Identity+and+Second+Life

Identity and Second Life

[|Brief overview of Second Life]

Second Life is an interactive community that can be found in cyberspace. It is a unique online community that lets the users create their own world. Each user is represented by an avatar, a character of each user’s own design that represents them in this virtual world. Although it is referred to as a game, in Second Life (SL) there is no mission or goal. Rather, the entertainment comes from social interactions and the ability to create. Although this is a virtual world, SL is very similar to our own real world. Users have a currency system, they can purchase a place of residence, many are virtually employed, and currency is used to purchase different items in the game. However, Second Life has recently come into scrutiny for its role in regards to user identity. This virtual world is believed to allow individuals to explore multiple identities and interact free of social restrictions—yet, this is not always the case.

As mentioned earlier, Second Life (SL) is thought to be an unrestricted environment where a user can explore his or her identity. This idea would include sexual identity and gender identity, as well. Many believe that individuals can use the unrestrictive and inventive worlds in cyberspace to explore and experiment with their own identities. Robert Alan Brookey and Kristopher L Cannon wrote an article titled, “Sex Lives in Second Life,” in which the effects of virtual worlds on a person’s identity are explored. They argue that this is not the case; in actuality, traditional gender roles and sexual identities are present in SL, and the environment is just as restrictive, if not more so, when compared to real life. They note that a person’s sexual identity is “performed” and practiced to such an extent that the individual becomes unaware of the actions that shape his or her sexual identity (p. 148). The purpose of Brookey and Cannon’s analysis on sex in SL is to “offer an alternative to the liberatory perspective on gender and sexuality in cyberspace” (p. 149). They choose to study SL as opposed to other cyberspace role playing programs because SL is the program that gives its users the most freedom to create and develop their world, specifically in regards to the aspects of gender and sexual identities (p. 146).

In their article, Brookey and Cannon state that, “Liberating this subject from the body via cyberspace does not necessarily mean that this subject escapes the influential disciplinary practices that produced its identity” (p 149). This is certainly the case when analyzing the role of gender in SL. From the start, when creating an avatar, the first decision one must make is to decide whether the avatar will be male or female. This is a constraint on the freedom of sexual identity proposed by this virtual world. In addition, “female avatars are often depicted in the subordinate role in the advertisements” and are expected to be passive (p 152). The sexual choices of SL users are influenced by real life sexual roles and identities, contrary to what it may seem at first glance.

The world of SL also has an effect on sexual orientation. The words “gay” and “lesbian” can be used as search words in SL, but this virtual world, the terms are connected to sexual acts instead of a way of life or sexual orientation. The highlight is not on homosexuality as a sexual identity (p 156). Many “queer spaces” in SL are set apart from other areas and entrance is restricted. This segregation of homosexuality is similar to the segregation that occurs in real life, again indicating that SL is not free from the restrictions of social identity (pg 156). Brookey and Cannon state, “Queers construct and congregate in spaces that ensure their isolation, and thereby reproduce their own marginalization” (p 157). Furthermore, a voice verification system was developed and implemented in SL so that other users can be sure that the sex of the avatar matches the sex of the real life person that the avatar is representing. This new system has intimidated the transgender community in SL. Once more, the free and unoppressed virtual world has turned out to be just as socially restricting as the real world (p 157). A user who has the intent of freeing themselves of their real life sexual identity is faced with the fear of exposure. There are also avatars in the game referred to as ‘furries’. These avatars have fur covered human shaped bodies with the head of an animal. There are places where avatars in SL can participate in sexual activities with furries. Many SL users are repulsed by this, claiming that it promotes bestiality. In conclusion, the unrestrictive nature of cyberspace and SL is just a façade. Social restrictions of identity present in real life are just as prominent in virtual worlds.

Many users of Second Life, SL, are reflecting upon their involvement in the virtual world. Although they see many up sides to using the virtual world, they have also found many reasons to feel conflicted about the program. Some people may like the anonymous and playful aspect, but others feel like it's stripping away reality. You cannot use your real name, which provides a complete detachment from the real world. The users create their own avatars and think about who they want to be. As if worrying about your appearance in the real world is not enough, they are then thinking and worrying about it in SL, as well. Many users are worried about the trust factor in this program. Since others can indeed be or act like whoever they want, how do you trust others and what they say in SL? There are even those that link the SL world to drug use (Boon & Sinclair, 2009). They say it is like a drug because, when on the “drug" (playing your role in SL), you are actually leading another life. Some may become addicted and think about it incessantly, or even go into SL to get away from real life issues and problems. Although you have some reality, you can do the impossible and even better yourself in this unreal world. Some may dive in too far and start leading this virtual life instead of taking care of their real life.

There has also been research conducted on people who are spending real money on virtual items through Second Life. This study examined people's motivations for using Second Life. Users were given a questionnaire asking them what their motivation was for using Second Life and how often they purchased products in the program. Results showed that not all users have the same reasons for using Second Life. People whose main motivation is identity were more likely to purchase apparel and appearance products (Shelton, 2010). People whose motivation is socialization and entertainment will most likely purchase recreational or entertainment items (Shelton, 2010). Achievement motivated people were likely to buy technology and business products (Shelton, 2010).

Second Life can be exactly what it is called, another life. Although this Life is virtual, many people look at this world as a way to escape from reality. Users are willing to spend their actual money in the real world to experience more in the virtual world of SL. In Second Life, you are able to purchase apparel, entertainment, technology, etc. You are able to change your avatar in many different ways. What many do not realize is that there are still limits in this virtual world. Just like those that seek change in the real world, there is only so much that can be changed. In SL, it gives many a chance to pretend to be something that they are not or be something that they want to be. As some have found, they cannot accurately portray themselves even in this virtual world. Some users are concerned that the virtual world is not trustworthy. As said before, you can portray yourself however you like, within SL limits, and can act like whoever you would like. Our identity is who we are as a person. In this virtual world, identity can be fantasized. Some may lose their true identity in this world. SL affects many people differently. Users may be able to have a good experience with this world but there are many bad experiences as well that cause concern with their identities.