Who’s your Daddy?

Mark Kirk

US Congressman Mark Kirk (R-Ill.) would like to be your parent. At least, he would like to act as though he was your parent.

Starting back in May 2008, Kirk has been singling out Second Life for special attention: he would like legislation to be introduced that prevents children from accessing Second Life– both the Teen Grid and the Main Grid (he makes no distinction), through public libraries and in schools.

On the surface, it sounds alright. We all want to protect the kiddies, right? Who is going to say an ill word against legislation that looks like it is designed to protect our children? But then you have to wonder: why should teenagers be excluded from a place designed especially for them? How will adults who want to access Second Life through libraries and schools do so?

There is no easy, cost-effective way to restrict access to content in public libraries and schools. Unless the Congressman wants to spend many more of the limited dollars already available to libraries and schools on solutions that would allow some people to access Second Life but not others, then Second Life would effectively not be available to anyone at these venues.

Legislation banning access for kids is not considered to be censorship – law that acts in place of parental control is often seen as advantageous.

Legislation that also functionally causes a service to be banned for adults is a bit stickier. It may not strictly constitute censorship, as the law would not state that adults are banned. However, functionally, censorship would be the end result.

Does it depend on the end result, or on the original intent, as to whether this is in fact a case of censorship?

For those who are not US citizens, here are the words of the First Amendment (1791):

Congress shall make no law respecting an establishment of religion, or prohibiting the free exercise thereof; or abridging the freedom of speech, or of the press; or the right of the people peaceably to assemble, and to petition the government for a redress of grievances.

This is the fundamental piece of law protecting US citizens from censorship. Formally, censorship is prior restraint of communication based on content and enforced by law.  Censorship by the government is broadly unconstitutional.

What Kirk seems to be trying to achieve, intentionally or unintentionally, is an end-run around the constitution. There’s precedent for the State acting in loco parentis, but this sort of legislative restriction barring adults would never fly. Because it’s targeted at kids, and catches adults as collateral damage (something Kirk must have considered), it could squeak through to the detriment of everyone.

On another tack is this related idea, which to some extent makes the legislation pointless:

Thinking members of Congress, teachers and librarians have said that website filtering in the schools and libraries won’t protect kids because they aren’t finding predators in schools and libraries, but from their home computers that they surf alone in their rooms because they have nothing to do after school as many after school activities have been cut.

Perhaps a more useful way to spend Congress’ time and funds is:

  • To put more effort into providing alternative activities for children after school

and, maybe even more importantly

  • To put more effort into educating children about the use of services provided over the Internet.

An educated child is more likely to be self-monitoring. A restricted child is more likely to see excitement, danger and really wild things in those services that have been restricted.

So, what do you think? Is this legislation “in loco parentis”? Or just plain loco?

Source

The Watch – virtual worlds in the news

1. The Independent (UK) – Cybersex rules: Inside the world of ‘teledildonics’. “When I first deposited Journalist Hellershanks in Second Life, I wanted him to stand out. I gave him a shock of bright- orange hair, and a crisp white shirt, and I adjusted his height to about six-foot-four. He looked pretty good, I thought; but he was still missing something. And so, one morning earlier this month, I sent Hellershanks off to buy a penis.”

2. E-Commerce Times (USA) – Healthcare for Avatars? Medicine in the Metaverse. “In December 2007, Palomar Pomerado Health broke ground on a 600-bed hospital in Escondido, Calif. Just two months later, officials held a ribbon-cutting ceremony, allowing patients, staff and others to tour Palomar Medical Center West and play with new technology deployed throughout the facility. No, this wasn’t the most rapid hospital construction in history. The ribbon cutting took place in Second Life, a 3-D, virtual world that exists entirely on the Web.”

3. CNET (USA) – Avatars to run Altadyn business meetings. “Altadyn, a company that specializes in 3D virtual-world creation platforms, announced on Tuesday that it has released a new product that will turn business meetings into a living virtual world. Dubbed Online Meeting, Altadyn’s service aims to bridge the gap between 3D virtual worlds and Web conferencing. The service offers basic conferencing features like shared presentations, instant messaging, and live conversation through Skype, but it believes its main selling point is that it uses the company’s 3DXplorer virtual platform to create a virtual world that resembles a conference room.”

