When I read the article on the media education in the 21st century. Even though Jenkin mentions that the skills needed to participate and create in today’s internet society are all just extensions of already existing skill sets, I feel like for most people the impression is that these are fundamental skills that have an effect unique to internet culture. For example the "instructor" in hot for words makes a spectacle of herself and in doing so alters her viewing audience to draw from a larger pool of viewers. At the same time she lessens the impact of her video's educational value and increases its entertainment value. How is this any different from the previous sources of media where the same strategies are put in to play in different environments.(tv, magazines, radio)
And if this is the case that the skill sets needed to produce media in internet society (capacity to experiment and problem solve, ability to adopt alternative identities, ability to simulate experiences, ability to multitask, decide with clear judgment, etc.) are the same ones that can be related to real life applications of similar media projects, what limits the internet media producer from applying his new found skills to the "real world" in the same way he would apply his real world skills to the “virtual world.”
The article "Multi-User Dungeons and Alternate Identities" touches on this question. Although I recognize the absurdities of spending your "real-life" in a "virtual life" it still brings up some very interesting questions as well as educational opportunities. I believe Caroline pointed out that "the author says that people gain communication and socializing skills, but are they able to apply these skills to the real world? If they cannot, are the skills truly meaningful?" Well as I think about these virtual worlds more it seems to me that the closer these virtual worlds get to simulating realistic human interaction the more applicable these skills are. For example if you were playing the game second life your methods of talking to other players at the most common level would be to type and initiate a text chat conversation. You would be limited to how you interacted with other players on a visual level excluding many of the social skills involved in playing a game with another player as if he was sitting next to you. However if the players were instead using a program that allowed them to speak freely over the internet as they would in a conversation the level of value in the interaction would be greatly increased and a great many more social skills applicable to real life would be used in this virtual world. In addition other limitations can be overcome to an extent such as visual aspects of social interaction. This is the case with many online games, instant messenger programs, etc. It seems that as the network for this relatively new source of media evolves and becomes more interactive, (closer to reality) a greater sense of social interaction is achieved and the more applicable the skills learned.