Neoliberalism And Cardboard In Virtual Worlds And Games

Over at Los Angeles Review Of Books (LARB) Elliot Murphy, who is completing a PhD in neurolinguistics at University College London has had an epic and fascinating essay published regarding computer games and politics : Always a Lighthouse: Video Games and Radical Politics . This is a long and rather riveting read. Whereas the essay is largely about games and the narrative they portray, Second Life does get a mention :

But while many games traffic in radicalization, and often revive the trope of “evil corporate” antagonists, most are themselves more corporate than ever. Owned as they are by multinational conglomerates, it is of little surprise that video games have merged with other corporate forms of entertainment. The X-Men have their games, Max Payne has his film, and World of Warcraft has its novels. Universities and businesses also regard the virtual world of Second Life (celebrating the economic interactions and institutional structures of corporate capitalism) as a “fun” platform from which students and employers can “socialize” and host meetings, while companies like Apple and Nissan flood its poorly textured streets with electrifying logos and adverts. These and other franchises promote the core tenets of neoliberalism: privatization, deregulation, commodification, and a celebration of personal profit. Other games like Saints Row and Need for Speed buttress a consumerist culture, often exulting in greed and self-indulgence.

At first glance this looks a bit heavy and deep and yet the article points out that the power of video games and by extension virtual worlds, we see this in the introduction to the essay :

VIDEO GAMES, as Robert Cassar recently noted in his Games and Culture essay “Gramsci and Games,” are often “sophisticated texts that can represent not just ideas but entire worlds, which invite players to explore them.” Video games contain a unique combination of expressive dimensions, including audiovisual language and narrative along with their distinctive ludic and interactive elements. Douglas Thomas and John Seely Brown, in their essay “The Play of Imagination” also for Games and Culture, make the crucial point that through these elements, games can introduce novel pedagogical practices that differ from other interactive and educational media.

As I said, the essay is a long one and I suspect that people on the left and right will find issues with it. The author definitely seems to lean left and for point of clarity, so do I personally, although I don’t generally engage much with politics in virtual worlds or games. This doesn’t mean that I don’t see the potential for politics playing a large part in video game and virtual world culture, especially as the medium grows. We are seeing this today in many online debates about where the computer gaming industry in particular should be heading.

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Transylvania Vampire Empire Is Turning Eleven

Transylvania

This week’s Highlights from the Second Life Destination Guide has some great locations but the one that stood out for me initially was the news that Transylvania Vampire Empire is celebrating its eleventh birthday in Second Life.

Transylvania Turning 11
The celebrations are already in full swing, as the Destination Guide explains :

Give in to your dark side and enjoy a week of Gothic-themed events as part of Transylvania’s eleventh birthday celebration. Transylvania is now one of the oldest communities in SL and features a thriving social scene where everyone is welcome. With live music, DJ’s, stage performances, a gothic formal ball and red carpet parties, there is plenty to see. Runs August 7th to August 13th.

Eleven is quite an impressive feat and this community were taking a bite out of Second Life long before the term “Spampire” was ever uttered.

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The Project Sansar Media Train Is Still Going Full Steam Ahead

Second Life Image - Futuristic Guy

The Project Sansar media train keeps on rolling as two more articles appear in the media and both of them also mention Second Life, although in more of a past tense when compared to Project Sansar. One of the articles is positive and one is rather cynically negative, but hey people are very much entitled to their opinion.

The first article is by Alice Truong over at Quartz; Could the Oculus Rift help give Second Life a second life? The headline is uncannily similar to a recent blog headline of my own, although my post wasn’t really about the Oculus Rift! This is a good article that deserves extra credit for taking advantage of Linden Lab’s Flickr pool, as do I in this post too.

The Quartz article makes comparisons between Project Sansar and Second Life and points out that it sounds like some of the concepts will be similar :

Some of Sansar’s rules will be slightly different, and the immersive VR graphics will be far superior (though it will still work on regular computers and mobile devices too). But like Second Life, Sansar isn’t a game with a clear objective. There are no bosses to defeat or princesses to rescue. Instead, people, playing as virtual representations of themselves, will carry out day-to-day, often fantastical, lives in a made-up world. They’ll explore, socialize, have cybersex, make art, perform, create businesses, build houses, go shopping, pay taxes.

