Reoccurring Dreams

There was a lively debate amongst the commenters at Botgirl’s blog over the last week or so, concerning that perennial preoccupation of the SL intellectual elite, the question of identity in virtual environments.

I must have listened (and occasionally contributed) to this discussion dozens of times in the last three years, but I’m not sure that I’ve ever read anything that was a significant advance on what Sherry Turkle was writing about fifteen years ago.

The particular facet of the issue that we (for of course I couldn’t resist chipping in with my two cents’ worth) focussed on this time around was the significance of choosing to represent oneself in Second Life with an avatar that differs substantially from one’s corporeal incarnation, especially with regard to gender.

How dishonest is this? Moral relativist that I am, my answer to that question is “it depends”; upon a lot of things, but mainly the expectations of the parties to the interaction. In the discussion parallels were drawn with other media, such as written fiction or cinema, with the point being made that no one feels deceived when they discover that, say, Robert De Niro isn’t really a taxi driver. This is true to a degree; for books, plays and movies there are commonly accepted cultural norms that define when it’s OK to make stuff up and when it’s not, and people do feel cheated when the rules are broken.

There is much less consensus regarding online interaction though, and, crucially, in a space like Second Life there is no easy way to communicate the extent to which one is using the platform as a vehicle for personal reinvention, as opposed to expressing one’s everyday self (which of course opens up the question of where one’s “true” identity really lies, or if such a thing even exists).

I’ve noted before that the research evidence suggests that it’s harder than one might think to create a new personality in a virtual world (certainly my avatar is boringly similar to my mortal form, in appearance and character), so in theory it should be possible to get to “know” someone just by interacting with their SL alter-ego. I suspect that there are not many people who could be bothered to put in the work required for this though, and there is always the (mostly unconscious) drive to project one’s internal object-relations on to the virtual relationships, which further muddies the waters.

With all this going on it’s hardly surprising that miscommunication and unhappiness can occur from time to time. I don’t think that there’s much to be done about it; it’s the price we pay for access to the creative possibilities of the medium,  like Cézanne being poisoned by Emerald Green.

Like I said though, none of this is new, or particularly profound, except insofar as it sheds some light on that other topic that has launched a thousand SL blog posts; “Why blog about Second Life?” Why make the same points about the same issues over and over, when we could be turning our minds to something more productive? I can only answer for myself of course, but I think (as, unsurprisingly, I’ve said before) that SL blogging is essentially just another form of role-play, a chance to imagine oneself as a heavyweight intellectual commentator, without all the tiresome business of actually having to think too much about what one writes.

It keeps me amused anyhow. And I get to link to some cool music.

Fading Skylight

Looking back through the SLS archives, I noticed that I seemed to have spent a lot more time in Second Life last October than I managed this year. Back then I wandered around Burning Life for ages and took in several Halloween activities; this time around I haven’t been in-world for more than about ten minutes. The problem is that I never have time to sit down in front of my desktop computer these days, and, since I can get most of what I want from the internet via my phone anyway, I don’t often have the inclination either.

I, therefore, must be exactly the target audience for the browser-based interface the Lab is rumoured to be working on. I’m obviously no expert in this area, but I do wonder about the timing and economics of such a move. I imagine that server-side rendering would massively increase hardware and bandwidth costs, and would need a big leap in revenue-generating visitors to make it pay off. That might have been possible a couple of years ago when SL was still getting a lot of attention, but now, I’m not so sure.

Soon it will be gone forever

So, Philip Rosedale is stepping down from the CEO role at Linden Lab again, if in fact he ever came back. As might be expected this has fuelled the ongoing speculation about the company’s future, with the consensus (based on my entirely unscientific survey of the usual SL blogs) being that the move is a sure sign that the Lab is headed for merger, sale or liquidation.

I have no contacts among the Lindens, nor any inside knowledge of the industry, so I have nothing useful to add to the debate. I don’t usually let that stop me sharing my uninformed opinion of course, but I’m in the middle of a “Second Life? – meh” phase at the moment, so I can’t really summon the energy to think about it.

I’ll have to get interested again soon though, since I have to come to a decision about whether or not to renew my Premium account next month.

How invested am I in Second Life? I have a patch of mainland which cost me about US$16 back in 2007, though I doubt it’s worth that now, and about L$35K in virtual cash, which is, what, US$120? If I shelled out for another US$85 annual membership I would be in for around US$200, which isn’t a huge amount, but it is a sum of money that I could spend on something else.

The obvious solution would be to cash out my Linden dollars and use the proceeds to pay my subs, and I expect that’s what I’ll do. I’ve stuck around this long, I may as well see it out to the end.

