I was genuinely encouraged to continue reading by a statement right at the beginning of Boellstorff’s article, whereby all virtual world users are engaged in a role play throughout all of their online time. I particularly agree with one user quoted in the text who said that people – no matter if deliberately role-playing or not – “tend to suppress certain aspects of their personality and accentuate others”. In other words, people would rather keep their flaws (e.g. of looks or character) their own secret, thus gaining more self-confidence in their contacts with each other.
The most interesting part of Boellstorff’s study of SL was his deliberation on gender, transgenderism, gender-switching and cross-dressing. There seems to be a strong link between user’s choice of his/her avatar’s gender (and clothes he/she is wearing in SL) and the user’s behaviour or attitude. Apparently, a common practice these days is to have two avatars simultaneously, each one of different gender. This means to allow us to experience, not only observe, what it feels to be the opposite gender. Among other reasons of virtual gender swaps the author mentions: ‘reflecting upon one’s gender’ or simply willingness to be left alone (usually for a woman to be left alone by men). I truly believe that still there might be other underlying reasons for such gender swaps, which could possibly form a solid base for a psychoanalytical discussion. I will gladly attempt to have one with my friend, an expert in Freud, when the nearest opportunity arises. I also find it striking how stubbornly the users may protect their actual RL [real life] gender from being revealed, treating such cases as breaches of their cherished and valued privacy.
A completely different, yet equally interesting, aspect of virtual worlds is being discussed in another article of this week’s reading list, the text on the Daedalus Project. The topic under scrutiny, among others, is the 3-D graphics available in some virtual worlds, including Second Life.
I had always thought of the 3-D graphics as an element that helps to immerse in the virtual reality, to feel that by trying to copy the world around us I will engage in the virtual world to the full extent. It seems to work perfectly well in games. Naturally, then, it should work for all other platforms, too. And yet, I had never realised that the underlying function of copying real world laws to a virtual world is to limit us and slow us down in achieving our game goals. Therefore, using it in education or business, for instance, may not be of much help after all, other than that of an extra feature (such as e.g. more light in a room).
It works well in Second Life and other MUVEs, I thought. And yet what is the point of changing clothes, observing the ‘social proxemics’, and sitting in chairs in the world where we do not get cold, can not push or touch each other or get tired of standing.
The Daedalus Project text did make me realise, however, that the 3-D may in fact be there for other reasons. It seems to form a ‘familiar metaphor for interaction,’ where simplest conversations can go by as comments on the weather, somebody’s looks or clothes, presence in a virtual place of common interest. The 3-D virtual reality is a ground for a conversation in itself, just like the real world is.
Isn't there too much focus on the form over the content in this video, then? (couldn't add as an ext. vid.)
http://www.youtube.com/watch?v=oD2JseYe-Rk&feature=related
Keywords: IDEL11