What
is more, feelings and emotions and understandings and wonderings generated
in-world did not instantly go away when you hung up. There was a much stronger
bond between real-world identities and in-world identities than anybody
imagined there’d be. The in-world identities were perhaps too real.
The
nature and social operation of a virtual world populated by virtual identities
proved surprisingly hard to analyze, characterize and write down. Julian
Dibbell [4] and Sherry Turkle [5] were early reporters on this scene. They
wrote with intensity and insight about how the avatars tried heroically to
define and agree upon social norms for these new societies.
Now
fast forward to the 21st century. Megabit broadband connections to
anywhere in the world. $5,000 gaming machines with $1,000 super high-speed
graphics boards and physics engines.
Early
in 2007 Blizzard Entertainment announced that The World of Warcraft, one of
their on-line games, had just passed 8 million subscribers worldwide. At peak
times 250,000 of these subscribers were on-line and in the game. Yulgang, a
virtual reality that is available only in China, claims over 9 million
subscribers, with a similar number of simultaneously connected players. These
are two of the biggest direct descendents of the DecSystem-10 MUD at Essex University, but there are hundreds and
maybe thousands of other MMORPGs out there. The number of avatars roaming the
land is approaching the population of France.
In [7]
Edward Castronova argues that while these worlds may be virtual, they are still
very real. He coins the phase “synthetic world” to refer to this emerging form
of society. In one of the recently constructed synthetic worlds, Second Life
[8, 9], player avatars can buy and sell in-world land.
They
can manufacture and sell products. And they can offer and charge for services.
All of these transactions are conducted in Lindens, the Second Life currency
that can be exchanged at any number of money exchanges for U.S. dollars. It is
Castronova’s view that Second Life is just as much an economy as any first life
economy you might mention.
What
is and is not an identity gets harder and harder to fathom. If avatars aren’t
identities then why do my emotions react to them as if they were? In what sense
is the patch of pixels on my screen with whom I conduct financial transactions
and with whom I exchange sweet nothings as the synthetic sun goes down not an
identity? It sure feels like one after I’ve logged off and I long to see the
pixel patch again tomorrow evening.
It may
be that as we strive to harden up the notion of real-world identity we are
starting to glimpse complexities of what it is to be an identity that are
hauntingly similar to what the inhabitants of the DecSystem-10 wrestled with
over thirty years ago. Perhaps there is something that could be learned from
the struggles of these early forms of synthetic being.