Tasa and Görgülü (2010) provide an historical review of metaverse, a concept that is applied to user generated content within 3D virtual worlds, and discuss the presence of artistic content within it. Authors explore the evolution of user content production from early multi-user dungeon (MUD), through to massively multiplayer online games (MMOG), to the production of metaverse within Second Life. They focus on how virtual worlds serve as a medium for contemporary art and analyze the dynamic and transformative relationship between art and technology, diving into the different relationships between spectator, user/participator, collaborator/creator. Furthermore, Tasa analyses the different characteristic and aspects surrounding the artistic content within Second Life, like openness, nativeness, performativity, temporality, participatory, commerciality, in order to support their proposal of Meta-Art, a concept which is built upon these attributes.
In the course of some research on Augmented Reality and seminal works, I have found a reference to this TED talk. John Maeda talk about technology, art, design and concludes with a perspective on creative leadership. Very interesting this last part in what concerns the creative leaded and his role on the establishment of the bridges within an organization.