Blame It on the Boogie

Exciting news from Scandinavia this week, where Swedish developers MindArk (the team behind Entropia Universe) have teamed up with the Michael Jackson estate to produce Planet Michael, “an innovative interactive gaming and social experience that celebrates Michael Jackson’s life as an artist and humanitarian”.

I could use this as a cue for a whole host of bad-taste jokes, but we’re much too classy for that here at SLS, so instead I’ll note that MindArk, along with other virtual world firms like (NSFW) Utherverse Digital Inc., seem to be following the sort of business plan that we’ve been advocating for Second Life for a while; don’t chase the mass market, go for the niche customers who are willing to pay a premium for the particular virtual experience they are interested in.

The rest is silence

Back in the days of my youth there existed a publication called Soviet Weekly, which one could buy from old tankies on demonstrations, or pick up from big piles that were left in the foyers of certain union offices. It carried uplifting stories about grain surpluses in the Ukraine, or record tractor production in Minsk, along with pictures of heroic cosmonauts, and smiling orphans enjoying free holidays on the Black Sea, all painting a picture of the workers’ paradise that was the Soviet Union. It was always detached from reality of course, and by the late 1980’s it had become completely surreal. Not long before the USSR finally fell apart Soviet Weekly disappeared, and even a few weeks later it was hard to imagine that it had ever existed at all. (It has vanished so completely there is hardly a trace of it on the internet; all I could find were a couple of scans and some old copies for sale on eBay).

I always imagined that the end came for Soviet Weekly when the strain of reconciling what was actually happening with the Party line plunged the editors into some sort of existential crisis, but actually it seems unlikely that anyone took an active decision to kill it off, such was the ossification of the Soviet bureaucracy by that time. The final blow was probably struck by something mundane, like the embassy running out of money to pay the printers, or the old Telex machine breaking down.

Anyway, I was thinking of this when I read that Hamlet Au was throwing in the towel at New World Notes and decamping to perennial next-big-thing Blue Mars.

I don’t want to suggest that Hamlet’s essentially harmless SL-boosting was ever the equivalent of glossing over the legacy of Stalinism, but I do wonder if, like the editors of Soviet Weekly, he eventually found the continuous demand to find positive things to write about a world that was crumbling around him just to difficult to sustain.

Running Away

I rather belatedly got around to reading the latest issue of the Journal of Virtual Worlds Research this week, and, among a number of interesting articles, one in particular caught my eye. Who am I – and if so, where? A Study on Personality in Virtual Realities, by Benjamin Gregor Aas, Katharina Meyerbröker and Paul M. G. Emmelkamp, reports on a Dutch study looking at the question “How stable are personality traits when entering a virtual reality?” (This was an issue I identified as worth investigating back in the early days of this blog, though of course I never did anything about it).

The authors recruited 57 psychology undergraduates at the University of Amsterdam, and got them to sign up to Second Life (interestingly, only two of them already had accounts). They then had them complete an in-world version of a standard personality inventory, and compared the outcomes with the results generated when the same students took the test on paper, 7 months previously, during their induction.

The headline result was that the test results were stable over the two settings; the personality traits of the participants did not vary between the real world and the virtual world. This was true over all of the five dimensions measured by the test – extraversion, friendliness, conscientiousness, neuroticism and development.

This result is at once encouraging and depressing. Encouraging because, as the authors note, it suggests that “virtual realities could function as new reliable platforms to assess participants for psychological research”, and depressing because it implies that, however much we dream of liberating a new personality in the virtual world, our old selves will always catch us up.

Anatomy of a scandal

I know that the only thing sadder than blogging or tweeting about an inconsequential internet phenomenon is blogging about people who blog or tweet about an inconsequential internet phenomenon, especially one as five-minutes-ago as “Emeraldgate“, but this is exactly the sort of thing that we live for here at SLS, and I’m hardly going to pass up the chance get all pseudo-intellectual on the topic.

What was it about this issue that elevated it above the usual Second Life drama, and made it the talk of the virtual steamie for a day or two? I think it was down to a combination of the nature of the tale, and the characteristics of the audience.

The story itself was serious enough that people could be bothered commenting, but not so serious that they felt obliged to think much about their comments; the perfect recipe for a froth of instant opinion. The technical level was just right; the average reader understands enough about terms like emkdu and DDOS to grasp that something is amiss, but not enough to really quantify the risks involved, producing a haze of uncertain anxiety. Then there was the Woodbury sub-plot, and the allegations of Linden collusion, which added another layer of conspiracy theories (all that was missing was the JLU). Perhaps most importantly there were enough angles to allow people to use the story as a hook for their characteristic preoccupations; thus Pixeleen was able to reprise her Woodward & Bernstein act, and Prok could roll out another semi-coherent rant about… well, I’m not sure to be honest, the evils of opensource software I think. I of course am free to produce another batch of our trademark psychoanalytical posturing.

