Growing up I remember when I first bought the game ‘The Sims’
at around age 11 and I had hours of fun designing homes, changing their clothes
and sending them off to work each day. I even remember telling mum about how I
just killed my sim by taking out the pool ladder and making them drown, which
looking back was pretty cruel on my part. This idea of controlling life is
something that I will always remember discovering with the first edition of the
Sims, and as a child it was something that I actually had control over in my
life!
This same idea of controlling and altering life has moved into a bigger community called
second life, where adults are taking part in a game where they see themselves represented
as an avatar. Launched in 2003, second life is an online community where users
use avatars to interact with others. As
well as this the game has its own currency, worlds and use of a trade system
between users (Wikipedia, 2013). With this idea of having an online avatar
comes along problems surrounding the way in which people represent themselves in
games such as second life. In many cases, a person’s avatar is a taller and
skinner version of themselves, where they create a representation of themselves
in a more idealistic way.
According to Lee, the way in which
people play with avatars can be;
ž Projection
of idealization of the self;
ž Experimenting
with identity/ies
ž Merely
a pawn – ‘a means to an end’
(lee, 2003)
This idea of a Virtual community has expanded over the last
10 odd years, specifically with the release of the Sims 2 and 3 and sites such
as second life, however there are many issues that arise with the capability to
customise and create an avatar in ways that were not possible only a few years
ago. Games such as second life have
created an new online world/community, where many users feel emotionally attached
to this concept. Studies conducted by Nick Yee suggest that “40 per cent of men and 53 per cent of women who
spend time in virtual worlds said their virtual friends were equal to or better
than their real life friends” and of those surveyed, it was found that most of
them spent up to 20 hours playing in these virtual communities (Yee cited in
Meadows, 2008). It becomes difficult to make a distinction between ones real
life and virtual life, when these type of studies show just how involved these
users are in virtual communities. Questions are raised about the idea of separating
these two lives. Baudrillard brings up some interesting points with his idea of
hyperreality and the simulacra which can be likened to second life where there
is no longer and distinction between reality and its representing image (Alleyn's School Media Studies Department,
2010).
Looking towards
the future of virtual communities I can only help wondering about the use of
second life as a substitute for a real life. The possibility for everyone to
somehow have an online representation of themselves has the potential for an virtual
life to become more important than the physical life and body that we have.
Farrell, C, 2013, lecture 11 ,digital characters, avatars and second life, learning materials on blackboard, Swinburne University of Technology, viewed 19th of May 2013
http://knowyourmeme.com/photos/194970-second-life
http://sims.wikia.com/wiki/Fire
http://readwrite.com/2007/07/04/digital_life_vs_life_digital
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