based on gameplay that gave the players a feeling of accomplishment.



Q. Shiny: When did the community launch? Did it go through stages?
A. beYOU Founders: We started testing with the community in a beta, and add things as we went. It took about a year in beta because the game is so complex. The game will always be released in steps as its Real life based ideas, so it’s never ending and always changing in natural order.  There will always be more stages and things to add like professions, new quest, crafting supply's, recipes for cooking in the kitchen, farming crops and more


Q. Shiny: Who are the founders? builders?
Brianna Altneu and Moxie Polano are the founders. Through the years there had been a few other team members but we found the perfect match for the current team that includes Moxie Polano (Art, design, game play and 3d Mesh), Brianna Altneu (In world scripting, game development, art and overall master), Treon Bikcin (Back End Developer/Web Design and in-world communications and scripting) and Denis Tristan (3d Mesh Art Wizard and animations guru).



Q. Shiny: Who designed the HUD?
A. beYOU Founders: Overall it was a collaborative team effort on the function of the Hud. Moxie Polano did the HUD design /art and Treon Bikcin did the scripting. The meter was designed by Denis Tristan and also scripted by Treon Bikcin.


Q. Shiny: What is beYou’s core mission and goal?

A. beYOU Founders: In beYou you can be me, be you, or be virtually anything or anybody you want.   The beYou team realizes that everyday real life can be overwhelming and hard at times. Some of us may have disabilities that hold us back from things we would love to do in the real Life. Some don't have real families or friends to even intervene with . Regardless of you RL situations, our main goal is to provide players just that and to make it fun and entertaining.  We want to give the players a game where they can feel like they are apart of a family and community that cares for each other.. Community..  it’s what brings people together.  Players can also choose from out many professions available. Perhaps be a Doctor,  Lawyer, Farmer, or even a Chef. All of these professions are geared with the end goal of personal accomplishment.


Q. Shiny: How would you describe the community? What makes it distinct from other experiences in SL?

A. beYOU Founders: We have a very diverse and helpful community. Because it is still growing we are seeing all kinds of different types of people from everywhere and  one common trait we like to push within our group is helpfulness. Users always help each other out with information they’ve gained over time. Of course, we also provide the community with experienced CSR’s as well as encourage player interaction to assist in anyway possible. beYou is so versatile, gameplay can be approached in several different ways.  For example, some people really enjoy role-playing the family unit, while others just want to cook and farm and keep to themselves and do their own thing. I think what makes it different from other experiences in SL is that there are no bounds to what can be added to this experience, you decide.  We will continue to provide the tools and content to enhance your experience by enhancing and expanding out he careers and game features as much as possible.




Q. Shiny: Is beYOU solely about the virtual experience or is an RL educational tool as well? Or both? How does that relationship work? What do you think users are looking for in the beYou Community?

A. beYOU Founders: We think that with everything in SL there is a commitment from RL if you plan to progress in anything worthwhile and productive. There are certainly some aspects of careers that allow for learning and may translate over to RL in some ways. Additionally these may not always translate over as people would expect. There is certainly a dichotomy to it. Some people may make huge commitments to their careers in beYou because they can generate Lindens by selling their products to other customers. Others however might only use beYou in passing and stay clear from any RL time commitment.


Q. Shiny: Why should other SL users join beYou in you opinion?
A. beYOU Founders: Not only is it fun and exciting but it can make them lindens. Players can create their own farmers markets and craft things to sell as each profession offers items that others professions may need in their business. It is a great way to meet other people and share common interests. We are always taking suggestions from our users on how to improve the game and the more people there are contributing the better the experience ends up being.


Q. Shiny: What I one of the greatest success stories, or interesting moments in beYou’s history you would like to share?
A. beYOU Founders: It’s difficult to pinpoint any specific success story to stand out from the rest, however we think it’s safe to say our biggest success story is getting beYou off the ground and running. The amount of work that goes into building and maintaining a successful role play system like this is huge, so huge it took years of development. We have managed to get to where we are now with a relatively small group of people actually grinding away behind the scenes so we are proud of our progress so far.




