The Story of my
(Second) Life: Virtual Worlds and Narrative Identity.
A virtual world such as Second Life
provides users with an interactive social online environment with no real
objection. Using this somewhat boundless platform then offers users differing
motivators to join and furthermore free expression or pursuit of interests. For
example some users choose avatars that closely resemble their real life selves and
have interests in the same hobbies such as genre of music or art and some join
for adult entertainment and satisfactory educational activities. This idea of
personal expression then brings into light the idea of Second Life (SL) and how
‘real’ it can be to its users.
This study by Schechtman (2011) examines whether
this idea can be true – using a narrative account of personal identity.
The procedure in this study is divided into
4 sections.
1.
Formulate particular question.
2.
Outlines an account of personal identity.
3.
Applies account to SL.
4.
Sketch the basic contours in
understanding of identity in SL and beyond.
The question as Schechtman (2011) formulates in
terms of SL is what is really ‘real’ and how this idea can expose empirical
discussion on the complexities blurred between what is virtual and what is
reality. Schechtman further explains, “…for almost all of these (SL) users,
‘real’ does not so much indicate a state of authenticity or genuineness as it
indicates both ‘that is experienced’ and demarcates ‘those experiences that occur
offline…the word ‘real’ does not have any deep ontological implications in this
context. Even the term virtual, doesn’t encapsulate online experience. For
these participants every experience is as real as another.” This notion of
reality within the context of SL can imply personal experience overall as no
different from another real life experience whether online or offline. However
there are boundaries to be accepted by the user in order to distinct real life
occurrences from second life. This can be further discussed in the second
section.
The second section conveys a narrative
approach to personal identity and uses a ‘Father goes to Vegas’ narrative to
explain a somewhat similar insight into what some Second Life users experience
in terms of what can be felt as ‘real’ in a virtual world context. This
approach also uses a Narrative Self-Constitution View (NSCV) that as Schechtman (2011) argues, “…Is a sameness of consciousness rather than sameness of
substance that constitutes personal identity.” By using the approach of ‘Father
goes to Vegas’ it implies that a father goes to Vegas for a experience with his
friends at least once a year to express fundamentals of his personality that do
not function in every day life. Instead it can be seen as an escape from
reality insofar as no longer governing action and experiences in the same way
as if he was at home, however still resembling correct and appropriate
behaviors in Vegas that do not impede on his reality.
The familiarity in SL is that some users can express and experience parts or elements of personality online to the point of realness insofar as not hindering RL. Such as father goes to Vegas narrative it is expected that the father will not likely spend the mortgage on gambling. With this in mind, Schechtman (2011) concludes rather than distinguishing both user and avatar as separate narratives, it can be looked at more appropriately as one single broader person narrative. This idea is also relevant in Anstadt, Bradley, Burnette and Ashley (2013) study which concludes data results that indicate “…interests of the individual in SL may to some degree reflect the interests they enjoy or once enjoyed in RL, making SL an opportunity for them to re-experience interests or accomplishments. SL has the potential to provide role plays for clients to enhance their RL social groups, communities, activities, and experiences.”
To conclude a user can bring ones expressions and
experiences and further pursue these in SL which can ultimately motivate and
somewhat satisfy part of one’s personality or identity, of course not hindering
RL but somewhat improving those less than imperative experiences.
This study is useful to gain an insight into what could motivate a user to continuously use Second Life and it does somewhat distinguish what is reality and what is virtual reality. As in what is defined as virtually real, it is real in the users time or presence and consequences.
This study is useful to gain an insight into what could motivate a user to continuously use Second Life and it does somewhat distinguish what is reality and what is virtual reality. As in what is defined as virtually real, it is real in the users time or presence and consequences.
Reference
Anstadt,
S. P., Bradley, S., Burnette, A., & Medley, L. L. (2013). Virtual Worlds:
Relationship between Real Life and Experience in Second Life. International
Review Of Research In Open And Distance Learning, 14(4), 160-190.
Schechtman, M. (2011). The story of my second life: virtual worlds and narrative identity. University of Illinois.
DOI 10.1007/s13347-012-0062-y
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