Professional Documents
Culture Documents
Fantasy Play
Shaowen Bardzell*
Indiana University
Abstract
1 Introduction
The portrayal of female body is a commonly discussed topic in
video game and virtual world research. The introduction of
breast physics in the popular fighting game Dead or Alive, in
which the breasts of female warriors bounce realistically during
gameplay, is but one recent example of the importance of the
female body in gaming. Such game features are conducive to the
construction and enabling of a male gaze, which makes players
spectators of the female body [Quellette 2006]. These depictions
of the female form constitute femininity in the eyes of gamers:
She is sensuous through her physical form, made visible in her
bosom and buttocks [Cassell and Jenkins 1998], and at the same
time, she possesses the fierce and formidable presence that defies
any opponents. Gamers welcome, construct, and identify with
such cross-gender femininity.
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Coding
Categories
Presentations
of film
techniques
Representations
of the body
Representations
of activities
2 Methodology
Issued Examined
Race
Gender
Hair color
Hair style
Body types
Masculinity
Femininity
Number of avatars in the photograph
Activity level of the foreground avatar
Activity type of the foreground avatar
Agency and activity
Intimacy styles
Touching
Eye Contact
Pose
Ritual focus
Dress styles
Props
D/s status
Representations
of sociocultural
elements
Each of the randomly selected BDSM group members selfportrait was examined against these four coding categories with
the relevant codes assigned to it. A spreadsheet with multiple
worksheets for each category was set up to record the information.
Once the content analysis was complete, a social semiotics
approach was employed to understand further the symbolic
richness of the images. A social semiotics approach to visual
analysis involves the description of semiotic resources, what can
be said and done with images (and other visual means of
communication) and how the things people say and do with
images can be interpreted [Jewitt and Oyama 2001]. Using
language as a metaphor to describe images, the social semiotics
methodology provides a detailed way to understand the
correlations among avatars, space, and artifacts depicted in these
BDSM self-portraits through the examination of a collection of
socially and culturally meaningful symbolic signsthe shared
grammar of these photographs, so to speak. These images
illustrate the social life and history of the avatars in the context of
Second Life BDSM subculture. The context is significant as it
impacts how the portrait is staged and photographed, how the
message and expectations of the BDSM participants are
constructed (i.e., how virtual BDSM participants attach ideas and
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3 Analysis
To explore the mutual relationships between the images and
spectatorships, between form and meaning, we examine these 100
self-portraits by reviewing its narrative structure (the
representations of film techniques and body) and interaction
structure (the representations of activities and cultural elements).
3.1.2 Deviation
While an overwhelming majority (93%) of the self-portraits are
taken with the front-and-center camera position, where the
viewers can easily identify and made aware the avatars overall
behavior and the environment he/she is in, 7 out of the 100
pictures examined stand out with the distinct story they recount.
3.1.1 Conforming
The body types depicted in the Second Life BDSM group
members self-portraits are overwhelmingly slender and desirable.
Added to that are notions of desirability embedded in race and
fashion. 91% of the avatars are white; 4% are of color; 5% are
non-human. 64% of the avatars are female and 40% of the
photographs depict avatars with long, luxuriously flowing black
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3.2.1 Intimacy
Since we are social beings, biologically programmed to interact
with others, our body language conveys our emotional state
during all of our interactions [Norman 2004]. Along similar lines,
the avatars depicted in the BDSM group members self-portraits
transmit their affective conditions through eye contact,
expressions, poses, and other subtle or expressive physical
performances. Second Life facilitates these forms of expression
not only with a fairly rich collection of built-in character
animations, but also by enabling designers to design and import
custom character animations, which are available by the thousand
in Second Life (usually for a nominal fee); animations and poses
of intimate relations are particularly well represented.
4 Conclusion
In a virtual fantasy role-play where the submissives opportunity
for self-expression is limited, the members self-portraits in
Second Lifes profiles empower submissives by pushing them to
the center stage, giving them the opportunity to construct their
own unique pictorial stories, fitting their chosen lifestyle and
belief and desired relationship to the viewer. Their active
engagement of the subject matter enables them to possess power,
even if its only transitory. In the process, the spectator becomes
the unwitting participant of such power dynamics: on the one
hand, the spectator is free to see (voyeurism); at the same time,
the viewer is also subject to the framing of the photographer
(often the submissives themselves).
References
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3.2.2 Distance
While an image can develop an intimate relationship with the
audience through special/temporal arrangement of its setting, the
placement of the props, as well as the shot compositions of the
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