pighed on Sat, 9 Aug 2008 22:23:30 +0200 (CEST) |
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Re: <nettime> [Augmentology] _A Warcry for Birthing Synthetic Worlds_ |
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 !gonzo! ~ > why has it become such an object of obssession, to its users, because Second Life is the new Los Angeles. specifically, Second Life 2006 = Los Angeles 1929. people moved into SL for the same reasons people moved into the LA region in the 1930s; cheap luxury, quick wealth, automated manufacturing, and easy access to a new flavor of media-based lifestyle. SL's full of immigrants, ultimately, and demographically, if you do the research, it maps out as the same, nomadic weirdos that went to LA back in The Day; same linguistic, economic, ethnic, and gender divisions (again, SL.2006 = LA.1929). there's a TON of data that can be found by following this line right down to a real estate mogul reselling pre-built and pre-furnished homes famous among her clients by only her first name (LA was "Mary," and SL was "Anshe"). its twilightZoneCreepy, i'm tellin ya, the # of parallels. in both LA.29 and SL.06 you get to be rich, famous, lazy and beautiful, and live in a modern, automated world. but SL clambered into the media's spotlight because 1) the tools constrained the imagination of builders, and 2) the culture forced the exploration of visitors. 1) the tools guided world builders towards making fast downloads and speedy framerates. by limiting sims (islands) to 5000 primitives per, it avoided the problems that VRML had, back in the '90s (i was there). building interactive 3d is a bitch, so the tools for virtual worlds must constrain over-ambitious and under-experienced designers. the other thing (2), is that the culture in SL is based on roles, not rules. its a virtual world, not a game. the role / rule distinction is what draws the line in the screen between them - games force you to follow rules.. but SL is a role-play street theater and our avatars (our psychological prosthetics) let you to play out the interactive narrative that you invent. more than WoW or Eve, where the metaphor is determined for us, you can follow the archetype/s that you invent. oh, and you can make money, too. me, i made money, but i was there to learn how to make autonomous avatars. > what would happen if John Lennon's assassination were re-enacted in SL well, i spent time in a charles manson mansion. there was great attention paid to the blood on the walls. the tools allowed that paintjob and the culture framed the LA-style manson metaphor. ok; i published a book this spring on my adventures in SL - "I, Avatar, The Culture and Consequences of Having a Second Life..." \ http://boar.com/books/avatars its got lots of pictures.. portraits, more acurately. - mark stephen meadows / pighed PS: .. wait wait, i have to also mention - on the post about "My not inconsiderable sins in Second Life".. i interviewed 300 people and asked them, "Can sin be committed via your avatar?" and 150 answered yes, and 150 answered no. > ! < wrote: > One question that continues to fascinate me is: why Second Life .. ? > As in: why has it become such an object of obssession, to its users, and > to a large number of critics & theorists .. ? > > Are we not still talking about a screen-based interaction with a computer, > without consequence to the lived body that manipulates mouse, keyboard > joystick. Or rather, the only consequence being the sagging & drooping of > the body into the chair .. > > Or is SL a significant cultural event, such as the novel: a method of > dissemination of the imaginary in a medium that has somehow incorporated, > transcended or displaced past artifacts. And, by force of the text and its > technical framing, the event of participation forces transactions in the > world at large (what would happen if John Lennon's assassination were > re-enacted in SL -- the former pushed out of the interaction with Catcher in > the Rye and a certain body -- only to be re-enacted in the real, again ?). > > The (second) loop closing however insofar as SL itself is forced from the > text of the world. Which I guess is the point -- and why SL is 'synthetic'. > > > tV > >> My first article on Augmentology.com went up last week! Mez invited me >> to write some articles for them, and I'm very happy to be included in >> their site, because the writing there is so interesting, and has >> affected my thinking about synthetic worlds a great deal. Here it >> is... > <...> > > . > . > tobias c. van Veen -----------++++ ! > http://www.quadrantcrossing.org -- > McGill Communication & Philosophy > resistance . through . rhythm . > ||||||||||||||||||| > |||||||||||||| > ||||||||||||||||||| > ||||||||||||||||||||| > |||||||||||| > > > # distributed via <nettime>: no commercial use without permission > # <nettime> is a moderated mailing list for net criticism, > # collaborative text filtering and cultural politics of the nets > # more info: http://mail.kein.org/mailman/listinfo/nettime-l > # archive: http://www.nettime.org contact: nettime@kein.org > > - -- Mark Stephen Meadows / pighed Paris, France: +33-(0)6-20-22-98-27 www.markmeadows.com -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFInbMTfm5mPlVJfN4RAs1YAJ4iADm/G+4lzSemihfD8Rn7i8drXwCgsaFz 06NtAbN19Fn66Tki+Y0zlrM= =rK2m -----END PGP SIGNATURE----- # distributed via <nettime>: no commercial use without permission # <nettime> is a moderated mailing list for net criticism, # collaborative text filtering and cultural politics of the nets # more info: http://mail.kein.org/mailman/listinfo/nettime-l # archive: http://www.nettime.org contact: nettime@kein.org