Skip to main content

Intro to the Other Life: Creating Second Lives Conference 2008

I just spent the last two days looking at still shots of avatars and raids, learning about first person shooter games and suicide bomber games, and pondering the gender-imbalance issues in World of Warcraft. I sat in (or chaired) every possible session in this past weekend's Creating Second Lives Conference at NIECI, Bangor University. What did I come away with? A burning desire to live in a fairy land in Second Life, and an impression that so far, researchers in New Media are often forced to make things up as they go along.

It's a new field, game study, online anthropology, virtual world sociology. We had many discussions on how difficult it is to explain what we do to people not involved in the creative industries: often we're reduced to "those people who play online all day and then try to write a paper to justify it." It only takes one weekend among these researchers to realize that is not at all the case.

Many are not gamers at all (many are, of course). All, gamers and non-gamers alike, are interested in the effects of this paradigm shift to "virtual" worlds on communication, sociology, gender-relations, power of the individual, the economy...You name it, online activities shape it somehow.

It's a new area, not only to the world, but to research. It showed up in a lot of places this weekend. Almost every presenter introduced their paper with a slide on terminology – each one had to be explicit about their understanding of the same terms (reality, virtual, actual, etc.). Almost all had varying definitions, nuances of understanding. This field is so new we haven't even agreed on the definitions to the basic terms we use when speaking about it, even to each other!

I have firsthand experience of this difficulty: every time I try to explain my PhD topic to anyone, it runs about 5 minutes of pure explanation of what a digital narrative is, what it can be.

Other items of interest to me were the notions of world forming the story, not just the experience. Espen Aarseth's talk (regrettably cut short by his need to catch a plane) touched briefly on this topic, but it really resonated with me. As a writer, I know how important setting, i.e. world, is to a story, how it can influence the mood, the tone, the characters, the plot. So it makes sense that in a virtual setting, the world is just as important. It's on my task list to email Espen for his paper (if any) expanding the topic.

I was also intrigued by Joseph Clark's paper on Nature in virtual worlds. He pointed out that many of our real life experiences with nature are on some level artificial - gardens, parks, set up for scenic vistas, funneling you to certain areas. Even the real thing is often manufactured to a certain degree. The lack of rich nature and ecosystems in virtual worlds is a little disturbing. Maybe the complexity of programming a natural world, even a small one, is more than most developers can handle. On the other hand, maybe it's an indicator of how little we think of anything beyond the surface of pretty views.

In the end, it was an enlightening - if exhausting - experience, and I got a lot from the weekend to inspire me. I have a lot of avenues to explore now, and I look forward to them.

Comments

Popular posts from this blog

My Take on Specifications Grading (or, How I Learned to Not Spend My Weekends Marking)

I’ve been proselytizing this method for a while now, and have used it in a range of creative writing and publishing modules. It’s been wildly successful for me (though of course I’ll continue tweaking it), and enough people have asked about it that I thought I’d put it together into an overview/summary resource. It should probably be an actual paper one of these days, but that would require time and research and motivation. Natch. My teaching model is based on Linda Nilson’s Specifications Grading  (she’s also got a great intro article on Inside Higher Ed ), just so the original genius can get plenty of credit. My motivations are these: I came a hair’s breadth from burning out entirely. I went from teaching creative writing classes with 7-10 students on them to massive creative writing modules with 80+ students on them. Marking loads were insane, despite the fact that I have a pretty streamlined process with rubrics and QuickMarks and commonly used comments that I can cut and ...

In which the Apathy Monster is curtailed

Me, lately I spent my PhD years going to many, many  conferences. When you're in a small department in an isolated part of the world, they're kind of a necessity. You go to meet anyone - anyone  - who is doing similar stuff, and who won't stare at you blankly when you describe your research. You go to try out your ideas, to make sure the academic community you'll be pitching them to don't think you're an absolute waste of space ( imposter syndrome is for real). Also, you go just to go somewhere (though I think I went to Leicester far too often). In the last few years, as I've gained contacts and confidence, I've gone to fewer and fewer conferences. I know the ones that best suit me now, and where I'll get to meet and/or catch up with my peeps. I also know the ones, of course, where I've never made any headway at all. I was pleasantly surprised this week to be wrong about that last one. MIX Digital - Bath Spa University Let me back thi...

Thoughts on @dreamingmethods Digital Writing Workshop

I'm on the long train(s) ride home from Kent after a one-day digital fiction workshop with Andy Campbell ( Dreaming Methods ).  It's the first time I've met Andy IRL - great to put a face to the name & works. The workshop itself was set up by Peggy at East Kent Live Lit , funded by the Kent Arts Council, and she was graceful enough to let a non-Kent-resident such as me sit in.  Most of the attendees were not necessarily new to digital fiction, but new to building it.  They were writers, musicians, installation artists, and sometimes a combination of the above.  Almost everyone save me and one other had been able to make the Friday evening session, which was an overview of digital fiction and some of Andy's background. The morning session covered a few examples of dig-fic (from the Poole Literary Festival New Media Prize ), recommended software (more on this in a minute), and resources for media files (more...).  The afternoon session was more hands-on building of di...