tars, and so on, players take their
virtual subjectivities outside of
the virtual world.
[ 9] Bardzell, S. and
J. Bardzell. “Docile
avatars: Aesthetics,
experience, and sexual
interaction in Second
Life.” In Proceedings
of HCI 2007, The 21st
British HCI Group Annual
Conference, Lancaster,
UK: 2007.
http://www.bcs.org/server.
php?show=ConWeb
Doc.13282
September + October 2008
interactions
the virtual hug animation offers
something that a text-based
greeting does not, and its visualized embodiment surely is a
major aspect of that. One of the
most common activities in-world
is for two players to meet in a
club and to dance together (the
dancing animation is automated)
and chat away the evening in
a private instant-messaging
window. This combination of text
chat and collaborative embodied
symbolic presentation is, based
on the sheer popularity of these
clubs, a potent combination for
Second Life users.
As the hug and dance examples suggest, the performance
of identity in virtual worlds is
always multimedia. Stated more
provocatively, online identity is
an ongoing practice of multimedia authoring. It involves avatar
design, using available avatar-design interfaces. Virtual worlds
offer the opportunity to customize one’s day-to-day style, from
in-world auction houses where
players exchange virtual clothes
for currency to Second Life vendors who sell virtual fashions for
what indirectly amounts to U.S.
dollars. With expressive interfaces ranging from chat windows
with emoticons to voiced and
animated actions, players can
communicate with one another
in robust linguistic and embodied or gestural ways. They can
form short- to long-term persistent groups and establish their
identities, habits, and manners
in them. By acting in, and in
some cases changing virtual
worlds, players leave their mark
on the world itself. Finally, by
recording videos of themselves
for posting on You Tube, blogging
about their activities, creating
MySpace profiles for their ava-
The Aestheticization
of Online Intimacy
If identity is a function of performance on a stage, and virtual
worlds require performers to
act in varying degrees as multimedia authors, then it follows
that an aesthetic appropriate to
virtual identity and virtual-world
multimedia authoring will likely
emerge. It already has, perhaps
most conspicuously in Second
Life in the emergent virtual
fashion industry, which features
major virtual fashion design studios, a critical community comprising virtual fashion magazines
and blogs, modeling agencies,
and fashion shows.
An aesthetic has also emerged
in the context of intimacy. As
we have argued, intimacy in
Second Life is aestheticized by
expanding it sensually and intellectually to make it participate
in a broader range of visual and
literary experience [ 9]. A glimpse
at intimate interaction in Second
Life quickly reveals that visually,
it largely resembles its analogues
in real life. Intimate fashions,
such as one would expect to see
in Victoria’s Secret, are abundantly available in-world. Props,
such as beds and other objects
of intimacy, are likewise available, often with animations. More
subtly, and more important from
a socio-cultural standpoint, idealizations of male and especially
female forms are impossible to
miss; most female avatars have
supermodel proportions (and
often movie-star hairstyles and
stilettos to match), while male
avatars often have athletic, even
heroic builds. For better or for
worse, real-life analogues are the
primary, though not only source
of virtual intimacy’s visuality.
Two differences, however, are
worth noting. First, visual elements, including both fashion
items and ready-made attractive
avatar bodies, are for sale—
and quite inexpensive. One can
acquire a whole closet, featuring a substantial collection of
intimates, for very little money.
Next, Second Life enables players to adopt a variety of avatar
bodies, crossing gender, race, and
even species (e.g., “furries,” which
are humanoid animal avatars)—
even with the same avatar (
gender, for example, is simply specified with an always editable radio
button). Intimacy-related visuals
are available for all these types
of avatars as well. Differences
such as these—the low expense
and the higher variety of avatar
bodies available to a player compared with real life—enable quite
a bit more visual experimentation, and with it role play, than is
available in real life.
Role play is another way in
which Second Life users aestheticize intimacy. A major
example of this is literary:
the ability to participate in an
intimate “scene” with another.
Documents found in libraries
in-world introduce users to the
scene, offering advice on the
mise-en-scène (including props
and staging), character development, principles of narration, use
of diction, performance advice,
and so on. Now the ability to
participate in a scene—which
amounts to the real-time collaborative composition of an erotic
dialogue—is a learned ability
and cannot be bought in stores
the way an outfit can and cannot
be practiced alone. Resources,