More Timeless Memories in Second Life

Timeless Memories; Inara Pey, July 2015, on FlickrTimeless Memories, July 2015 (Flickr) – click any image for full size

Timeless Memories, the homestead region held by Elvira Kytori, captivated me the first time I visited it back at the start of 2015. Since then, the region has undergone a redesign to match the season here in the northern hemisphere and prompting me to make a re-visit.

In its current iteration, the region draws its inspiration and name from coastline at Tropea, southern Italy, and the monastery of Santa Maria dell’isola. In doing so, it presents another quite stunning landscape which is highly photogenic as well as offering some charming locations in which to relax.

Timeless Memories; Inara Pey, July 2015, on FlickrTimeless Memories, July 2015 (Flickr)

The 7th century monastery may be absent from the scene, but the coral cliffs upon which it sits have been recreated, offering a high perch on which sits one of the delightful Italian-style villas designed by iBi (8f8). This is reached from the beach, itself reached from the landing point via a short walk along a charming, palm-shaded terrazzo hugging the foot of the south-east side of the cliffs.

This offers plenty of opportunity for relaxation: sun loungers, seats shaded by parasols with a kiosk offering refreshing gelato close to hand. Meanwhile, the golden sands of the beach stretch their way around the south side of the island, offering superb views out over the open sea. Look westward, and you’ll spy a float-plane heading towards a gentle splashdown just off the coast, perhaps bringing new visitors to the island (and the temptation to stand up on the cliffs of the villa and call out, “The plane, boss! The plane!” while waving towards its arrival 🙂 ). That said, the pilot had better keep an eye on the water below, as it is the playground of orcas and dolphins.

Timeless Memories; Inara Pey, July 2015, on FlickrTimeless Memories, July 2015 (Flickr)

The villa is reached by a flight of stone steps snaking up the side of the cliffs, guarded in places by stone walls which appear to be quite aged. Together with the columns also to be found on the climb, the walls suggest that perhaps the stairs and one time gave access to something much older than the villa which now occupies the grassy plateau just below the island’s peak.

Here there is more on offer to please the eye; the villa itself is a work of art, and beautifully decorated with rustic charm both inside and in the stone-flagged courtyard around which it is built. Behind the house is a garden area with a stone swimming pool surrounded by cobbles, the flower borders to one side being watered by a gently rotating sprinkler. However, if you opt for a swim, do take note that the pool is already occupied by a couple of little chaps!

Timeless Memories; Inara Pey, July 2015, on FlickrTimeless Memories, July 2015 (Flickr)

Such is the design of the island that is it hard to pull oneself away from it; the terazzo and beach offer plenty of places to relax in the sun (Jodi and I spent a couple of hours lounging  and chatting, lost in the surroundings), while the villa offers a cool retreat for those who might want to escape to the shade.

When I first wrote about Timeless Memories, the About Land notes indicated that it might not survive. I’m glad this has turned out not to be the case; with this second build, Elvira has provided yet another utterly captivating design, and I have no hesitation in recommending you visit and see for yourself. And please, when doing so, do consider tipping the laptop at the landing point and help Elvira to keep Timeless Memories alive so that we can all continue to enjoy it.

Timeless Memories; Inara Pey, July 2015, on FlickrTimeless Memories, July 2015 (Flickr) – click any image for full size

And as it is a romantic location with an Italian theme, I’m going to bow out with Matt Monro’s One Days Like These, a song I love quite apart from its links to a certain 1969 film; and who wouldn’t, given Mr. Monro’s silken voice?

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A look at Dr. Phil’s show “featuring” Second Life

Dr. Phil McGraw is a psychologist turned television talk show host who first rose to prominence in The Oprah Winfrey Show in the 1990s prior to migrating to his own show in 2002, simply entitled Dr Phil. In it, he deals with a wide range of topics, offering advice in the form of “life strategies” based on his experiences as a psychologist.

Dr. Phil McGraw (courtesy CBS Television)
Dr. Phil McGraw (courtesy CBS Television)

The show is a staple in the diet of US weekday television, and in the run-up to the July 14th show, Won’t Work, Won’t Go to School: “My Son Just Wants to Game All Day”, there was much brouhaha about the announcement that Second Life would be featured in the segment.

“Featured” tends to suggest a major role; as such, there were many efforts to promote the platform’s inclusion in the show through social media. There were also a number of blog posts expressing some concern as to how SL would be represented in the show.

