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.

Australian absenteeism this Friday

I’m going to make a fairly safe prediction: on Friday 14th November Australian businesses and government departments will experience a spike in leave of all varieties. And here’s why:

Wrath of the Lich King, the second expansion pack for World of Warcraft went on sale midnight Thursday. Most specialist game stores opened at midnight with significant crowds in some locations (more than 100 were lined up at my local game store, one of three in the area).

We’d love to hear your thoughts – are you taking a day off to experience the new content?

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.

    The rise and rise of the Game Widow

    (From our sister site, Metaverse Health)

    This article in the Canadian publication, the London Free Press, describes in detail a couple of case studies of gaming addicts. The case studies themselves paint a fairly standard picture of someone with a compulsion for intensive gaming, though some effort has been made to provide balanced coverage of the issue.

    The premise of the article is the establishment of a support service for gaming addicts in London, Ontario – apparently the first such group in Canada. What caught my eye was that the wife of one of the addicts described in the article, Wendy Kays, has written a book called Game Widow. (we’ll hopefully be reviewing the book soon).

    The term ‘game widow’ has been around for years and it’s increasingly resonating with the broader public. It further emphasises the need for more research in the area as well as a vigilance toward not typecasting all gamers as addicts. Terms like ‘game widow’ also accentuate the gender divide in some gaming genres. There are surely ‘game widowers’ out there but they’re likely to be in a distinct minority.

    One final comment to the author of the article – online roleplaying did not begin with Everquest in 1999.

    Distance education close-up

    Coat of arms of Finland

    Learning together apart: Distance education in a virtual world – Kim Holmburg and Isto Huvila

    Holmburg and Huvila’s study, as related in the article link above, focuses on distributed learning opportunities for distance education students, ‘distributed learning’ meaning that multiple tools are used.

    Background information

    Some of the tools compared in the study were traditional face-to-face classroom teaching -  asynchronous systems such as blogs, wikis and discussion forums. Synchronous systems include chat rooms, video conferences, and lectures and classroom teaching in digital environments like Second Life.

    Overall, students in the past have reported that the use of distributed learning has caused them to be more engaged with the class material. This seems unsurprising – the more learning modalities they are exposed to, the more learning styles a student has access to. Synchronous systems in particular were useful for encouraging interaction between students.

    Lectures run in Second Life were found to be distinctly advantageous for distance education students. Students report preferring face-to-face classes, however they also found Second Life to be a more ‘fun’ learning experience compared to the other modalities they were exposed to. Additionally, lecturers found that students were more likely to participate in lectures run in Second Life than in face-to-face classes.

    Using Second Life creates an interreality for the users – users are immersed in a digital environment, but are also making use of the real world. They are neither in one reality or the other completely. Digital environment experiences, being used the way they are at present, are best interleaved with real world experiences – students getting solely one set of experiences or the other will be missing out.

    The major reason for students to prefer face-to-face education over distance education is because of perceived technical problems with remote connections, rather than a difference in perceived quality of overall educational experiences.

    Some researchers have found that digital environments that the students engage well with, will positively impact on students’ emotions. Others fear that digitally mediated distance education will lead to emotional distance.

    Holmburg and Huvila’s Study

    This study had 30 participants – 28 female, 2 male. Of those, 6 had technical difficulties responding to the survey. Moodle, Second Life and one day of face-to-face teaching were used during the course. A classroom was built in Second Life, in which the lectures were held; the classroom closely resembled real-world classrooms to increase familiarity and emotional engagement. The course was arranged by the Centre for Open University Education at Åbo Akademi University.

    Respondents were born between 1952 and 1984.

    Each student was given instructions about how to use Second Life, and was expected to get to grips with it before commencing lectures.

    Respondents felt that the Second Life client was not too difficult to use. Face-to-face education still rated as ‘better’, though Second Life rated as ‘better’ than web-based educational methods. Second Life was rated as the most fun method. Sixty percent of respondents felt that Second Life lectures could replace face-to-face lectures.

    The assumption was made at the outset of the study that using Second Life – manoeuvring an avatar – might be challenging for students who were non-gamers. This turned out to be incorrect.

    Second Life itself provides many opportunities for different modes of learning, however there are still benefits to be gained from face-to-face communication, when that is easy to organise, since this adds yet more modes.

    Second Life provides significant benefits where distance education is involved. If travel time is short and travelling easy, face-to-face teaching is to be preferred. Nonetheless, Second Life increases the fun in learning, an outcome which in and of itself increases engagement and participation amongst students.

    In conclusion

    The authors of the study state that fun “is always a desired outcome.” This does not always seem to be the case: for many years, anything ‘fun’ has been questionable in educational circles. Hopefully, studies like this in which the fun of an activity is shown to have a positive impact on learning outcomes will go to show that education can be fun and worthwhile at the same time.

    The Linden Prize: $10 000 US for good works

    Linden Lab have announced the establishment of The Linden Prize.

