Recent issues of the New York Times Magazine, GQ, Wired, Business
Week, and even Southwest Airlines' in-flight publication have run
feature stories on "Second Life," the increasingly popular
multiuser virtual environment (MUVE) that joins other so-called Web 2.0
entities in mobilizing user-generated content--in this case toward the
creation of a rich, immersive social world. Founded by the San
Francisco-based company Linden Lab in 1999 and made available to users
in 2003, Second Life as a concept is certainly not new: it is among a
broad array of depictions of metaverses, or virtual worlds--imagine a
virtual realm separate from the physical world we know. From
Plato's cave in The Republic (c. 360BC) to Ray Bradbury's
gripping "The Veldt" (1951) to Vernor Vinge's True Names
(1980) to Neal Stephenson's 1992 Snow Crash (where the term
"metaverse" was reputedly coined), textual articulations of
virtual worlds are numerous and varied, frequently expressing the desire
to be free of a troublesome physical body that hinders unfettered,
bodiless intelligence.
Virtual worlds moved beyond fiction with the first multiuser
dungeon (MUD) made in 1978 by Richard Bartle and Roy Trubshaw, who
designed the space for playing Dungeons and Dragons. In 1985,
Lucasfilm's Randy Farmer and Chip Morningstar created Habitat, a
two-dimensional graphics-based world more similar to contemporary
virtual environments with regard to the ways in which social
organization and rule-building took place among inhabitants.
Contemporary examples of MUVEs include There and Kaneva, which, like
Second Life, offer users a three-dimensional graphics-based environment.
Worlds designed for youths such as Habbo Hotel or Coke Studios, which
are immersive branded environments, and adult MUVEs such as Naughty
America and Red Light Center, enable users to enact role-playing and
sexual fantasies through avatars.
One of Second Life's main assets is its economy. Users are
able to create objects and own the copyright, allowing them to sell
those objects to others. This ability is significantly aided by land
ownership, which in turn requires a paid subscription membership.
Landowners acquire the space needed to build and create, thereby
establishing at least two tiers of Second Life participants: landowners,
who are able to build, and the homeless, who do not pay to use Second
Life and cannot build but remain free to explore most parts of the
world.
While Second Life is hardly alone among MUVEs, it has managed to
capture a large amount of attention due its stated promise of limitless
potential: the marketing of Second Life includes the tagline,
"Where anything is possible." This plays a significant role in
sustaining a discursive division between "real" and
"virtual," the solidly physical and the flimsy realm of
appearance. To be sure, it is an old division; and the trepidation
experienced by the worried parents watching their children frolic in the
digital world conjured in their playroom in Bradbury's "The
Veldt" is a common reality now. However, the parental angst in
Bradbury's story has been far overshadowed by Second Life's
ability to tap into the fantasy desires, not of children, but of adults,
capturing a user demographic with a mean age of thirty.
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Surprisingly, though, the place where "anything is
possible" bears a striking resemblance to the physical world where
what is possible is determined by cultural, legal, temporal, and
physical constraints, among others. Second Life visitors will find
recognizable replicas of Yankee Stadium, Capitol Hill, and many college
and university campuses, which often dutifully recreate classrooms and
dorms, making virtual copies of their real-world counterparts. There are
also virtual stores such as Sears, Circuit City, American Apparel, and
Adidas.
While many of these entities are surprising in their stasis and
inability to conceptualize interactive structures or spaces that move
beyond replicating the physical world, there are instances where Second
Life does mobilize the affordances of a virtual world toward useful
ends: virtual conferences, for example, allow participants dispersed
across the world to engage in discussion. Film screenings and musical
performances similarly bring together otherwise far-flung audience
members, and the space generally functions as a productive meeting
ground for people from all over the world. (1)
But how else might Second Life's unusual properties be
creatively reconsidered? Several companies have tried to reimagine
branding in Second Life, not only in crafting immersive branded spaces
but in considering ways to engage users. Scion, for example, created
virtual cars that are fully customizable. Pontiac pushed the idea of
user-generated content further by inviting proposals for the creation of
spaces on the company's Motorati Island. The results include a game
that lets participants drive Pontiacs through a racecourse populated by
raging zombies. In this way, brands function less as a means to convince
buyers that a product is useful or necessary and instead create
experiences that align the brand with a sensibility that recognizes the
importance of participatory culture.
