Coming of Age in Second Life: An Anthropologist Explores the Virtually Human - Softcover

Boellstorff, Tom

 
9780691168340: Coming of Age in Second Life: An Anthropologist Explores the Virtually Human

Inhaltsangabe

Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication in 2008, Coming of Age in Second Life was the first book of anthropology to examine this thriving alternate universe.


Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group.


Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself. Now with a new preface in which the author places his book in light of the most recent transformations in online culture, Coming of Age in Second Life remains the classic ethnography of virtual worlds.

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Über die Autorin bzw. den Autor

Tom Boellstorff is professor of anthropology at the University of California, Irvine. He is the coauthor of Ethnography and Virtual Worlds: A Handbook of Method (Princeton), and coeditor of Data, Now Bigger and Better!

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"Tom Boellstorff describes Second Life warmly and intelligently, highlighting its issues in a thought-provoking manner that is always backed up with evidence. There's an almost tangible depth to his analysis that makes it really stand out. This is just the kind of portrait of a virtual world that I've been waiting to see for years: a full-blooded, book-length tour de force."--Richard A. Bartle, author of Designing Virtual Worlds

"This is the first book to take a sustained look at an environment like Second Life from a purely anthropological perspective. It is sure to become the basis for a new conversation about how we study these spaces. It is impossible to read this book and not come away asking questions about how our lives are being transformed in very real ways by what is happening in the virtual."--Douglas Thomas, author of Hacker Culture

"Taking the bold step of conducting ethnographic fieldwork entirely 'inside' Second Life, Tom Boellstorff invites readers to meditate on the old and new meanings of the virtual and the human. He presses the inventive and compelling claim that anthropologists would do well to imagine culture itself as already harboring the notion of the virtual. Boellstorff argues that being 'virtually human' is what we have been all along."--Stefan Helmreich, author of Silicon Second Nature

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Coming of Age in Second Life

An Anthropologist Explores the Virtually Human

By Tom Boellstorff

PRINCETON UNIVERSITY PRESS

Copyright © 2008 Princeton University Press
All rights reserved.
ISBN: 978-0-691-16834-0

Contents

List of Illustrations, ix,
Preface to the New Paperback Edition, xi,
Acknowledgments, xxix,
PART I: SETTING THE VIRTUAL STAGE, 1,
CHAPTER 1: THE SUBJECT AND SCOPE OF THIS INQUIRY, 3,
CHAPTER 2: HISTORY, 32,
CHAPTER 3: METHOD, 60,
PART II: CULTURE IN A VIRTUAL WORLD, 87,
CHAPTER 4: PLACE AND TIME, 89,
CHAPTER 5: PERSONHOOD, 118,
CHAPTER 6: INTIMACY, 151,
CHAPTER 7: COMMUNITY, 179,
PART III: THE AGE OF TECHNE, 203,
CHAPTER 8: POLITICAL ECONOMY, 205,
CHAPTER 9: THE VIRTUAL, 237,
Glossary, 251,
Notes, 255,
Works Cited, 271,
Index, 303,


CHAPTER 1

THE SUBJECT AND SCOPE OF THIS INQUIRY

Arrivals and departures — Everyday Second Life — Terms of discussion — The emergence of virtual worlds — The posthuman and the human — What this, a book, does.


Arrivals and departures.

Imagine yourself suddenly set down surrounded by all your gear, alone on a tropical beach close to a native village while the launch or dinghy which has brought you sails away out of sight (figure 1.1). You have nothing to do, but to start at once on your ethnographic work. Imagine further that you are a beginner, without previous experience, with nothing to guide you and no one to help you. This exactly describes my first initiation into field work in Second Life.