The article does a good job of covering how Second Life works as well as looking ahead to how Project Sansar may work, with once again the concept of lower land taxes and higher sales taxes being pointed out.

This is an important point as it indirectly ties into a quote in the article from Bernhard Drax (AKA Draxtor Despres) who seems to feel that the corporations didn’t quite get Second Life :

“If you looked at it as a 3D billboard, Second Life did not work,” he says. But he notes the world flourished “as an artistic playground.”

I largely agree with Drax but would add that one of the barriers to Second Life being an artistic playground is the fact that the tier is too damn high! That is going to be addressed in Project Sansar. As for the corporations, I still feel they should have immersed themselves more with the community and rented spaces in shopping malls with other Second Life creators.

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Virtual World Interoperability Is Still One Giant Step Away For VR

Hamlet Au over at New World Notes recently posted : Cross-Platform Virtual Reality is Here: Watch High Fidelity Unite Vive, Oculus, and PC Users in the Same Metaverse. The post was regarding the High Fidelity post regarding users with different interfaces interacting in High Fidelity. I covered this in my last post. The development is an impressive one.

Hamlet’s headline was a tad misleading and some folk thought the post was going to be about people from different virtual worlds being able to interact in a single virtual world. This has been done before, but the potential was never fulfilled. I have talked about this before.

Just over seven years ago Hamilton Linden blogged IBM and Linden Lab Interoperability Announcement :

This is a historic day for Second Life, and for virtual worlds in general. IBM and Linden Lab have announced that research teams from the two companies successfully teleported avatars from the Second Life Preview Grid into a virtual world running on an OpenSim server, marking the first time an avatar has moved from one virtual world to another. It’s an important first step toward enabling avatars to pass freely between virtual worlds, something we’ve been working toward publicly since the formation of the Architecture Working Group in September 2007.

This was quite big news, Linden Lab issued a press release. The news was covered by Antone Gonsalves at Information Week and Erick Sconfeld at TechCrunch. I will embed a video of the epic moment at the end of the post.

Alas things didn’t work out and the project seems to be dead and yet, as demonstrated in the comments on Hamlet’s post, there’s still a lot of interest in interoperability between different virtual worlds.

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High Fidelity On The Rig, The Metaverse And Hand To Hand Contact

About a month ago High Fidelity CEO Philip Rosedale posted a hat trick of fascinating blog posts. They cover immersion, the size of the metaverse and connecting to High Fidelity using different interfaces. They are all very interesting.

The first blog post is VR immersion through immobilization: ‘The Rig’.  The Rig is a very important component in the history of virtual worlds and what makes that all the more impressive is that it never saw the light of day as a public product. The Rig was the first work Linden Lab conducted, as Philip explains in the blog post :

Andrew Meadows and myself spent the first 6 months or so building a room-sized device that immobilized a person’s head, legs, and arms while using a folded projection screen to deliver a high resolution VR experience. We called it ‘The Rig’, and our more fearless early investors and friends actually got to try it out.

The hardware required some software to go along with it, so Linden Lab started working on that too and that software eventually became known as Second Life and the rest, as they say, is history. Ok at one time the software was called LindenWorld but after that it became known as Second Life. The Rig is rumoured to be sitting in boxes at Linden Lab, although we don’t know if Philip Rosedale and Andrew Meadows took it to High Fidelity with them. This thought crossed my mind when I read :

The findings were fascinating and may be useful now as the race to create fully immersive VR interfaces continues.

The Rig wasn’t like today’s HMD’s which track your movement, indeed the idea is that you don’t move, it works on force detection, as Philip explains :

As a simple thought experiment, imagine that you are looking at a computer screen, while holding onto the handle of a tennis racket which is bolted to a table…. you can’t move the racket handle a bit. But what you see onscreen is a racket in your hand that is moving perfectly smoothly in response to the forces you are putting on the handle. A ball drops from the air, and you move the racket to bounce it upwards. As the virtual ball connects with your racket, you can imagine that you need to apply a stronger force upward to the handle to keep the racket moving up. This change in applied force ‘feels’ to your brain very much like the sensation of the ball hitting the racket!

This sounds odd when you consider the way today’s devices work and yet, there does seem to be potential for this sort of alternative immersion device to prosper.

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