Thursday 6 February 2014

Second Life


The use of avatars in consumer society games allows people to become a different person. This is interesting as some people would create an avatar similar to themselves, while others would create a totally different persona. This depends on how the person feels about themselves and their own life.  (Ensslin & Muse, 2011). Baudrillard and Rheingold both have theories relating to virtual communities.
                                                                  (Margram, 2008)

According to Baudrillard hyperreality is “not a reality that exists to separate simulacrum from reality in the real world, but is a distraction from a real world.” (Hawes, 2011). This hyperreality and virtual worlds use imagery and symbols that relate to the real world, enabling the audience to identify with the virtual communities. Baudrillard depicts Disneyland as a reality of imagination and questions whether it or America is the ‘real world’. Interesting thinking, as he questions what is reality? This confusion  it could be argued has crept into the lives of gamers, blurring the lines between ‘real’ and ‘virtual’ worlds. (Modzelewski, 2013) 
                                                Sleeping Beauty Castle - Disneyland

Rheingold’s idea that you can build ‘virtual communities on the net seems to have become a reality to some people. I am unsure whether this ‘network’ society provides an escape or a distraction to the ‘real world’. While Rheingold suggests that ‘virtual’ and ‘real’ worlds can exist side by side. It is uncertain whether the ‘virtual’ world can translate into the organic world by creating communities on belonging. To some committed gamers their ‘virtual’ world becomes their ‘real’ world depriving them of sleep as they need to keep their position and status alive in the virtual ‘world’. (Rheingold, 1998)

There are many people addicted to social media and social games that are actually living two lives; one in the real world and the other in a virtual world. This can create conflict within the person and they often feel more comfortable in the virtual world, as their real identity is anonymous.
                                                           Who do you become?

                                                                  (Icon Packs, 2013)

Reflection:

Personally I don’t play any social consumer games, but I think my avatar would be similar to myself so I could have a glimpse into what would happen in my future if I continued on the same path or what I could change to improve my life.

Would you create an avatar that is similar to yourself, or create a different persona?

Would the virtual and real worlds interact, collide or be totally different?

References:

Ensslin, A. & Muse, E., 2011. The body of the Avatar. In: Creating Second Lives. New York: Routledge, pp. 99-112.
Hawes, D. P., 2011. Discuss Jean Baudrillard's concepts of simulacrum and hyper-reality using one or more literary or cinematic text of your choice. [Online]
Available at: http://www.academia.edu/2609683/Discuss_Jean_Baudrillards_concepts_of_simulacrum_and_hyper-reality_using_one_or_more_literary_or_cinematic_text_of_your_choice
[Accessed 8 January 2014].


Modzelewski, R., 2013. Virtual togetherness sense of identity and community in cyberspace. [Online]
Available at: http://www.crossroads.uwb.edu.pl/virtual-togetherness-sense-of-identity-and-community-in-cyberspace/
[Accessed 8 January 2014].
Rheingold, H., 1998. The reality of virtual communities. Online edition ed. s.l.:Rheingold.

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