For the real secret of the story’s success lies buried in the collective unconscious of the Second Life blogosphere. We are suckers for this sort of paranoia-inducing narrative because it appeals to our narcissism, both on a personal level – how flattering to think that someone has gone to all this bother to track our virtual lives, or that the FBI will chase us for being accessories to cyber-terrorism – and in relation to Second Life itself, which we imagine is as important to the rest of the world as it is to us. The reality of the situation – that no one cares what our avatars get up to, or what our real-life identities are, and that this saga is of no interest to anyone outside of our obscure little garden – is rather less compelling.

Naming this episode “Emeraldgate” only emphasised the preposterousness. Most SL residents are probably too young to remember the Watergate scandal, which involved the President of the United States being forced to resign after being exposed as a crook who had subverted the Constitution, a notable affair by any standard. By contrast, these shenanigans have not, as far as I can tell, caused anyone anything more than mild inconvenience, and are unlikely to be the subject of an Oscar-winning film any time soon.

That said, the story has not been unamusing, and, as a piece of harmless entertainment, it has been quite diverting. Readers may recall that a couple of months ago I made the claim that, occasionally, the Second Life meta-narrative could “[come] together to produce an instant of dream-like clarity that makes the whole project seem worthwhile”. Well, the tale of the Emerald development team’s nefarious activities is just what I was thinking of. Only Second Life, with its unscripted nature and disparate cast, could produce a story like this, and if I were in charge of the Lab’s publicity department I would be using it as an example of the potential of the platform. Something tells me that’s not going to happen though, which is a shame, because without the storytelling element Second Life wouldn’t be half the fun it is.

Teenage Kicks

I’m aware that lately we have been rather remiss in our duty to provide you, our dear readers, with ill-informed opinion on what’s going in in the wonderful world of Second Life, so here’s my two cents on some recent events:

Philip Rosedale at SLCC – Philip delayed the start of his family holiday to show up in person, sending the clear message to potential corporate customers that virtual communication is OK for trivial stuff, but if you really want to impress your audience you had better appear in the flesh.

Teen Grid to close – Not much of a shock, given that some sources put the average TG concurrency as low as 300. What’s more surprising is the decision to open the main grid to 16 year olds. I can only imagine that this has been done to placate content creators who do business with the educational sector, or perhaps the educators themselves. It looks like a lawsuit waiting to happen though. It’s one thing to have kids sneaking into your adult establishment – as long as you make some token effort to exclude them you can claim that any bad things that happen are their own fault – quite another to invite them in, thus assuming the responsibility of keeping them free from harm. I predict traumatised teens will be signing up for the inevitable class action before the end of the year.

The Emerald Viewer controversy – Now this is really what Second Life blogging is all about – the chance to work oneself up into a lather of righteous indignation over some utterly trivial “outrage”. I know that clandestinely co-opting your customers into a DDOS attack against a rival developer, or secretly building a vast database of your users’ IP addresses, is thoroughly reprehensible behaviour, but, on a global scale, it’s hardly worth getting angry about (unlike this, for example).

But who am I to talk? This whole blog is just a way for me to relieve my frustration with the world by mouthing off on subjects I know little about. I can’t say that it’s not cathartic, and it’s always fun working out how I can shoehorn in a link to some classic music.

Rubber Soul

I was thinking the other day about this article, published on Salon around a year ago. It concerned the waning fortunes of the company behind Crocs, the aesthetically-challenged footwear brand. At the time the piece was written the firm looked in serious danger of going under, and its stock price had plummeted from a high of $70 to around $3. Worse was to come; at one point the shares traded for 79c, though today they are back up to $13.50, and it it looks like the hopes of discerning fashion-lovers everywhere that Crocs might disappear altogether are likely to remain unfulfilled.

What went wrong? Crocs were wildly popular in the middle of the last decade, and the company expanded massively to meet demand that they expected to keep on growing. In fact though, by 2009 everyone in the world who wanted a pair of Crocs had one already, and, since their indestructibility means that no one ever needs a second pair, sales dropped precipitously.

Crocs have managed to come back from the dead by refocussing on their core niche market – people who stand around all day at work – and forgetting about chasing mass appeal. Their advertising now emphasises comfort over fashionableness, which seems pretty obvious in retrospect.