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While these examples are interesting, they still do not radically
deploy the possibilities of a virtual environment. Instead, to borrow
from Jay David Bolter and Richard Grusin, they remediate existing forms;
and while the results offer some sense of the possibilities, they are
for the most part limited. (2) That said, there are a few practices that
expand beyond remediation to consider and deploy Second Life's more
interesting properties. Many of these are art-based practices, and
indeed, artists enjoy a strong presence in Second Life. (3) In the most
compelling instances, artists use the affordances of Second Life to
question ideas regarding the distinction between so-called real or
physical space and virtual space; presence and the relationship between
users and their avatars; notions of space and place as they are
reconfigured virtually; and the role of code in our increasingly
code-inflected lives.
If the remediation of the physical in the virtual can be
uninspiring, it can also be conducted critically, actually calling
attention to the desire to replicate the real within the virtual, and
perhaps blur the boundary between the two in the process. Self-described
net-art pranksters and hacktivists Eva and Franco Mattes (who go by the
names Pei Twang and Pei May in Second Life) have used this world as a
space for playing with ideas of identity, celebrity, and the role of
conceptual art. (4) Starting in 2006, they began collecting images of
avatars, printing them on canvas and displaying them in physical
galleries. The "13 Most Beautiful Avatars" exhibit is one
example of the larger portrait series; hosted simultaneously in Second
Life and at Postmasters Gallery in New York City in early 2007, the show
featured close-up depictions of the faces of avatars in all their
cartoony glamour. The portraits often exaggerate real-world notions of
beauty, and the striking repetition of these characteristics in Second
Life generally underscores the power of these tropes. Again, the place
where anything is possible is actually the place where repetitions of
the same are possible. Furthermore, in proposing a set of differences
(in this case between avatar and the user who constructed it--or perhaps
in the overt construction of a stand-in being and the sometimes less
overt performance of the self), the Mattes' elide the
discrepancies, and the gulf dividing the real as authentic "first
life" and the virtual as inauthentic "Second Life"
becomes a very blurry boundary.
The pair's current project is a series of reenactments of
seminal performance pieces from the 1970s, including Joseph Beuys's
"7,000 Oaks," a project that began in 1982 with the artist
planting trees with accompanying basalt markers throughout Kassel,
Germany, over the course of several years; Valie Export's
"Tapp und Tast-kino (Touch Cinema)" (1968-71), where the
artist stood on busy streets and allowed passersby to reach inside a
cardboard box and touch her body; Vito Acconci's 1972 performance
piece "Seedbed," in which the artist secluded himself below
the floor of the Sonnabend Gallery, and masturbated while describing his
fantasies aloud for gallery visitors to hear; and Chris Burden's
"Shoot" (1971), where the artist allowed himself to be shot in
the arm. In each case, the reenactment highlights disparities between
the physical and virtual worlds--what does it mean to be shot with a gun
or to feel breasts in a virtual environment? What meaning do these acts,
and by extension these projects, have in Second Life? Eva and Franco
Mattes answer with a degree of flippant humor, but in the back-and-forth
between realms, they underscore the implicit polarity and ensuing
hierarchy that dictates the primacy of "real," physical
existence over and above the virtual. Each of the performances chosen
for recreation is emphatically physical, and each gains its power to the
degree in which the artist deployed his or her own body in the
performance.
COPYRIGHT 2007 Visual Studies
Workshop Reproduced with permission of the copyright holder. Further reproduction or distribution is prohibited without permission.
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NOTE: All illustrations and photos have been removed from this article.