4. New York Times (USA) – Immersion. “Photographer Robbie Cooper shows just how focused young video-game players can be.”

5. iTWire (Australia) – Second Suicide as Google drops bomb on Lively avatars. “Back in July, when news of the Google Lively launch reached us here at iTWire, we said that the immersive 3D world populated by avatars in which you could create your own space to chat sounded a lot like Second Life. In fact, we went as far a to call it a ‘me too avatar world’ which it really very much was. Not just Second Life but with shades of There.com and IMVU thrown in. ”

6. The Globe and Mail (Canada) – So much for my so-called second life. “My name is Edith Firanelli and I was born in Antarctica. I have short dark hair, which I hide under a wool tuque, and a hot, if unrealistically proportioned, body. I’ve got no money, no job, no home, no skills and no friends. The good news is, I can fly and teleport. The bad: I still occasionally walk into trees and buildings. I spend my days wandering around a strange, computer-generated landscape, having disjointed, acronym-heavy chit-chat with strangers called things like Dimitry Barbosa and Beautiful Barbara. Maybe one day I will fulfill my dream and get a job as a nightclub dancer (like I said, I have no skills), but until then I will stand around like a wallflower in the suburbs of cyberspace waiting for my controller to finish checking her e-mail. It’s an aimless existence, being an avatar, but someone’s got to do it.”

7. The Escapist (USA) – Over 100,000 PlayStation Home Invites Tonight. “The PlayStation Home team hit a milestone last night with the release of beta 1.0 for testers of Sony’s virtual world application for the PlayStation 3. While the release marks a series of improvements for the service, the real news for those outside the secret confines of Home is that tonight, over 100,000 beta invites for Home will be sent out to European PlayStation Network users.”

8. MSNBC (USA) – Second Life bank crash foretold financial crisis. “A string of bank collapses prompted Alan Greenspan, U.S. economic guru and former head of the Federal Reserve, to admit last month that lending institutions could not always be trusted to regulate themselves. He could have taken a cue sooner by looking at the 2007 collapse of Ginko Financial, a virtual investment bank in the online game “Second Life.”

9. Silicon Valley Insider (USA) – Exclusive: Why Reuters Left Second Life, And How Linden Lab Can Fix It. “So what happened? Is Second Life dying? No, but the buzz is gone. For all the sound and fury over recent price hikes and layoffs at Linden Lab, Second Life has a community of fanatically loyal users. Since Linden Lab derives its revenue from user fees, not advertisements, Second Life is much more likely to survive the Web 2.0 shakeout than most other startups.”

10. The Industry Standard (USA) – Linden Lab focusing on higher-end systems for Second Life. “A senior Linden Lab executive has indicated that Second Life’s client software is being developed to take advantage of more powerful computers, but did not rule out future efforts involving low-end systems. Ginsu Yoon, Linden Lab’s VP of business affairs, told The Industry Standard in an interview last week that the “core part” of the Second Life experience were best shown on higher-end computing platforms.”

Avatar: representation, communication, experience

The many faces of Feldspar

“Virtual Worlds Research: Consumer Behavior in Virtual Worlds” 
Vol. 1. No. 2  ISSN: 1941-8477  November 2008
Symbolic and Experiential Consumption of Body in Virtual Worlds: from (Dis)Embodiment to Symembodiment

Source

This experiment focused on the corporeal body (real, physical or atomic embodiment), and the virtual body (digital, non-corporeal embodiment), also called an avatar in some digital environments. Each embodiment can be for social and self-presentation as a part of communication, and as a project, for creating experiences by altering one’s appearance and living new lifestyles associated with that appearance.

Prior to this research being undertaken, there were two primary competing views regarding virtual embodiment:

  1. Disembodiment – the user is able to break away from their corporeal embodiment, into a virtual embodiment.
  2. Embodiment is essential, even in virtual worlds, to whatever degree it can be achieved.

This research team has concluded that the embodiment/disembodiment debate is non-resolvable and futile. Instead, they introduce the concept of symembodiment: that is, that an avatar is a symbolic embodiment but not a physical embodiment. There is always a partial degree of embodiment.