How does this relate to virtual worlds? Well, I think the main lesson is that it’s important not to mistake enthusiastic take up of a product by a particular subsection of the market for a sign that said product will be equally attractive to other sections of that market. With enough media buzz it may be possible to whip up a short-term fad, but long term survival depends on looking after the core demographic, those who find enough genuine value in the product to keep them coming back for more once the initial novelty has faded.

Are there signs that Linden Lab is heeding this message? Yes and no, judging by what Philip Rosedale has had to say recently. He does seem to be alert to the fact that long-term residents need to be taken care of, but he still comes out with hyperbolic comments like “It is all going to happen, and we are going to get everyone in here eventually“, and “The fundamental belief that I have is that Second Life and virtual worlds are going to profoundly affect the human experience, profoundly, and in a positive way“. It may be that Philip doesn’t really believe this, and is just talking up the platform’s potential appeal to draw in new investors, but I fear that it’s more likely that he has so much invested in the idea of Second Life as a truly world-changing technology that he can’t bear to let it go.

Philip should relax, and embrace SL‘s cult status – even niche products can have a lasting cultural impact.

Virtual alchemy

When Second Life Shrink was in its planning stages a few years ago I checked out several different blog-hosting services before settling on WordPress. I liked that it was open-source, and a couple of people I knew had recommended it, but what sealed my decision was the amount of statistical information that the platform provides. As well seeing the raw visitor numbers I can analyse where they came from, which pages they have looked at, and which links they have followed, providing me with hours of pointless distraction.

Until fairly recently just about all our traffic came straight from search engines. We’re top on Google for “second life shrink” of course, and lately we’ve been doing well with “second life demographics” too. “Second life addiction” and “second life psychology” seem to come and go; we’ve been on the front page with both of those at various times, though currently we’re languishing down on page three, where only dedicated searchers will find us. We tend to do much better on Bing for some reason; I’m not sure whether that should be a source of pride or shame.

We used to get very few hits from direct links; unsurprisingly, with a couple of exceptions, no one has ever felt that any of our posts were worth drawing to the attention of a wider audience. Recently though we have been getting a steady stream of visitors from a whole host of unlikely sites. I won’t link to them for reasons that will become obvious; suffice to say that they are not the sort of places we would like to be associated with.

I figured that this was likely to be the result of some sort of traffic-generating scam; and a little research has proved that this is the case. The program in question promises to deliver hits by automatically visiting millions of blogs and spoofing an incoming link from the site that is being promoted; the theory is that bloggers, their curiosity piqued, will follow the link back, and then purchase diet pills, or click on Google ads, or otherwise participate in whatever shady e-commerce scheme the site owner is counting on to make back the $70 the package costs.

At least this sting only leaves the would-be web-entrepreneur out by the cost of the program; most of the get-rich-quick-with-Google/Twitter/Facebook offers that litter the web these days are potentially much more expensive. Victims are lured in by the promise of secret marketing tricks for a payment of only a couple of dollars, but after handing over their credit card details they find that they have subscribed to a “newsletter”, for which they are billed $50 or more a month. Of course they can cancel any time, by simply calling a premium-rate number in the Virgin Isles, staffed by operators who will put you on hold for 20 minutes before asking for your bank account number so that they can process the transaction. These sharp practices are not always confined to the murkier recesses of the internet; last year Facebook was awash with similar scams that tricked people into signing up for overpriced cellphone services, though these have been mostly purged now.

What’s interesting about these confidence tricks is not that they are new, but that they are ancient. Persuading people to suspend their disbelief by invoking some magical new paradigm must go back to the days when enterprising cavemen extracted shiny pebbles from their gullible fellows by promising to share the secrets of how to generate revenue using that new “fire” thing that everyone was talking about. From medieval alchemists tuning lead into gold, through Gregor MacGregor’s tales of colonial riches, to Charles Ponzi‘s arbitrage of the International Reply Coupon, today’s blog fraudsters stand in a proud line of grifters and shakedown-artists.

While I like to think that I can see through crude scams such as these, I have to admit that I am not immune to the subtler form of self-deception that keeps me handing money over to disreputable virtual-world-pedlars, not in the belief that it will enrich me materially (nothing so base), but in the hope that I might be able to reinvent myself as a better person (despite all the evidence to the contrary). The alchemists of old sought the Philosophers’ Stone, the mystical substance said to grant enlightenment and immortality; perhaps Second Life, which promises to allow one to transcend the limitations of corporeality, is its modern equivalent.