    Its purpose is to reward a Second Life presence that:

    “achieves tangible, compelling results outside of Second Life”, is “distinctive, original work using Second Life that clearly demonstrates high quality, execution, function, aesthetics and technical sophistication” and that it “has the capacity for inspiring and influencing future development, knowledge, creativity, and collaboration both inside and outside of Second Life.”

    Ten thousand US dollars goes to the winner and entries aren’t restricted to any particular country. The prize will actually be paid in Linden Dollars, which has its pros and cons.

    After some challenging weeks for Linden Lab PR-wise, this announcement may garner some cynicism but it’s also an opportunity for Australian content creators to showcase their work. If you’re creativity in Second Life is having a real-world impact, then think about applying – you have until the 15th January 2009.

    AVWW 2008 – registrations open

    The Australasian Virtual Worlds Workshop and (AVWW) is back again in 2008 and it’s looking like a fascinating two-day program. It’s being held at Swinburne University in Melbourne on the 28th and 29th November.

    Keynote presenters include the New Media Consortium’s Larry Johnson, SLCN‘s Keren Flavell, Linden Lab’s Chris Collins and VastPark CEO Bruce Joy.

    We’re proud to be a media partner for the event and will be covering both the real-world and Second Life proceedings. If you’ve got any interest in virtual worlds and education, health and business then think about registering.

    The Watch – virtual worlds in the news

    1. The Japan Times (Japan) – Need for reality checks. “The line between real and virtual worlds has become more confused than ever. Two weeks ago, a woman was arrested after “killing” her virtual husband who had divorced her in an online game called “Maple Story.” She was arrested not on charges of murder, but on charges of illegally accessing a computer and manipulating electronic data. She was taken to face real charges in Sapporo, where the real man whose “avatar,” or online persona, was “killed” really lives.”

    2. Linux Insider (USA) – Virtual Learning and the Avatar Generation. “Online learning is evolving into much more than discussions via Blackboard. Today’s online learners are spending time engaged in discussions, meeting in virtual classrooms, and combining online and on-the-ground learning, even if they live time zones away from campus. In response, universities are adjusting their curriculum, learning expectations, and changing how instructors approach topics online. One major challenge, creating and maintaining learning communities in virtual space, is testing both existing and emerging online tools. Jeremy Kemp, assistant director of San Jose State University’s Second Life Campus, never meets his students. Instead, he gets to know them through their avatars. The first thing Kemp teaches his library science graduate students is how to do basic things, like how to share information without interrupting each other, how to outfit their avatars and how to deal with technology problems, like when one avatar is in and out of class as their computer crashes and reboots.”

    3. London Free Press (Canada) – Gamers, at any cost. “We are stalking the mountainous terrain on our horse in this world of warlocks, druids, hunters and warriors. Thick purple clouds hang in the sky, blanketing the area and casting it into a permanent violet dusk. Lightning strikes fall around us. Here, in this virtual landscape, where relationships are formed through pixilated images on a computer screen and a few dashes of the keyboard send us into a language with its own dictionary, we have reached Level 70 of World of Warcraft – the most popular online role-playing game on the market.”

    4. BBC News (UK) – Capturing the scents of warfare. “Video games use realistic graphics and sounds to create virtual worlds. Now researchers in Birmingham are adding smells to the experience to prepare soldiers for war.
    I’m walking along an Iraqi street. I can hear the sounds of a crowd somewhere in the distance.
    The call to prayer echoes around as I move towards the still-burning wreckage of a bombed bus. The smell of charred rubber fills my nostrils.”

    5. Emirates Business 24/7 (UAE) – A virtual victory. “While crowds gathered at public rallies and millions of others glued themselves to cable news, many spent US election night online – and they had plenty of company this time around.
    Across the internet, users were discussing, celebrating and bemoaning Democrat Barack Obama’s unfolding election victory inside virtual worlds, on social networking sites and liveblogs and in online games. Others used techno-savvy websites to share their individual voting experiences throughout the day. A motley crew of election voyeurs gathered to watch voting results pour in from across the country on a giant map inside Second Life, the online virtual world developed by San Francisco-based Linden Lab where pixelated avatars fly around and interact with each other. For months, volunteers have been unofficially campaigning inside the behemoth virtual world.”

    6. Gamasutra (USA) – The China Angle: China Tries And Buys Social Gaming. “One of the things that people in the game industry say is that the industry is in some way recession-proof because games are viewed as a cheaper alternative entertainment than eating out and going to expensive clubs. Of course, one still has to buy the appropriate console and software, but on a dollar-per-hour measure, it is still cheap.”

    7. Forbes.com (USA) – A Realer Virtual World . “For the large majority of Internet users, virtual worlds like Second Life remain a confusing landscape of empty buildings, failed marketing and furry strangers. But Joe Paradiso believes that virtual worlds could be more than an over-hyped gimmick. They just need a dose of reality. Paradiso, a professor in the Massachusetts Institute of Technology’s Media Lab, is working to create what he calls X-Reality or Cross Reality, a system designed to bring virtual and real worlds into a practical sort of alignment. With funding from Second Life parent company, Linden Lab, Paradiso aims to use sensors, displays and software to bring real-world data into virtual worlds and to integrate access to virtual worlds with real-world situations.”

