I think
there is something rather exciting about the fact that people are
nowadays able to create an avatar for themselves and live a life of
pure imagination. Personally, it is not something that I am
interested in doing but looking at the number of people who part take
in similar games I can see why it is important that we all pay
attention to them. Perhaps the most interesting question is examining
“ how, and if, our experience of
virtual spaces allows us to rethink the experience of the mind and
body relationship.”
(Ensslin, A & Muse, E 2011)
Brian
Massumi makes a very reasonable point that the imagination and
virtual world make a great match! Looking at the length that people
go with their creations, I really hope that it is just their
imagination :)
Lets
consider Second Life and its unlimited opportunities. For instance,
there is probably no other platform where people can experience the
life in Medieval Times with a group of people who are truly
interested in the same subject. There is no harm in dressing the
part, role playing and conversing with similar minded people, is
there? But how do we feel when they start to get intimate or even
have sex (which is very common!)
Axel
Bruns points out:
'Collaborative
spaces removes 'the real-world limitations placed on social and/ or
collaborative behaviour by factors such as language, geography,
background, financial status, etc.' by providing the tools for
widespread ,equitable collaboration across large communities of
users. It also compensates for human inadequacies in processing,
maintaining or developing social and/ or collaborative mechanisms.'
(Bruns 2006)
Maybe
it is just too weird or we do not get it how people can spend so much
time role playing a life that does not exist but I don't think it
really matters. What second life does is that it adds another
dimension of experience to people's lives. It really harms no one
and it won't be long lasting. It'll take its place in history and
will give birth to some other genius idea!
On
the other hand, I find it really hard to forget the Korean couple who
had spend so much time on second life raising a child that they had
neglected their real life child! This we can not fully blame on the
game, although it does raise concerns.
Still, Second Life was innovative and it probably deserved all the attention
it received. Let's see what is next?
References
Bruns,
A 2006, ' Blogs, Wikipedia, Second Life, and Beyond', Peter
Lang Publishing, New York
Ensslin,
A & Muse, E 2011,'Creating second lives: community,
identity and spatiality as constructions of virtual”, Routledge