The body in modern, Western, society has more meaning placed on it than perhaps at any time in the past, because it is easier to modify the body, successfully and safely, than it has ever been. Body image – creating and maintaining a “perfect” look – is paramount. On the flip side, disease and disability are much harder to cope with in this modern age - because there are so many treatments available for common ailments now, anyone with a visible issue is seen not have care about their body image, or the social and moral implications of their perceived “choice”. Thus, while for some people the body can be seen as a “project”, to be worked on and altered, other people tend to view their bodies as hindrances – they have greater constraints on how much their bodies can be altered, and on the type of experiences they can have through their bodies.

The researchers contend that an avatar, as a body that is as much a representation of self as the corporeal body, can be an end that the user playfully engages in for its own sake – modifying the avatar becomes an experience in and of itself.

Their research questions included the following:

  1. How do consumers attach meanings to the digital self images they create?
  2. How are these images constructed and reconstructed?
  3. How and what do consumers experience through their virtual bodies?

Avatar: the body in the virtual world

The mind and previous bodily concepts of the user greatly influence the types of virtual bodies they inhabit. With virtual bodies, it is common to have at least two, if not many more, symbolic bodies.

Second Life

Second Life tends to support the use of multiple selves. Once the skill of avatar alteration is learnt, it becomes a very quick and simple process to change between virtual bodies. Second Life also supports using avatar alteration as a form of play or experience – avatars are very malleable, and have fewer constraints to alteration than our physical bodies.

Methodology

  1. The researchers entered Second Life as users.
  2. They fully participated in Second Life culture and conducted participant observations.
  3. They found participants by using their own personal networks.
  4. They conducted both online, in-world interviews and offline, atomic-world interviews.

Questions asked during interviews focused on the participants’ feelings and motives about their lives in Second Life, how they went about creating and recreating their avatars (virtual bodies), and what sort of experiences the participants had with their avatars.

Findings

The researchers felt that users were highly involved in Second Life due to the ability to alter and experience the alteration of the avatar, and due to the freedom afforded in such alterations compared to the corporeal form. They also noted that users create multiple avatars, or at least multiple, vastly differing looks for a single avatar, each of which is derived from a facet of the user’s own concept of self. I wonder to what extent each individual takes on a separate role to go with each representation – do they take on different morals and ethics? Perhaps, less drastically, it is more similar to our representations of ourselves that we use at work and at home – different dress, different speech /language.

In Second Life, a ‘null’ representation – one designed not to  draw attention, is just as apt to be interpreted by other users as are more interesting or daring representations. Any representation says something about you to other people.

Some people found there to be excitement associated with the experience of having different bodily features to those in the atomic world. I note that there can also be a sense of normalcy associated with the difference, particularly for those people whose atomic body does not fit their mental concept of self, or for those whose atomic body varies greatly from some desired, unreachable, state.

Discussion

Your representation of yourself in virtual worlds, your avatar, has a great impact on how you communicate with and convey meaning to others. However, the avatar is more than this. In symembodiment, the users playfully construct and engage with their avatars – the user experiences the avatar, and has experiences through it.

“The modern impulse of seeking an ideal life is waning, while the desire to experience multiple alternate lives that allow
extraction of different meanings from life waxes.”

Conclusion

The researchers believe that the virtual body, rather than just being on display for communication purposes, becomes an experience in and of itself.

Google Lively bites the dust

After less than five months, Google have pulled the plug on Lively.

In a fairly terse statement, no substantive reason is given for the axing beyond wanting to concentrate on “our core search, ads and apps business”.

It’s a quick demise for a virtual world that showed some initial promise. It did have its controversies over its short life, but nothing that would have driven this decision. Lack of patronage is the most obvious explanation and there’s no doubt that competitors will feel a little more sunlight’s appeared on the horizon for their products.

Will you miss Lively? Will we see Google re-enter the marketplace in the near future or will they just buy up someone else to achieve any virtual world ambitions they have?

Journal of Virtual Worlds Research – second issue

The latest issue of the Journal of Virtual Worlds Research has been released and this time consumer behaviour is the focus.

There’s eight research papers, of which five are peer-reviewed, plus there’s six ‘think pieces’ on related topics.

