In “Virtuality,” Bonnie Nardi analyzes the online forums
through which political and social aspects play themselves out in unique ways
previously absent from “real-world” social and political constructs. She focuses on the concept of the “technological
turn” to address worlds created out of hoards of people taking seriously all
aspects of specific virtual scenes, such as World of Warcraft. These aspects include the function, form,
evolution, and restrictions and abilities given to the players, or members, of
the virtual world. She analyzes how
people must deal with these crafted regimes, especially in a nonvirtual world
increasingly consumed with the virtual.
On this line of ideological construction, she further investigates “virtual
discontinuities,” actions possibly only in a virtual world, or actions that
only take place in a virtual world as a result of the social behaviors
separated between what you do “online” and what you do “in reality.” In addition, this idea of virtual
discontinuities is analyzed with a lens of affordance, a concept created to
capture technology’s capacities relative to the individual and to groups of
members in a particular virtual arena.
Taken directly from the article, as perceived by perceptual psychologist
JJ Gibson, “animals directly perceive affordances as possibilities for action
in the environment, which are determined, on the one hand, by the properties of
the environment and, on the other hand, by the action capabilities of the
animal.” To be put in context related to
online venues - games, realities, blogs or forums - for both personal and
cultural expressions, affordances are a technology’s allowances for action and
interaction that mediate cultural activity, potentially changing the person and/or
the culture with which an individual is interacting.
While
much of the second half of the article explains how political movements,
corporate functions and practices, and virtual personal exploration (Second
Life) are situated in a reality outside of technology and that the virtual and
the real interplaying with each other speaks volumes for how certain virtual
areas are conceived of, only a specific niche of the newly arising virtual
markets really struck my eye as interesting.
The article touches upon how the concept of Second Life, the title
pointing directly at the dichotomy, seems to exist as an escape from reality;
it, after all, is a Second Life for your human self in a virtual reality with
much of the minutia of everyday life.
This idea in particular seems to contrast the idea of “free labor” and “free
data” corporations glean off of willing participants who contribute their
interests in forums, blogs, game sites, social media, and a plethora of other
applications and environments. In doing
so, online communities of many different varieties, whether it be a book club,
gaming organization, or replying to picture caption contests, contributed
economic value to companies and organizations through a willingness to interact
and share their opinions through the internet freely and openly. While I have issues with the ethics of corporations
using certain social data sets from not necessarily willing participants, I
find the contrast between Second Life, something that seems almost isolationist
in practice, and “free data” accumulation, acquired through online communities
sharing their ideas, thoughts, and wishes for particular online venues, to be
an interesting construction in a complex world of virtuality and reality. On one hand, you have virtual worlds offering
an escape from reality while on the other, you have the real world (with a
focus on economics and corporate advancement) gaining advantage directly from
the intertwining nature of virtuality and reality, and those that wish to take
advantage of the happy interplay.
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