Second Life fascinates me. I haven't ever participated, and I really don't know what it looks like - other than one small clip on The Office where Dwight is playing and his life is EXACTLY the same - except he can fly.
But the avatars are amazing - what a perfect way to look into how people view their own selves. Take Dwight, our fictional friend. Equal parts egomaniac and supernerd, he views himself as perfect other than what his mortal body cannot - achieve.
The closest thing I have to my own avatar - my Mii on Wii - looks as much like me as it can. I just find it funnier to see a cartoon of myself doing everday, mundane things - hula hooping or boxing or racing cows... Okay so maybe not mundane, but you get the idea. It's like kids and cameras - and I specifically mean today's digital cameras with viewing screens. If you take a picture of a toddler (or any teenager) they immediately ask to see it - it's the novelty of viewing themselves that they crave and find thrilling. I enjoy my Wii avatar for that reason - and considering the limitations of the design features (at least to date), that's the kind of use it seems built to serve. That's part of what makes the Wii as a game system so popular.
Miis and Second Life are obviously different, but they relate to each other in that the opportunities for escapism afford greater artistic capabilities. In SecondLife you can enhance your own self by taking on social roles that you hadn't imagined or perform impossible physical feats. Or you can replace your own self completely. Does this mean, though, that each and every Second Life avatar created is a psychological experiment for its creator? No - to me, this is bordering on something close to performance art.
And this article:
Portrait of an Artist as an Avatar
makes some excellent points about what this means. Ahhht is becoming accessible in ways it never has before. Artist DC Spensley, who creates digital "sculptures" that are viewing experiences unto themselves (think mouse controlled roller coaster meets jungle gym), declares that “Art is moving toward the participatory.”
He's right. And better yet, the avatar as alter-ego isn't even necessary to the viewing experience, it's interactive for the people behind their computers - the ones who create it and buy it. From an industry standpoint, even more exciting is the fact that it's still operating as a viable business for its creators. Gotta love that. I definitely recommend giving this a read if you have some time.
Mantelpiece
3 weeks ago