The full contents:

Peer Reviewed Research Papers

Consuming Code: Use-Value, Exchange-Value, and the Role of Virtual Goods in Second Life (Jennifer Martin)
Virtual World Affordances: Enhancing Brand Value (So Ra Park, Fiona Fui-Hoon Nah, David DeWester, Brenda Eschenbrenner, Sunran Jeon)
On the Relationship between My Avatar and Myself (Paul R Messinger, Xin Ge, Eleni Stroulia, Kelly Lyons, Kristen Smirnov, Michael Bone)
The Social Construction of Virtual Reality and the Stigmatized Identity of the Newbie (Robert E. Boostrom, Jr.)
The “New” Virtual Consumer: Exploring the Experiences of New Users (Lyle R Wetsch)

Research Papers

Ugly Duckling by Day, Super Model by Night: The Influence of Body Image on the Use of Virtual Worlds (Enrique Becerra, Mary Ann Stutts)
Symbolic and Experiential Consumption of Body in Virtual Worlds: from (Dis)Embodiment to Symembodiment (Handan Vicdan, Ebru Ulusoy)
Demographics of Virtual Worlds (Jeremiah Spence)

“Think pieces”

Surveillance, Consumers, and Virtual Worlds (Douglas R Dechow)
Second Life and Hyperreality (Michel Maffesoli)
Having But Not Holding: Consumerism & Commodification in Second Life (Lori Landay)
Metaverse: A New Dimension? (Yohan Launay, Nicolas Mas)
Virtual Worlds Research: Global X Local Agendas (Gilson Schwartz)
Real Virtual Worlds SOS (State of Standards) Q3-2008 (Yesha Sivan)

There’s some serious reading time in it all and if virtual goods, branding, avatar identification, new user experience or demographics are of interest, this is one must-read issue from a journal hitting the ground well and truly running. Well researched quantitative and qualitative studies will be key as virtual worlds expand in scope and popularity – this Journal deserves kudos as one of the pioneers of empirical observation of virtual worlds.

The Watch – virtual worlds in the news

1. Sky News (UK) – Woman Divorces Over Virtual Lover. “Amy Taylor, 28, cited unreasonable behaviour in the court papers, describing how their three-year marriage came to an end when she twice walked in on her husband pretending to have sex in an online game. Her estranged husband is now engaged to one of the women he had an ‘affair’ with on Second Life – even though they have never actually met in real life.”

(more than 500 publications have run this story in the past week)

2. China Digital Times (China) – China: Too Much Time Online? You’ve Got Psychosis. “On a update of an earlier post on CDT, China has become the first country to list internet addiction as a mental disorder as stated by the Ministry of Health. According to one of the definitions in a manual by Chinese psychologists, anyone who spends over 6 hours on the computer with a mouse has the disorder, and a guideline is expected to head to hospitals soon.”

3. The Times (UK) – Open Minds: Caught in the Net. “The medium is the message, Marshall McLuhan famously said. And by changing the message we change ourselves. Never has this observation been so relevant as it is today, when many people spend their days at the computer, conducting friendships through Facebook and MySpace, posting videos on their websites, going into real society shielded by an iPod, or simply sending their avatar across the Grid in Second Life, looking for virtual relationships, virtual excitement and even virtual sex. Some welcome this, as a form of liberation. Shy people used to go trembling into society, hand in mouth; now they can go boldly into virtual society, hand on mouse.”

4. i09 (USA) – What Happens in Virtual Reality … Probably Won’t Stay There. “Cross Reality, Dual Reality, X-Reality: all of these terms describe the recent work of an MIT Media Lab team to bring the virtual into the real and vice versa. So far, the X-Reality group has focused their attentions on Second Life; last year, its Shadow Lab project allowed the game’s users to virtually check out real-life activity inside the Media Lab building in Cambridge. Later this month, the next X-Reality project goes live — and they’ve got big, wormhole-tunneling, reality-crossing plans for it.”

5. The Guardian (UK) – Art, music, gossip – it’s (virtually) all there in my parallel universe. “It has been quite a week for virtual worlds, the three-dimensional sector of the internet where people can live a parallel existence with their own avatar or alter ego. The world’s most profitable virtual game, World of Warcraft, which has more than 11 million paying participants, released a long-awaited expansion that generated midnight queues as enthusiasts vied with each other to steal a march in the new version. The Chinese government, realising that virtual worlds are an unstoppable phenomenon, announced it was planning to impose a 20 per cent tax on profits earned within them rather than, as hitherto, banning such virtual transactions. And a British couple who got married after meeting in Second Life are divorcing after the wife caught her husband chatting up another woman in the virtual world.”

