Wednesday, November 28, 2012

Class Notes 11/28/2012


Belstroff
·      Idea of personhood
·      Embodiment online
o   Mind-body dualism – cognition is grounded in our bodily experiences
§  Virtual worlds challenge this idea
·      Political economy – money labour and property and modes of government
o   Creationalist capitalism à goldfarming
Cybersociality when interacting on Second Life
·      Does this have to do with labour and ownership, sense of self, or placemaking
Personhood (Chapter 5)
·      Avatars – people invest time, money, emotional energy
o   Somewhat embodied physically
o   Visual and tactile stimulatory aspect allows people to get emotionally involved in their avatars
·      “Griefing”
o   abuse another avatar or their home space
o   people respond intensely to this
o   shows how avatars are emotional embodiments of people online
·      People with physical disabilities using avatars to escape from their own bodies
o   Versus people who have minor physical disabilities such as a broken arm that keeps them from moving their avatars online
o   How virtual and physical world affect one another
·      Have more than one avatar – different avatars for different occasions
o   Emotional or utilitarian reasons
o   Can switch between personas online
·      Not what you say but how you look is what represents you online
o   Gives people a more accurate view of themselves and others because it is a more real view of their emotions, “what they are on the inside”
o   Challenge notion of self – virtual body is what really reflects who you are
·      To what degree is there a gap between virtual and actual
o   People are making conscious choices about how they want to represent themselves
§  Does this mean people are being fake because it is not what they actually look like?
§  Or is this the more “real” version of people because they can be what they want to be
·      Discussion on why it is okay for avatars on second life to be not who they truly are in real life, but it is not as okay for people to misrepresent themselves online in other forums
o   Ie spinal cord patients
·      Ethnography – you live in the place that you study
o   How does this work with virtual worlds? To what degree do you have to be involved in the community?
·      Issue with avatar being your “true self”
o   Takes out the aspect that people have imaginations – your imagination is not a representation of you.
·      What does it mean to have a community – does this even makes sense in a virtual world when anyone can join? What is the mark of a true member?
Place and time (Chapter 4)
·      Place, time, and presence à best illustrated when broken
·      Sense of being in a place although it is virtual
·      Place is central to vision – landscape
o   The way in which people understand their relationships to these places
o   Conflicts that arise that show this
§  Other players get upset by some people building ugly buildings for example. They don’t like the disrupt in the landscape
·      What is “mine”
·      Ownership as social standing
·      “lag”
o   dissonance between the way difference players experience time
§  decreases sense of immersion
o   differences in the amount of lag for each individual
o   breaks sense of immersion into virtual world
o   also the idea that people in different time zones will experience the interaction differently
·      “afk”
o   “away from keyboard”
o   online but not with online selves
o   avatar is still in space and “present” but the person is not actually present
·      Immersion
o   Social vs sensory
o   Sensory is not so important in the virtual world
o   Actual world senses are muted and this completes the virtual world sensation by comparison
§  Related to controversy of adding Voicechat – this is so “read world” that people didn’t like it
ú  Dichotomy between social and sensory interaction
ú  Voice adds real world sensory input that breaks this separation
Political economy (Chapter 8)
·      Creationist capitalism
o   New market for capitalism – people in community can create own forms by opening up business etc
o   This is a very real thing within the community and can translate into real money in real life
o   Economy built around making things**
·      Online market – Who makes things?
o   What property rights do people have over the things that they make?
o   What is property in an online world?
·      Companies and selling isn’t as popular as owners might like because the whole idea of Second Life is creating your own things (avatars, clothing)
·      Rules/Social norms about what you cannot do
o   No real regulation system but Second Life as a company can regulate it arbitrarily
o   Social control mechanism
·      How much control Linden labs has over game and what happens in it
o   Quite difficult because it is so large
o   More self-regulated amongst members
o   No real way of penalizing people other than social embarrassment
o   Ie: gambling is something that occurs because it is so easy to create, but it is so hard to regulate because it is difficult to track
·      How is this different from creativity or from capitalism?
o   Ownership of what you make is more closely tied in online community – in real life you have to go to distributers, buyers, etc to reach wider audience, so your ownership is diminished. Second Life allows you to be the creator and the distributor all at once
o   ***Human desire and nature to remake themselves and the world through craft
§  This not a totally new idea!
What happens to the property and ownership if the site were to disappear?
·      If a site goes down, does everyone’s stuff just get lost?
·      Is there an obligation for the company to replace what is lost?
·      People who have sued Second Life because they have been kicked out of the program and claimed that as members, they had rights there.
Chinese Goldfarming
·      Video
·      From the Goldfarmer’s perspective it is not bad
·      It is unfair that people are angry at them because it is just a job for them
·      They do not have much control over it – the money they make is very minimal compared to the profit the company is turning
·      Is this exploitation of these workers?
o   They enjoy their work, but the condition (form the film) seems to be worse. They work long days and do not look very healthy. Companies manipulate these people who are not qualified enough for better jobs.
·      Description of themselves as “professional gamers”
o   Not the same as what we may think of as people who get sponsorships and make a lot of money and have celebrity status. This is not same kind of “Professional gamer”
·      Method of making money in online games involves collecting items. You have to get all the way to the highest level before you can get things that are worth money.
·      Transnational dimensions of this?
o   Racialized dimensions? “gamers” are white men, “goldfarmers” are Chinese
o   It is not an equal playing field
o   There are national stereotypes for gamers
§  Gamers bring own cultural values and norms into the game but because they are not the same as others, this causes stereotypes to arise
o   How does language and different readerships – different groups with different norms – come together in this online space.
Ethnography
·      Quoting/citing – cite specific actual page if it is archived and publically accessible
·      Screenshots

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