Showing posts with label culture. Show all posts
Showing posts with label culture. Show all posts

Saturday, March 12, 2011

Reading list

I've been doing quite a bit of reading about virtual worlds over the last few months. The focus has mainly been on SL and WoW, but some general/theoretical stuff crept into the mix. For now, it's just a list of names; I will come back and annotate them later.

Here's the list, in the order that I read them (or will read them, for those yet unread).

Tom Boellstorff, Coming of age in Second Life

Edward Castronova, Synthetic worlds: The business and culture of online games

-- , Exodus to the virtual world: How online fun is changing reality

Janet H. Murray, Hamlet on the holodeck: The future of narrative in cyberspace

Zach Waggoner, My avatar, my self: Identity in video roleplaying games

Bonnie Nardi, My life as a night elf priest: An anthropological account of World of Warcraft

Ken Hillis, Online a lot of the time: Ritual, fetish, sign

T.L. Taylor, Play between worlds: Exploring online game culture

Celia Pearce and Artemesia, Communities of play: Emergent cultures in multiplayer games and virtual worlds

William Sims Bainbridge, The Warcraft civilization: Social science in a virtual world

Monday, January 31, 2011

3d

I was thinking about art in SL, specifically sculpture/installation art, and wondering why it works. This came up when I sent somebody a snapshot of Bryn Oh's lovely and poignant Rabbicorn; we started talking about what it was that our typists were looking at.

That it does work is pretty obvious, the success of Burning Life* and many inworld galleries and artists make that clear. A significant minority of SL residents regularly travels to remote sims to experience these works for themselves; as a percentage I'd guess that it is far higher than the prevalence of habitual gallery-goers in most of our RL cities.

But why do we do this? When our typists view 2d art in SL, or a snapshot from SL in Flickr, they look at a pixelly 2d representation of a 3d place. When we (avatars) travel to that sim and stand in the sculpture and look around us, our typists look at: a pixelly 2d representation of a 3d place. There are lovely machinima of all these pieces online; we could see the piece in comfort, without lag or other people standing in our way, with a soundtrack and sometimes commentary, without leaving our digital homes.

The reason is the immersive experience of being somewhere, the experience of moving and seeing in a 3d volume in real time; at least for those of us who do live in SL. Our typists are looking at a monitor, but we are living in a world. The monitor is just a tool in that process, in the way that somebody walking the fells would probably not describe their activity as "reading maps while wearing boots and a raincoat."

It would be instructive to find out how many of the regular visitors to SL art would self-describe as immersivists; I'd guess we are by far the majority.


* yes, I know the Lindens dropped out and forced a name-change. I can't remember the new name. Shoot me.

Friday, July 2, 2010

Not-human avatars

I was surprised and amused by the amount of difficulty I had in breaking this topic down into categories that made sense. It started out as a short discussion of furry, but I realized I had to explain that, and then to explain the difference between a furry and a realistic animal av, and soon found myself accelerating backwards at great speed.

There's a distinction to be made between several overlapping kinds of not-human representations in Second Life. (In my taxonomy, nekos and vampires and others of that ilk are differently-human rather than not-human, and are a separate topic for another day.)

It is easy to tell the difference between a representation of a black-and-white alleycat and a representation of Sylvester, the would-be nemesis of Tweetiepie. It is rather harder to explain the difference between that representation of Sylvester and a representation of a gryphon: neither of them has a biological existence in RL, but Sylvester is a caricature of a well-known RL type whereas the image we have of the gryphon is a serious attempt to make sense of the descriptions handed down through explorers' tall tales. And what then to make of the distinction between an avatar based on the canonical cartoon images of Sylvester, and a home-made furry cat avatar? Is the attempt at realism (in replicating the well-known cartoon image) to be considered differently from the furry-av-builder's act of imaginative invention (which may result in a figure that would pass muster alongside Sylvester in a TV cartoon)? Very tricky.

Nonetheless, on we go. This needs to be posted before I go to work today, but I'll come back and polish it on the weekend. Comments, suggestions and counter-examples are welcome.

I want to suggest that there are two basic classes of avatars: realistic representations (human avs that look human, four-legged tigers, faithful recreations of mythological beings or characters from popular culture) on the one hand and abstracted, anthroporphized figures on the other. This is not to suggest any kind of valuation between the classes or their subtypes.

RL animal avatars are biologically realistic*: they are quads (or have two legs and wings), their body shapes and faces are realistic in shape and size, and they usually can perform the RL-appropriate sounds and animations.

Mythological animal avatars are mythologically realistic, as it were: fauns stand upright on cloven hooves and have little horns, werewolves howl bloodchillingly and can stand upright or run on all fours at will, gryphons are quads with extra wings, dragons have scales and enormously long necks, etc etc.

The distinction between these types and those that follow is in the avatar builder's intention: the first two attempt to reproduce faithfully a well-known image, whereas the next types are imaginative and abstract.

Furry avatars are not biologically or historical-mythologically realistic (though they may be pop-culturally realistic as in the case of Sylvester). They can be thought of as cartoons or as caricatures of animals: like cartoon figures, they stand upright and have mobile hands, their heads are set atop their necks and usually have human attributes (e.g. binocular vision, whereas most animals' eyes are set on opposite sides of their heads).

Tiny avatars can been seen as a sub-class of furries (though both communities would probably disagree) in that they are specifically very small cartoon or anthropomorphized animals.

Practically speaking however, the most significant distinction between these types is this: that there are flourishing self-organized communities of furries and tinies (and a community of dragons in Wyrms) but natural-humans and quad animals don't seem to organize in this way. Natural-human avs are so common and so close to RL that it hardly seems worth celebrating our shared biology: "Look, I too have five toes on each foot!"

* within the limits of the SL body mesh and prim and texture technologies, obviously.