Many anthropologists will recognize the paragraph above as a famous passage, slightly altered, from Bronislaw Malinowski's Argonauts of the Western Pacific, published in 1922, describing the culture of the inhabitants of the Trobriand Islands north of Australia. Despite his shortcomings, it was Malinowski more than any other anthropologist, and Argonauts more than any of Malinowski's books, that established the conviction that anthropologists should have extended experience in close proximity among those about whose lives they wished to speak: "it would be easy to quote works of high repute ... in which wholesale generalizations are laid down before us, and we are not informed at all by what actual experiences the writers have reached their conclusion" (Malinowski 1922:3, emphasis added): "Living in the village with no other business but to follow native life, one sees the customs, ceremonies and transactions over and over again, one has examples of their beliefs as they are actually lived through, and the full body and blood of actual native life fills out soon the skeleton of abstract constructions" (Malinowski 1922:18, emphasis added).

Malinowski speaks of "actual" experience, "actual" belief, "actual" life. In this book I take the methods and theories of anthropology and apply them to a virtual world accessible only through a computer screen. Because virtual worlds are so new, I will spend quite a few pages introducing some general issues to keep in mind, before plunging into the details of Second Life. I am an anthropologist whose previous and continuing research focuses on sexuality in Indonesia (Boellstorff 2005, 2007). Coming of Age in Second Life is an anthropological study of Second Life (abbreviated "SL" or "sl"). This is a virtual world owned and managed by a company, Linden Lab, where by the end of my fieldwork tens of thousands of persons who might live on separate continents spent part of their lives online. To explore how anthropology might contribute to understanding culture in virtual worlds, I have departed from many previous studies of Internet culture by conducting fieldwork entirely inside Second Life, using my avatar Tom Bukowski and my home and office in Second Life, Ethnographia. I went through standard human subjects protocols and engaged in normal anthropological methods including participant observation and interviews.

It might seem controversial to claim one can conduct research entirely inside a virtual world, since persons in them spend most of their time in the actual world and because virtual worlds reference and respond to the actual world in many ways. However, as I discuss in chapter 3, studying virtual worlds "in their own terms" is not only feasible but crucial to developing research methods that keep up with the realities of technological change. Most virtual worlds now have tens of thousands of participants, if not more, and the vast majority interact only in the virtual world. The forms of social action and meaning-making that take place do so within the virtual world, and there is a dire need for methods and theories that take this into account.

Another foundational conceit concerns the possibility of descriptive analysis, rather than the prescriptive modes of argumentation that characterize most discussions of virtual worlds, often due to legitimate interests in social implications and design. When studying gay Indonesians, I do not ask "is it a good thing that gay identities have emerged in Indonesia?"; I take their emergence as given. Similarly in this book I do not ask "is it a good thing that virtual worlds have emerged" or "is Second Life headed in the right direction?" While such questions are important to many persons in Second Life and beyond, in this book I take Second Life's emergence as given and work to analyze the cultural practices and beliefs taking form within it.

The idea of "virtually human" appearing in this book's subtitle can be interpreted in two ways, indexing two lines of analysis I develop throughout. First, although some insightful research has claimed that online culture heralds the arrival of the "posthuman," I show that Second Life culture is profoundly human. It is not only that virtual worlds borrow assumptions from real life; virtual worlds show us how, under our very noses, our "real" lives have been "virtual" all along. It is in being virtual that we are human: since it is human "nature" to experience life through the prism of culture, human being has always been virtual being. Culture is our "killer app": we are virtually human.

Yet it is not true that nothing is new under the unblinking light of a virtual sun. My second line of analysis is that virtual worlds do have significant consequences for social life. Drawing upon the meaning of virtual as "almost," a second interpretation of this book's title is that in virtual worlds we are not quite human — our humanity is thrown off balance, considered anew, and reconfigured through transformed possibilities for place-making, subjectivity, and community. Anthropology, "a positive and definite study of the human knowledge of the human" (Wagner 2001:xvii), can help reveal the layers of contingency within the category of the virtually human, rather than exiling such contingency into a category of the posthuman and thereby retrenching the borders of the human itself. I approach these two lines of analysis by writing an "ethnography," a text produced through fieldwork-based research, also known as ethnographic methods. Contemporary understandings of ethnographic method presume historical and comparative perspectives, and at various points I will discuss the history of virtual worlds as well as virtual worlds other than Second Life.

The online fieldsite of Coming of Age in Second Life might seem utterly different than Indonesia, but like my earlier work this book touches on broad issues concerning selfhood and society,...

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