Q. Shiny: What are beYou’s current challenges?
A. beYOU Founders: Current Challenges is keeping up with the community's excitement. We have shared many things that will be added to the gaming system and they want them as soon as possible. It can be quite complex to add one thing even as small as a recipe let alone a new profession. The beYou team works diligently to provide more content on a regular basis to enrich the gaming experience.


Q. Shiny: What are beYou’s future goals and visions?
A. beYOU Founders: This game is so expandable so really the sky's the limit.  Plus we can't share all the secrets :) The goal is to create a community based economy that grows from different professions that are interconnected between each other.  This progression acts just like real life progression, which takes the time and drive, depending on the level of role play you wish to involve.   You make it your life to enjoy and fulfill as you wish.



Q. Shiny: Decribe the beYou HUD?Speak to its development and features. What do you want readers to know about the HUD?

A. beYOU Founders: The HUD isn't the main focus of the game. Although you do need it to interact with beYou and it will show a player their personal stats. It's just one part of the whole system. More important because the game is based on assets you hold in your beYou account , the website located at http://www.beyouworld.com/ is a crucial part of the gaming experience.





Q. Shiny: What are the important landmarks for beYOU? Where should people visit to learn more?

A. beYOU Founders: http://maps.secondlife.com/secondlife/beYou/112/151/30  is the landmark to our help area and learning center.



Q. Shiny: Are there any important upcoming events that you would like readers to know about?

A. beYOU Founders: We are heading into our one-year anniversary for going live. There aren’t any specific events that we are holding right now but one thing is for sure, we are expecting to make many more improvements and add more careers in year two. Expect for more beYou products and fun game additions to come out in the next few months.


Q. Shiny: Is there anything I haven’t asked and you want to share with readers? Any images?

A. beYOU Founders: We are continuously working on game content on daily basis to add to the already literally thousands of items already implemented into the game.  Each and every item is scripted to enhance the gaming experience of each and every player.  For example, living room suites, yoga mats, bedrooms, dinners, drinks and so much more.  beYou developers have introduced crafting items to expand each profession's productivity.  Every item for beYou is made to directly interact with the game HUD and enhance the RP experience or each and every player. And if you want to have a little laugh the team here at beYou has great humor, just start reading the back of some of the product labels and packaging as we do like to have a little fun as we work!!!


- Shiny Blackheart
digital artwork by Shiny Blackheart

Friday, July 13, 2018

Celebrating Second Life: The Wall of History -Pen Dragon Reporting



Second Life is celebrating its 15th birthday with a whole host of parties, concerts, free gifts and so much more, but how did it all begin? What was SL like before modern mesh, before the incredible world we have all grown to love? Let's take a stroll back in time with our flux capacitor enabled DeLoreans to find out!

Second Life, or SL, is a name we are all familiar with today, but when Linden Labs developed the virtual word back in 2003 it was called LindenWorld. Before beta testing began it was decided to change the name to Second Life in order to give a more “creative and descriptive” feel to the new world. Since then it has grown by leaps and bounds, with technology forging new concepts and giving new abilities to creators.
With all this advancement and change, its important to look back at the humble beginnings of this virtual world.



The Second Life Wall of History is the perfect place to dive deep into every aspect of how Second Life began. The wall itself was created for the 2nd anniversary of SL. The landing area puts you just feet away from this repository of historic information.The wall has spheres with hover text describing what each note card giver contains. The subjects are varied and cover a wide range of historic topics, including avatar history, Second Life Historical Museum information, and all the known logs of Linden’s Town Hall meetings.



There are a lot of interesting facts and history to be learned at the Wall of History. For instance, did you know that the hand logo associated with SL we see everywhere is actually similar to a hand symbol seen all over the world in many cultures and civilizations. The hand has many meanings throughout the world. Another tidbit is that there are 2 known Easter Eggs in Second Life. One is mentioned in the note card “Did you know” found at the Wall of History, the other? You’ll have to find that one yourself.



The setting is beautiful with Linden Village and offices as a backdrop. You can climb the stairs up to the main building for a breathtaking view and continue on, around the mountain to discover information on RL education in SL. Continue down the mountain to find fun and interesting tutorials on how to interact with Second Life. There is also a Second Life planetarium with N.A.S.A. video clips. All in all the whole area is a fun place to explore and learn.




Teleport Now!