6. Gearlog (USA) – Hands On: Disney’s Pixie Hollow Clickables. “If your daughter is one of the many girls obsessed with Pixie Hollow, then this year’s gift list will probably feature Techno Source and Disney Consumer Products’ new Clickables Fairy Collection featuring Disney Fairies. Pixie Hollow is Disney’s newest virtual world, and over 7.5 million Disney Fairies avatars have already been created. Girls can escape into Tinker Bell’s world to help bring about the change of seasons by meeting friends, playing games, and collecting items in nature.”

7. The Telegraph (UK) – Second Life infidelity is no less real. “A man and a woman fall in love and get married. The man’s head is turned by another woman. The marriage breaks up, and the man becomes engaged to the new woman, while his wife goes on to find a new partner. Nobody’s a villain here. It’s a sad story, the break-up of any marriage. There’s betrayal, sure – but there may also be the beginning of two separate love stories, and the end of something that was causing neither partner happiness. It’s the second-oldest story in the world: the one that comes right after “boy meets girl.”

8. The Herald (UK) – Sinister reality of fantasy game. “At 4pm on a Thursday in central Edinburgh, Aaron Campbell is beating the traffic with an armoured wolf. The shaggy creature leaps across a wooden bridge and through a market-place unimpeded by the assortment of gnomes, dwarves and orcs milling around. No, it’s not Lothian Road on a fancy dress club night, but the virtual world of Northrend, a newly released continent in the hugely popular online role-playing game World of Warcraft. Aaron, 20, and several other members of his playing “guild” have met up at the Ministry of Gaming cafe on Bread Street to try out WoW’s hotly anticipated expansion set, Wrath of the Lich King, which was released at midnight on Thursday. Three of them went as the clock struck 12 to pick up their pre-ordered copies at Gamestation on Princes Street. The shop sold out the same night.”

9. Eurogamer (UK) – Blue Mars gets beta, launch dates. “Avatar Reality has let Eurogamer know that its massively multiplayer virtual world Blue Mars will enter beta testing at the turn of the year, in January 2009. The first-time developer expects this to last for around three months, before the full game launches in April. And perhaps there will be time for some tea and biscuits if all goes well.”

10. Ars Technica (USA) – Snowy game, VR goggles take burn victims’ minds off of pain. “You’d think being seriously wounded on the battlefield would be the most painful thing a soldier could go through, but the recovery from burns can take months of agonizing physical therapy that prolongs the suffering. In some cases, healing can be more painful than the original trauma. What if you could take patients away from their immediate surroundings when cleaning their burns or stretching the skin during physical therapy? A virtual reality game created to help patients deal with pain hopes to do just that.”

Shadows on the wall, mimes in the street

Feldspar - at my command?

“… their avatars were less coy. While flesh and blood reporters and photographers banged on the door of the couple’s homes, virtual ones were trying to doorstep …”

” … one of the South West staff who “controlled” Meggy, ” … our characters started chatting and it was different. … Amy’s character was much more confident in the game than she was in real life.””

” … his character got the run around from Barmy because he was a novice in the ways of Second Life, … “It was difficult sometimes because there was a blurring between reality and Second Life.”

All quotes above from How South West News got its divorce scoop in Second Life.

The above article is from the Guardian, Friday November 14 2008. Giving the impression that ‘characters’ (perhaps they mean ‘avatars’) have independent action, and perhaps a life separate from their creators, this article demonstrates a common fallacious idea. An avatar, whether as a component of a gaming or non-gaming digital environment, cannot be said to be controlled by a person, nor can it have its own actions.

An avatar, in digital terms, is a visual representation of the person behind the screen. As the person behind the screen, you do not have direct access to you avatar – as many a person has bemoaned on the Second Life development lists, there is no way even for programmers without access to the servers for a digital environment to move or otherwise interact with an avatar.

Instead, what we have access to is an ‘agent’. The agent – defined either as an entity capable of action, or as something that acts on behalf of a[nother] person – is the thing that acts on your behalf. When you create input through your keyboard or mouse, those instructions run through your agent to the server. When ‘you’ move, you are changing the location stored in your agent. Effectively, the agent is an invisible point in a virtual space which moves by proxy. The avatar then, is a visual representation of changes you have made, or actions you have taken, through your agent.

