Virtually Virtuous
Apparently,
Second Life -- an "online universe" that's attracted hundreds of
thousands of virtual denizens over the past few years -- is on the ropes,
as cash-strapped financial backers have started to pull out. And it's
a real shame -- not only for the people who've invested time and energy
in their online lives, but also for the real, non-virtual planet.
Two recent studies
have shown that obsessive Second Life players have the second-lowest
environmental impact of any demographic group in the US and Canada,
trailing only the Amish. Apparently, online
avatars consume fairly modest amounts of electricity; and their most
dedicated human counterparts forego travel, consumption, and even
showers, to pursue their online lives. As a result, the carbon
footprint of a typical Second Life addict is just over one-third of the US average.
If Second Life goes under, some demographers predict a modest surge in consumption, as Second Lifers rejoin their first lives. But "modest" is a relative term; nationwide, the environmental impacts of Second Life's demise could be roughly equal to adding a medium-sized city -- like Boise or Spokane -- to the US population. That's a pretty big real-world impact from a virtual decision -- and reason to think that the the true path to a healthy and sustainable planet lies in eschewing all forms of human contact, in favor of the comforting blue glow of computer monitors.
It's a lesson that I'm certainly taking to heart.
UPDATE: Since this is now in our archives, rather than the homepage, I'll make one thing clear: it's an April Fools' Day post, so don't take it seriously.
Comments
Add a Comment