I think, in addition to the live stream and video series ideas, the ethnography could also be relayed as an educational interactive with children and teenagers. Since video games are so popular among youth, a chance to create characters and play the game together in a small group setting, while integrating an explanation of the findings of the book, could be a great way to teach young people about the book's findings.
This sketch proposes to relay the ethnography as a video series or an online livestream. Akil does mention concerns about protecting the anonymity of the interlocutors in such a proposal. I do think that a carefully crafted video series or livestream on Twitch could be a great way to expand audiences for this kind of work! Maybe even in a Q&A kind of setting.
The sketch that most drew my interest was the discussion of the text's empirical data. The nature of online virtual ethnography and video games is so novel and interesting to me, so that was very intriguing.
The cover of the book is described as a woman virtual figure smiling and looking away from the cover of the book. The woman is wearing a lot of makeup and is definitely somewhat sexualized - perhaps a marketing strategy?
The text is designed as a typical academic book, with an introduction, several chapters of content, and a conclusion. The book draws heavily on academic social theory and literature.
This ethnography is about the online video game, Second Life, and the people who play the game. The ethnography is concerned with how gender, class, capitalism, and geography (and to a lesser extent, race) are implicated in Second Life players' interactions.