    8. PC World (USA) – Second Lifers Split on Linden Lab’s Open Spaces ‘Compromise’. “Linden Lab oversees one of the most successful social virtual worlds in existence, but it is still struggling with residents about how Second Life should be governed. Case in point: The debate over the use of “Open Spaces,” a virtual world land type that the company designed for residents to use for, common sense would dictate, open spaces like forests and water. As residents took advantage of the lower-priced land tier and over-developed and over-used the land, Linden Lab took exception at the increased CPU drain on their servers, and raised prices.”

    9. The Daily Mail (UK) – Long live The King. “Next Thursday, I will be queuing at midnight in a line of people dressed as Orcs and elves, questioning what I’m doing with my life. I keep telling myself that I’ll be covering a milestone in the history of games – the launch of Wrath Of The Lich King, the long-awaited expansion for the online PC game World Of Warcraft. But in reality, like 11 million other people worldwide, I’ll be doing it because I’m a helpless addict.”

    10. Dusan Writer’s Metaverse – Are Virtual Worlds Ready For Business? “When you think business in virtual worlds you think brands. The wave of polished yet mostly empty sims that followed the press infatuation with Anshe Chung’s mythic millions. And how the brands came and then slipped out into the night, the press flaks from Linden Lab and elsewhere calling the whole thing a brilliant experiment from which, heck, we learned a lot, that was the point really, this was never GOING to be the killer app of virtual worlds, keep your hat on folks, and by the way I have a sim for rent with a nice view.”

    The Magic Circle – is not so helpful, actually.

    “One of the more fascinating issues that bubble to the surface from time to time are real world legal consequences for things that happen in the virtual world.” Tech Law Prof Blog

    “However this wasn’t a theft that happened on a street corner or schoolyard. This was a theft in a virtual world and the goods don’t even exist outside of this virtual world they were a part of.” The Inquisitr

    Understanding the concept of digital environments seems to be so tricky for many people – in both quotes above, the authors are having trouble with the idea that things that happen in a “virtual world” can have consequences in the atomic world.

    A term that is bandied about when discussing this problem is “magic circle”. In play and game theory, the magic circle is comprised of both physical and conceptual boundaries. These boundaries are intended to demarcate where real life and work lie, as opposed to play and game activity. Often, this term is applied not only to single player games like first person shooters, but also to multiplayer games (MMORPGs) and so-called virtual worlds or digital environments.

    There are two major parties who, whether they use the term or not, have trouble with the size of their magic circle, and the application of the principle. Let us call them the Thompson-ites and the Something-Awful-ites.

    The Thompson-ites believe that only they can see the magic circle – only they know where the boundaries between real life and virtual lives lies. Whether they think that other people are too naive or too stupid to realise that the magic circle exists depends on the individual. However, a common point seems to be that they expect people to carry rules from their gaming or virtual settings and apply those rules in their real lives – I shot you in a game, therefore it’s ok to shoot you in real life, too.

    At the other end of the spectrum are the Something-Awful-ites. The Thompson-ites have a tiny magic circle – the Something-Awful-ites have an enormous magic circle, much larger than most other people. At the extremities of this idea, these folk actually believe that the magic circle encompasses the entire digital world, and that no consequences can or should escape from it into the atomic – see the second quote above. In a sense, they are violating their own principles: in trying to force other people not to take the game so seriously by griefing, they are breaking the magic circle they claim to believe in – they look to create real-world consequences from within the game world.

    Unfortunately, the whole concept of the magic circle has been stretched out of all proportion in its application to digital environments which are not solely gaming environments. Dutch historian Johan Huizinga used the term first, in his study entitled Homo Ludens (1938). Huizinga describes play as “a free and meaningful activity, carried out for its own sake, spatially and temporally segregated from the requirements of practical life, and bound by a self-contained system of rules that holds absolutely.” He is thinking here of a game of chess or some other higher order play, rather than a child at play with a doll – in chess, the magic circle is much more clearly delineated. A child at play has a porous and weak magic circle – elements of real life and play may intersect or overlap each other.

    Likewise, the magic circle for a virtual world is poorly delineated. As stated by  Edward Castronova, a synthetic world “cannot be sealed completely; people are crossing it all the time in both directions, carrying their behavioural assumptions and attitudes with them.” Elements of real life regularly creep into discussions in digital environments, whether they be social virtual worlds or MMORPGs or the like, and discussions flow the other way, too.

    Indeed, the magic circle is almost always a bit leaky – any time you add other people into the equation, the circle becomes fuzzier and can only be reinforced by tightening and strengthening the gamespace rules. Elements of play move away from the imaginary and into the real.

    The poor old magic circle was never designed for this kind of work. What kind of conceptual structure would you use to help us understand digital environments better?

    Weekend Whimsy

    1. Knight Poderous Second Life

    2. Digital Eyes Dance Fans

    3. Haunted House: Report

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