Professional Documents
Culture Documents
Jolin Kwok
CMCL-C420
June 19, 2009
Game Analysis 5
The Synthetic Game of Second Life
Video games have always carried the reputation as a platform for escapism. Video games
let people take on roles and digital representations of themselves (avatars) that detach them
from real life as they explore fantastical metaphysical realms. Easily, people assume that video
games are not “real.” As Johan Huizinga puts it, a game is a make-believe “magic circle” that
cannot be taken seriously (105). However, with the rise of the Internet and the effect of
globalization, video games seem to evolve to a whole new level. Second Life (SL) is one of the
many examples of this metamorphosis. While it retains the conventional aesthetics and design
of videogames, its user-experience make even the most experienced gamer wonder if it could
really be considered as a game, due to its nebulous interchange between fantasy and reality.
surrounding the imaginative work”, (Jones 43) it is not a game because it does not really share
characteristics that make up a game or a magic circle, marking it to be a stark reflection of the
real world.
One characteristic of the magic circle or a game is that it is a “temporary world within the
ordinary world” which gives players competitions and goals to test their capabilities. (Huizinga
106) However, the world of SL has no preset goals. Functioning in real time, SL is vastly open-
ended and its meanings are essentially created by its users (called “residents”). It is also on-
going, just like real life itself. Games have rules that are “absolutely binding and allow no doubt”
(Huizinga 106), giving them a sense of order. Though there are some form of ethics that govern
SL through the Terms of Service, users can easily bend their way around it. For example, during
my stay in-world, I met this resident (who claims to be male) who revealed to me that the avatar
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he is using is the 50th avatar he has used in the span of 6 months. In SL, a resident who is
reported for griefing (causing distress to other residents) will be banned from SL. However, as it
is only their account that gets terminated, they can easily create another account and effectively
another avatar and be delinquents again. (Second Life - Terms of Service) I guessed that he had
a penchant for anarchy and he told me I was right, before teleporting away to his next quest for
rebellion. Like real life, residents like him just need to adopt a new identity to wash away their
criminal records and start again. In this sense, there is no real order in SL as anything can
happen to anyone.
Some people like to be griefers, largely because they see SL as a game. A game is played
and is “not serious” while it absorbs the player “intensely and utterly,” on top of having “no
material interest” as well as profit. (Huizinga 107) On the contrary, to many people Second Life
is quite the opposite. While users can spend hours a day in-world, they do not see it as mere
play. As one spends time to customize their avatars, one starts to see their avatars as “an
extension of [their] body into a new space” (Castronova 45). After all, an avatar is a visual
representation of a person in the virtual world, and the avatar body is what that person use to
experience that world. As I modified my avatar, I noticed how I wanted to emulate my physical
self with enhanced features, such as creating longer legs. When I started addressing things on
my avatar as “my hair,” “my shoe,” and etc., and addressing the residents I became acquainted
with as “my friends,” I was surprised how “quickly and easily [I became] the object [I]
manipulate[d]” despite my awareness of its technical artificiality (Castronova 32). Everyone else
in SL seems to take on the identity of their avatars as well, merging their real selves with their
People in SL seem to replicate social norms in RL. For instance, People start
conversations with greetings such as “Hi” and “How is it going?” and they would usually make
small talks about the environment or make reference to in-world activities. If they are close
enough, they would skip the small talk and talk about their own lives, just as two friends would
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in real life. Also, many people form groups and conduct discussions about common interests. In
SL, I frequent philosophy clubs like Thothica and writers guild like Inkster. These group
formations are very similar to online and real world forums. On a interpersonal level, since
communication in SL is largely text-based, the visual clues one can have are restricted to the
direction the other avatars are facing. Even though other residents can see you, they tend to
make their avatars face you directly if they feel interested in you, or attracted to the appearance
of your avatar. Like real life, “the closer two characters were, the less likely they were to be
directly facing each other” (Jarett 490). You can also tell how two people feel about each other
or the kind of relationship they have based on the distance between their avatars. The personal
space bubbles around avatars are also very similar to the one people have in real life. The more
intimate two people are, the closer they will stand with each other. Also, the distance in front of
them tend to be larger than the distance behind. (Bailenson et. al) Like the communities in
MMORPG, as SL residents spend time doing activities together, they invest time and emotions
into relationships formed in-world and eventually gain significant “emotional experiences” just
as they would in real life (Yee). From my experience, the SL dating scene shares the same issues
as the dating scene I observed from the world. Because the way people function in groups in SL
mirrors real life group behavior so well, social psychologists take great interest in using this
Aside from its humanistic aspect, SL proves to have socio-economic value, showing how
it has “material interest” and “profit” as opposed to a game. SL currency, Linden dollar, can be
exchanged for US dollar (Xstreet SL Market Summary). Because of this and the growing
influence of SL in the pop culture, many people make a living by having small businesses in SL.