In a digital environment, the things you can typically do involve moving, communicating, and interacting with or editing objects. In each case, your input is sent from your input device to the servers via your client and through your agent. Some manner of response to that input is then sent back to your client. This response might lead to text being displayed on your screen, or you hearing some audio output, if you are communicating; if you moved, the response will involve visual output – you will see your avatar ‘walking’ or perhaps ‘flying’, moving with respect to the background. If you are interacting with an object, you may receive visual output or text-based output, depending on the type of interaction. In each case, the agent acts on your behalf – moves, communicates, or interacts – and you then receive a response based on your actions.

Your agent is not the only entity that can cause a reaction in your avatar. If in Second Life another person starts to type, your avatar will turn their head in the direction of their agent, independently of any action you might take, unless your camera is locked. The servers may also cause your avatar to react. You can send an action request to your avatar through your agent to allow your avatar to be animated, but your agent is still doing the work on your behalf. Your ability to get an avatar to do anything that does not reflect an action you took at the input level, then passed through an agent, is very, very limited indeed.

Finally, an avatar most certainly has no life of its own. It cannot do anything the agent has not done, since it is a visual representation of what the agent is doing. Avatars do not communicate; people communicate through their agents. A somewhat inadequate analogy might be this: think of your computer hardware as if it were your phone – would you say that phones talk to each other? Think of your agent as a person taking dictation and typing out Teletext for a deaf person – would you say that you are communicating with the person you called, or the person taking dictation? Think of your avatar as an annoying street mime, following you and reacting only to your actions. Better yet, think of your avatar as a shadow thrown against a cave wall – would you say that the shadows had a life of their own, and could wander off and communicate with other shadows?

It may seem like a purely semantic issue – does it matter whether avatars can do these things or not, or which terms are used to couch these ideas? Well, it matters very much to the people who design and code digital environments and it matters in legal terms. It should be of importance to you, whether you are a user of these environments, or a reporter of these environments, or an outsider. Why?  It means that many of these amazing and outlandish stories never even become an issue, and that people have a better understanding about how these things work, legally and socially. There’s less cause for confusion and less wiggle room for those gaming the system.

Wouldn’t you rather know where you stood on this issue concerning digital environments?

Wrath of the Lich King – has it been popular?

Its been a couple of days since Wrath of the Lich King was released, and its been difficult to get a grasp on how popular the expansion has been. Until this afternoon when I attempted to log in:

This is the first time I’ve ever seen that message in the year I’ve been playing World of Warcraft – and the realm I play on (Draka) is a low population one.

I then took a look at the Oceanic realm list:

It’s fair to assume queuing will be a regular feature of the game over coming weeks – what will you do to while away the wait?

Positively Furry

Anubis

The stereotype of the Furry, whether inside Second Life or out, has been abused out of all proportion. Let us establish a new stereotype of Furries. They have a tendency towards shyness and reticence, understandable given the substantial drubbings they have received, but perhaps also part of their natures. When they create representations of themselves, they tend to use anthropomorphic personifications.

So far, so good. Remember I’m talking about a stereotype here – I’m not intending to describe any one individual. To continue, the stereotypical Furry is not obsessive when it comes to sex. Or, perhaps, anything else. They have more of a tendency to be tolerant and accepting.  That’s what you’re into, they ask? Great, hope you enjoy it, and play safe – don’t hurt anyone doing it. Specific Furry individuals have commonly had other traits: curiosity, generosity, respect, common sense.

So much for breaking the commonly-held stereotypes surrounding Furries. What do Furries have in common? What attracts them to being Furry, whether they be Furry fans or follow a Furry lifestyle?

Humanity – is it a base condition?

Every Fur, from one end of the spectrum to the other, exists inside a human body, and necessarily has some traits associated with that form. Whether the Furriness manifests as a desire to dress differently and to stand out from other people, or as a knowledge that the person has an other-than-human soul, every Fur has some human traits, and as such, like all humans, has a tendency to act in predictably human ways.

As with any grouping of human beings, some of the individuals in this group are nasty, petty, obsessive, and can possess a whole host of other negative traits. This is the aspect of Furriness that is often portrayed by the media, and that’s unfortunate, because it all boils down to stereotypes generated based on input from a minority of cases.