Such reactions are understandable. This is our platform after all, so promoting it when the mainstream media will result in a natural reaction of anticipation. However, given the focus of this segment was advertised as being about  computer game addiction, the anticipation was countered by a degree of concern as to how the platform might be portrayed.

In the event, any concerns regarding just how Second Life might be portrayed proved to be without cause. Not so much because SL is shown fairly positively within the programme, but rather because, quite frankly, its role in the show was pretty minor; the overall focus for the programme was  squarely on the stated subject of computer game addiction.

Yes, Dr Phil is shown in-world at places like Creations Park and Mont Saint-Michel, but really, SL is completely secondary to the show's focus
Yes, Dr Phil is shown in-world at places like Creations Park and Mont Saint-Michel, but really, SL is completely secondary to the show’s focus

We often joke about being “addicted” to this or that – including computer games; but the truth is that in extreme cases, “addiction” is precisely the correct term. Those suffering from it demonstrate the same responses and reasoning as those caught in more “traditional” forms of addiction such as drugs or alcohol; so much so that it is now beginning to be treated as a clinical condition by healthcare specialists.

Such is the case with the focus of the show: 23-year-old Justin, who is in every sense of the word, an addict. He is almost completely dependent upon playing computer games to the exclusion of all else (other than marijuana), including caring for his own body.

To be honest, it was this aspect of the show which caused me more concern than how Second Life might be presented.

Justin - the young man at the centre of the show
Justin – the young man at the centre of the show

Addiction of any sort can be a traumatic situation for all parties caught within it; be it the person with the addiction or their family or loved ones. As such, I couldn’t help but wonder just how Dr Phil  –  a programme I’ve admittedly never seen before, but which has oft been accused of taking a “simplistic” approach to the topics covered – would handle the issue. Would it sensationalising the issue and Justin’s situation, or would it reduce the issue  to platitudes and sound bites for the sake of daytime television?

However, what we actually get is a reasonable study of Justin’s life and the factors which have contributed to his situation. These include long-standing family history (suicides, mental illness, alcohol and drug abuse); his mother’s own reticence to constructively deal with his childhood obsession with video games; his own personal trauma of being hit by a car at age 15, with a possible undiagnosed closed head injury that brought about a subsequent change in his nature. All of these are covered in a manner which is neither accusatory nor gratuitous, with Dr. Kenneth Woog of the Computer Addiction Treatment Program, providing context for the similarities between computer gaming addiction and more recognised forms of addiction.

There are the inevitable elements of drama in the show – notably around Justin’s examination by Dr. Rachael Ross and the clips of his home lifestyle; but on the whole what is presented here is a balanced look at a young man’s addiction, although it has to be said that given the segment is just 38 minutes in length, some matters are only lightly touched upon; at several points I found myself wanting Phil McGraw to follow-up more closely on comments passed by both Justin and his mother.

However, for a show that does get critiqued at times for its manner in addressing some issues, as noted above, this one did seem to offer a solid means by which Justin could obtain further help, both through the Lawlis Peavey PNP Centre (often used as a referral centre in the show) to further evaluate Justin’s condition, and the offer of a stay at a dual diagnosis treatment centre to help Justin deal with his addiction, depression and anxiety. I’d also hope that some measure of support was also extended to his mother and step-father, both of whom could perhaps use some counselling in how to more positively support Justin in handling his addiction.

I’m still not overly convinced as to the amount of clinical good that comes out of programmes like this, and there is certainly a good deal that could be debated about their merits or otherwise. As it is, and strictly in terms of this particular segment, it would be interesting to see a follow-up, say a year or so hence, so that we might learn how Justin has managed with his addiction and the results of the assistance offered to him.

As far as Second Life is concerned, the show references it twice. The first time is just after the opening titles, when there is around 90 second of footage showing McGraw’s avatar in-world (and McGraw initially manipulating it). Then, around two-thirds of the way through the show, Lab CEO Ebbe Altberg gets to talk about the more positive influences of virtual environments, overlaid with further clips from in-world, for about 60 seconds. In both instances, the platform is used to underline the fact that engaging in computer games and virtual environments is not in itself necessarily toxic, and to counterpoint any generalisations that might be drawn that this is the case. As such, I’d say the platform stood up well in the show.