Creating Second Lives: Community, Identity and Spatiality as by Astrid Ensslin, Eben Muse

By Astrid Ensslin, Eben Muse

This booklet goals to supply insights into how ‘second lives’ within the experience of digital identities and groups are developed textually, semiotically and discursively, specifically in the web surroundings moment lifestyles and hugely Multiplayer on-line video games similar to global of Warcraft. The book’s philosophy is multi-disciplinary and its goal is to discover the query of the way we as players and citizens of digital worlds build substitute on-line realities in numerous methods. Of specific importance to this endeavour are conceptions of the physique in our on-line world and of spatiality, which manifests itself in ‘natural’ and outfitted environments in addition to the triad of house, position and panorama. The contributors’ disciplinary backgrounds comprise media, communique, cultural and literary stories, they usually learn problems with reception and construction, id, group, gender, spatiality, average and outfitted environments utilizing a plethora of methodological ways starting from theoretical and philosophical contemplation via social semiotics to corpus-based discourse analysis.

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Extra resources for Creating Second Lives: Community, Identity and Spatiality as Constructions of the Virtual (Routledge Studies in New Media and Cyberculture)

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2). 3). This collaborative project specifically reflected on the ironies of contested spaces, and stereotypes in multi-user virtual environments, exposing an absurd online world that consists of perimeter fences, public surveillance, and national identity. These futile efforts to divide and deny movement and social interaction were an uncanny reflection of the First Life urban and social landscape of Belfast. 3). The installation was located on the regenerated landscape of the Waterfront Plaza Belfast, directly outside the newly developed Concert Hall building.

Thus, from my perspective, a theoretical interrogation of virtual-world nationhood should begin with an understanding of what we mean by AW nationhood. There is little agreement as to what is meant by the term nation (Luedtke 2005; A. D. Smith 2002) and as such, a thorough interrogation of the term falls beyond the scope of this chapter. That said, a nation, according to the online Compact Oxford English Dictionary for Students, is: ‘a large body of people united by common descent, culture, or language, inhabiting a particular state or territory’.

Whichever is the case, it is essential that multiuser virtual environments such as Second Life move away from the imbedded linden dollar economy that intrinsically defi nes its capitalist principles and growth. The Urban Intersections project has already contributed to this paradigm shift by alternatively locating itself on an OpenSim, currently available as a derivative open-source beta version of Second Life that locates its island sims on geographically distributed servers. Following a similar model to the WWW, this fundamental network architecture shift moves away from the centralized San Francisco Linden Lab monopoly to an open-source networked model, and is in many ways reminiscent of the VRML architecture of the mid 1990s and its collective ideology.

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