Sunday, July 1, 2018

Eugene Rodgers (Adolphe Menjou in SL) has written an intriguing new mystery novel, “Femme Fatale Online,” featuring a virtual world much like SL.



  It goes on sale at Barnes & Noble, iBooks, Kobo and other ebook stores on Wednesday, July 11th. Until then, it may be pre-ordered on those sites at a 33% discount. It continues to be available on Amazon. https://books2read.com/u/bxZgnq
The novel centers on a provocative question: if a friend in a virtual world is totally anonymous—their RL is completely blank—and your life depends on identifying them, what do you do? As the novel’s hero says when he finds himself in exactly that situation, “I couldn't see any way to investigate a woman who was nothing but pixels on a computer screen.” But he tries mightily, and readers are invited to try along with him. Details on the book and author can be found in the ebook stores on the book’s pages and at facebook.com/rodgersmystery.


The novel has been featured in the SL Enquirer and SL Newser and on the national cable TV program, “America Trends.”

Thursday, April 26, 2018

New Mystery Novel Features Virtual World Like SL




Two avatars in a virtual world are main characters in a new mystery novel.

The book, “Femme Fatale Online,” by Eugene Rodgers (SL: “Adolphe Menjou”), has been published as a Kindle ebook. Go to Amazon.com and search for “Femme Fatale Online.” The book can be read on any computer by downloading a free app from Kindle (amazon.com/kindle-dbs/fd/kcp).
The fictional virtual world resembles Second Life. Isaac is an avatar who looks exactly like the man controlling him, Rick, the novel’s hero. He befriends a beautiful, sexy avatar named Joan, but learns nothing about her—neither her identity, whereabouts, nor the facts of her life.Rick is candid about his own identity and life.
Joan gets Rick a real-life job with Molcom, a giant electrical-equipment manufacturer and government contractor in Pittsburgh, where he leads a public-relations campaign for government funding to turn a secret breakthrough into the world’s first nuclear fusion power plant. Shelures the married hero into a virtual romance and uses secretly made tapes of the pretend trysts to blackmail him into industrial espionage. As the story develops, she threatens harm to him and his family.
Rick realizes he must keep his job and continue spying despite vicious office politics or he and his wife will die. Against long odds, he mustfind out who Joan is and where she lives so he can apprehend her before she strikes, knowing she’ll murder him if she realizes what he’s doing. By clever detection, he develops six suspects.
While Joan is tormenting Rick, one of the suspects, a woman in his office, attempts to seduce him in real life. Lonely during the work week because he’s in Pittsburgh while his wife and family are home in Virginia, and susceptible to an affair that would take his mind off Joan’s terrifying threats, he gradually weakens.
The book’s Facebook page (facebook.com/rodgersmystery) includes videos of the two avatars in action, with Second Life standing in for the fictional virtual world in the novel. The page also contains information about the author and more on the book.
“The novel is not about avatars or a virtual world as such,” Rodgers said. “It’s written for a general audience. The avatars are the same as regular characters in any novel, and almost all the action takes place in the real world. My book is basically a mystery but has elements of thrillers, spy novels, and romances.
“There’s no explicit sex and little violence, but the book has risqué parts and some raw language. It would be rated ‘R’ if it were a movie. An Agatha Christie mystery it is not. It’s a modern, nontraditional novel that’s true to life.
“Readers learn what life is like as a resident of Pittsburgh, which is surprisingly pleasant, and as an employee of a major corporation, which is not always pleasant. One character proposes what he calls the 3B’s of business success—backstabbing, butt kissing, and bull throwing.
“The book raises several questions: Do the moral principles that govern sexual activity also apply to virtual sex, which is huge in Second Life and will become widespread when virtual reality takes off, possibly in the next year or two? Is it possible to love two people at the same time, a question that applies to Rick in his relations with an attractive suspect? Can an employee act ethically while trying to survive in the jungle-like realities of corporate life?”
Eugene Rodgers is a retired public relations writer for several large corporations and managed public relations for the Westinghouse R&D Center. He was named Virginia author of the year in 1991 by the Virginia College Store’s Assoc. for his first book, “Beyond the Barrier: The Story of Byrd’s First Expedition to Antarctica.” Grove/Atlantic published his next book, “Flying High: The Story of Boeing and the Rise of the Jetliner Industry.”

 
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