Showing posts with label Curtain. Show all posts
Showing posts with label Curtain. Show all posts

Sunday, November 27, 2011

Curtin Virtual Life 2


                Tom Boellstorff,in Coming of Age in Second Life: An Anthropologist Explores the Virtually Human, investigates the implications of living in what he terms the Age of Techne and its effects on identity and culture.  Boellstorff describes the design and purpose of his research highlighting the appropriateness of ethnography as a method which mirrors the project he is undertaking.  By “virtualizing” himself and inserting his avatar in Second Life he goes above and beyond Malinowski’s  injunction to “imagine yourself” in an unfamiliar place.  In this investigation he intends to show that, contrary to prior research, “Second Life culture is profoundly human.  It is not only that virtual worlds borrow assumptions from real life; virtual worlds show us how, under our very noses, our “real” lives have been “virtual” all along.  It is in being virtual that we are human: since it is human “nature” to experience life through the prism of culture, human being has always been virtual being” (5). Is this an accurate comparison? Does culture mediate actual words in a way synonymous with the mediation of a virtual world? To further delve into this complicated relationship between identity and the virtual world, Boellstorff examines three aspects of Second Life in particular: place, time and personhood.

                Far from diminishing the importance of place, Boellstorff highlights the ways that conceptions and predominance of place and visuality which predate the emergence of virtual worlds are transferred into Second Life.  For instance, he notes the uproar and argument over the visual blight of Zazzy’s store. Residents of Second life care about the appearance of their surroundings and wish to avoid any marring of their visual field, concerns which are common to actual world encounters even prior to Second Life.  This is just one symptom of the condition of virtual worlds both reflecting and going beyond aspects of the actual world.  Boellstorff remarks how very “real” second life real estate is in economic terms while simultaneously noting a departure from actual world constraints with an increasing the amount of available land, undercutting and complicating the actual world problem of scarcity.  The idea of place is further complicated with the introduction of virtual virtual landscapes such as the one Boellstorff describes encountering with Rhed, a large box, hundreds of meters in the air, depicting countryside scenes.  Complications such as these, according to Boellstorff “demonstrate the need for a theoretical framework that acknowledges the truly novel implications of virtual worlds without predicating their significance on their being different from the actual world” (101).

                Boellstorff marks a distinction between time and place in that time resists virtualization in a way that place does not.  This resistance is necessary however, to allow for synchronic sociality.  This was a key factor in making worlds seem like “worlds” as the majority of social interaction occurred between residents “inworld” at the same time.  It did however cause some problems, primarily with regards to what residents termed lag.  Boellstorff posits that “lag reveals how a problem with notions like “time/space compression” is that time resists compression in a way that place does not; the death of distance” does not correspond to a death of time” (102). Time in virtual worlds further undermined theoretical perspectives in the context of Afk (away from keyboard).  Traditionally, presence and immersion were two commonly used terms in scholarly literature on online sociality.  With Afk, one’s avatar could be “present” while the user was “away”, thus “Afk ethnographically demonstrates the possibility - indeed, the ubiquity- of presence without immersion. This decoupling of presence and immersion – the appearance of a gap between them – is one hallmark of the virtual” (112). What does it mean for one to be present but not immersed? What does this mean for sociality? Can it be fully excused by the unique cultural practices acknowledged by residents of virtual worlds?

                In his discussion of personhood, Boellstroff describes the difficulty in determining what constitutes the “real” person (is SL roleplay?, is the actual world role play and SL a reflection of a truer self?, is participation in SL making the actual more real?, etc.).  Boellstorff concludes that “just as it is possible to take virtual worlds in their own terms, so it is possible to take virtual personhoods in their own terms.  In both cases, the virtual is shaped in powerful ways by referential and practical relationships to the actual world, but these relationships help constitute the virtual self” (122).  Taking them on their own terms however becomes difficult when questions arise as to the meaning of outward appearance in a world where physicality is completely malleable and users can control multiple avatars, multiple users can control the same avatar or users can have any number of alternate avatars or alts.  Boellstorff challenges “any ‘supposition conflating online interaction with bodily transcendence’ and argue[s] for the reality of virtual embodiment” (134).  Gender, race, and disabilities all had implications in Second Life.  While one’s embodiment was not fixed it was still not free from consequences in the virtual world whether they were positively allowing for individuals with disabilities a wider social network unattainable in the actual world or negatively depicting racial stereotypes with last name selections, buildings, or user creations.

                Boellstorff mentioned frequently the need to take the virtual world on its own terms as related to, but separate from, the actual world.  Do you think it is possible to understand it in this way? Is the virtual world really a separate entity or does the overlap and actual world implications negate that possibility?  He also drew on the debate over the utilization of voice capabilities in Second Life, noting that some thought that the feature would make interactions more “real” while others believed it would destroy the sociality of the virtual world.  What do you think? What makes virtual interaction fulfilling? Would using voice instead of something like IMs destroy that?  As an adjunct to that debate, Boellstorff mentions the opportunity virtual sociality provides for individuals with disabilities. To what degree should such considerations factor into the design of virtual worlds like Second Life? Should their interests in particular be considered because of the unique opportunities such an experience affords them?  Lastly, Boellstorff discusses globalization and the linking of users worldwide in a common social space. Is this a positive means of connection?  What are the implications of such widespread use, especially with regards to time and synchronous sociality?