While
Baudrillard’s ideas were written over twenty years ago such evidence of a
hyperreal existence has never been more accessible than in the form of computerised “virtual reality”. The
powerful lure of these virtual worlds is that they offer the opportunity for
exploring identity (Turkle, 1995). Many forms of social media use avatars as digital
representations of the users. Websites such as Second Life provide an identity workshop
allowing you to put aside your physical self and reinvent yourself as you
desire; recast your life, create avatars and live out multiple aspects of self.
Second
Life is an online virtual world developed by Linden Lab in 2003. Second Life allows users to interact with each other through avatars who can explore the virtual world, meet other residents, socialise and
participate in individual and group activities. Second
Life promises that ‘you can create anything you can imagine and add behaviours
to the objects you build… sculpt a butterfly, then write a short chunk of code
that lets it follow you around as you walk’ (Second Life, 2007).
Users
can also create and trade virtual property and services with one another.
Second
Life has generated a thriving internal economy with residents buying clothing
and artefacts made by other residents, using the game’s virtual currency,
Linden dollars. In an average month an estimated 10 million objects are created
and 230,000 are bought and sold (The Economist, 2006, p.99). In this imagined
community the line between ‘reality’ and cyberspace appears thin; they seemed
to ‘mirror one another’ (Sinha, 1999, p. 142).
Turkle argues that
participants in virtual communities increasingly view ‘real life’ as simple one
window through which a personality is developed and expressed, and that
computer-mediated communication constitutes a constructive and potentially
liberating space through which ‘the obese become slender, the beautiful plain,
the “nerdy” sophisticated’ (1995, p. 12).
Digital technologies have
become so embedded in our everyday lives through ‘anywhere, anytime’ connectivity
(Green, 2002) that we now live our lives through them, form relationships,
express feelings and form identities. Digital technology has advanced from
connecting people to people, it’s become a part of us and offers a new world
with new opportunities. Miller and Slater conclude that virtual worlds are in
integral aspect of people’s lives, not something that ‘stands against and
defies or supersedes something else we call the real’ (2000, p. 193).
References
Baudrillard, J 1988, ‘Simulacra
and Simulations’, in Poster, M (e.d.), Jean Baudrillard: Selected Writings,
p. 166-184, Polity Press, Cambridge
Green, N 2002, ‘On the
Move: Technology, Mobility, and the Mediation of Social Time and Space’, The
Information Society, Vol. 18, Issue 28, p. 1-292, Taylor and Francis:
United Kingdom.
Miller, D and Slater, D
2000, The Internet: An Ethnographic Approach, Routledge: London.
Second Life 2007, ‘Create
Anything’ accessed 6 February 2014
<http://secondlife.com.whatis/create.php>.
Sinha, I 1999 The
Cybergypsies: Love, life and travels on the electronic frontier, Scribner,
London.
The Economist 2006, ‘Living
a Second Life’, The Economist, 30 September, p.97-99
Turkle, S 1995, ‘Life
on the Screen: Identity in the Age of the Internet’, Simon and Schuster:
New York.

Hi Laura,
ReplyDeleteGood job on your simulacra blog. I found this topic a bit challenging given I don't play computer games or create avatars of myself, so I enjoyed your thorough explanation of what online virtual world games are. I like that you have justified Bardillard's relevance in today's society, and good use of theory to back up any statements.
Lisa