On the flip side, humans like to identify themselves with traits that they see as being positive. Who can say that they did not play dress-ups as a kid – Pretty Princesses, Cowboys and Indians, Jedi Knights – and pretend to be heroes or distressing damsels or even villains, with all the connotations that underlie those ideas?

Positively Furry

Animals – whether for reasonable or unreasonable reasons – are often associated with human traits – the lion is noble, the hyena cowardly, the dog loyal. Sometimes these traits are actually possessed by said animal, but in just as many cases traits are allocated based on looks, or, other misguided reasonings. Whatever the purpose of allocating these traits might have been, we have been handed down a rich variety of animals and associated traits to work with. As we said earlier, being Furry is not a single fixed idea, there is a spectrum. At one end of the spectrum, we have folks who put on and take off their Furry apparel and personas as easily as changing clothing. Indeed, they see Furriness as a temporary condition, perhaps putting it on to indicate how they are feeling, or to change how they are feeling. They identify or resonate with the traits portrayed by the animal or parts thereof that they don, but are not attached in identity to one form. At the other extreme, we find those people who fully identify with a single representation, and the traits that go with that representation. Somewhere in the middle, are those who resonate with a representation, but do not feel that they are in an incorrect body.

A very brief history

The use of the term “Furry” dates back to perhaps the early 1980s. Tthe practice of dressing up as an animal, or adding parts of animals such as ears or tails or masks to a costume in order to symbolise taking on the characteristics of that animal, dates back so far that the origins are lost in time. Even today, in the remnants of the ancient religions, we see shamans and other tribesfolk taking on animal roles and appearances, to tell stories, and to add to the flavour of those stories. The ancient Egyptians gave their depictions of their Gods’ animal parts, linking the appearance of those Gods to the traits those animals where believed to have. More recently, mummers would often dress-up as a part of their plays, donning animal masks and other parts at times, to elucidate their tales. More recently yet, the cartoons and shows popular with children are filled with a veritable menagerie of characters – in essence, animals have taken the place of heroes and villains from the stories of older civilisations, and children are often being encouraged to identify with animal characters instead of people from those older stories.

In conclusion

When we are young and naive, the world is a big place, full of external forces that tower over us. First there are our parents or guardians who, like gods, know everything. Then there are the more advanced role models: bosses, rock stars, actors, and others who manage to masquerade as our power archetypes. They represent to us our own undeveloped sexual, artistic, or professional powers, aspects of individuality we do not yet possess. For a while we give them authority over us; we give them our energy by buying their albums, supporting their causes, and recruiting others into their reservoir of power. On subtle levels our ritual acts of patronage even project part of our aura in their direction. (God Forms of High Magic)

And so, animals have become role models to some of us.

We’ve all dressed up, or changed our hair cuts, or bought new cars to make us seem more confident, or cooler, or more appealing. When we want access to a particular trait, either externally or internally, we put on the trappings associated with that trait.

Being Furry is an uncommon choice, but for most Furries, the genesis is commonplace.

The Second Life economy: calm before the storm?

Linden Lab today released the Second Life economy statistics of the third quarter of 2008 and it shows some healthy growth in some areas:

  • hours spent by users in Second Life passed the 100 million mark
  • the total land mass continued to grow significantly to just under 2 billion square meters
  • the monetary value of user-to-user transactions in-world hit 102 million US dollars – identical to Q2 2007, the last period before the gambling ban which saw a large drop
  • There continues to be a decline in premium subscriptions althugh no specific data is given. Linden Lab claim this isn’t of great concern to them:

    ..a decline in premium subscriptions does not mean we have a reduction in the number of land owners. Therefore it should not be used as a measure of the health of the land market, of the Second Life economy or the health of Linden Lab. We are currently in the process of evaluating ways to make premium subscriptions more valuable to Residents and less dependent on Linden dollar stipends.

    If it’s of no concern, I don’t understand why the same graphing prowess couldn’t have been applied as it is to the other measures. At the very least it’s a rough measure of Second Life mainland health.

    The results overall are very positive but Linden Lab themselves admit the Openspaces issue will impact the next quarter’s performance. Add to that the real-world economic climate and we may see a very different picture come January 2009.

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