Sometimes, they earn much more in SL that it replaces their jobs in real life. In January 2006,
SL creator Linden Lab estimated that “nearly $5 million dollars, or about $38 per person,” was
exchanged between more than 130,000 residents, showing the great impact a synthetic world
has on the macroeconomic situation in the real world. (Craig) Like There.com, SL has brand
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companies like BMW and fashion designers like Jean Paul Gaultier utilizing the environment to
test their product designs. These users have to have monthly-paid Premium accounts in order to
conduct their businesses that they not only generate income for “a third-party corporation,”
which further influences the world economy (Yee). SL also functions as an information gateway
for educational purposes. Harvard University and Ball State University are two examples of at
least “60 schools and educational organizations” that treat SL as a virtual academic learning
environment. (Wong) Even though Reuters recently closed its bureau in SL, the fact that it
decided to have a correspondent in this cyber community marks the merit SL earns in being a
Clearly, Second Life is far from a mere entertainment medium. Instead, it is a virtual
reality that is an extension of the real world. This way, Second Life is as real as it can get, as it
affects human psychology on a social and interpersonal level as well as the macroeconomics of
the world. Its contributions to reality go far beyond what any video game can offer. Within its
environment, people can learn more about their psychological selves and the dynamics of
human relationships as they interact with each other, providing valuable insights for academic
social and humanistic studies. Second Life holds a category of its own, proving that technology
has reached new heights beyond our imagination that we need to catch up. While it does blur
the line between a video game and reality, as we have observed, what Second Life really does in
the end is to encourage us to explore a seemingly borderless opportunity for creative explosions.
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Work Cited
Bailenson, Jeremy N. , Andrew C. Beall, Jim Blascovich, Mike Raimundo, and Max Weisbuch.
"Intelligent Agents Who Wear Your Face: Users." University of California. Santa
Barbara. <http://vhil.stanford.edu/pubs/2001/bailenson-virtual-self.pdf>.
Castronova, Edward. "Daily Life on Synthetic Earth." Synthetic worlds : the business and culture
of online games. Chicago : University of Chicago Press, 2006. Print. 32, 45.
Craig , Kathleen . "Making a Living in Second Life." Wired.com. 8 Feb 2006. 19 Jun 2009
<http://www.wired.com/gaming/virtualworlds/news/2006/02/70153>.
Huizinga, Johan . "Nature and Significance of Play as a Cultural Phenomenon." The Game
Design Reader : a Rules of Play anthology. Salem and Zimmerman. Cambridge: MIT
Jarrett, Christian. "Get a second life." The Psychologist 22. 6.Jun 2009 490-491. Web.19 Jun
2009. <http://issuu.com/thepsychologist/docs/0609/27>.
"Second Life - Terms of Service." Second Life. 2006. Linden Research, Inc. 20 Jun 2009
<http://secondlife.com/corporate/tos.php>.
Williams, Chris. "Reuters yanks reporter from Sadville." The Register: Biting the hand that feeds
<http://www.theregister.co.uk/2008/11/21/reuters_sadville_end_of_an_era/>.
Wong. Grace. "Educators explore 'Second Life' online," 14 Nov 2006. CNN.com. Web.20 Jun
2009. <http://www.cnn.com/2006/TECH/11/13/second.life.university/index.html>.
<https://www.xstreetsl.com/modules.php?name=Currency>.