Second Life
[1]: hardly a day goes by without it being talked about. The media
success of the virtual world launched in 2003 by the Californian
company Linden Labs appears to be on a par only with its user
popularity (around 10 million residents as I write) and commercial
success. These three things are obviously closely connected: people
flock to SL, companies follow, the media talks about it and this
attracts new people and new companies.
The hype – which strangely
enough, as activist and media critic Geert Lovink
[2] notes, is fed by "old school broadcast and print media
and the wannabe cool corporations" is starting to show its
first cracks [3], and while on the one hand it has served to make
concepts like "avatar", "virtual worlds" and
"social networks" popular, on the other, with its uncritical
enthusiasm and superficiality, it has created false expectations
that risk leading to an equally uncritical condemnation of a context
that does have its problems, but is undeniably rich in potential.
It's all true: the habitual users
of SL represent a ludicrously tiny percentage of the 10 million
curious visitors who set up an account for a single visit, without
ever following it up; the only returns on the million dollar investments
made by the big companies have been in terms of publicity, while
their virtual headquarters are usually deserted; SL's graphic
engine and scripting language are vastly inferior to those of
other virtual worlds; its world is built around a trashy, kitsch
aesthetic; the prevalent image is that of "a mega milkshake
of pop culture" [4], and life revolves mainly around the
banal repetition of real-life rituals (having sex, going dancing,
and attending parties, openings and conferences) and the same
principles: private property, wealth and consumption. As Paolo
Pedercini writes: "There is something terribly dystopic about
a universe that is so vast and engaging, yet at the same time
so privatized and privatizing. This is more than just a nice dream
to buy into, more than yet another incarnation of the panopticon....Every
day and in an increasing manner this virtual world lays claim
to around three and a half years of the intellectual activity
of the users who contribute to making it bigger, more dynamic
and more attractive" [5].
Many view SL as a superficial, hedonistic,
phoney bandwagon, a world which is alienating, self-perpetuating,
closed off from life, dedicated to profit and the pleasures of
the flesh (in a virtual sense, obviously); it lives off the unpaid
creativity of its users and its consumerist aspect is like an
endemic cancer at the heart of the system (it has been estimated
that an avatar consumes as much energy as the average Brazilian
citizen) [6]; both its technological infrastructure and the social
structure it has spawned are frustratingly limited, and last but
by no means least, it is tedious, utterly tedious.
This type of criticism often crops
up in online artistic communities. At times it springs from mere
prejudice, but in many cases it comes from people who have a fairly
broad experience of life "in-world". The American artist
G. H. Hovagimyan, one of the pioneers of Net
art, asserts, "When you allow an engineer to dictate how
you are creative and what form that takes then you have given
up your artistic freedom. This is the case in SL." [7]
Yet despite this, SL is literally
teeming with artists. No other virtual world can boast such a
variegated, complex and rich artistic community, and it is probably
the only virtual world to have succeeded in focusing global attention
on contemporary art, thanks to artists such as Eva and Franco
Mattes (0100101110101101.ORG) and Cao Fei, who took her virtual
alter-ego China Tracy to the Venice Biennale.
ART IN SECOND LIFE
Talking about art in SL means, in
the first place, working out exactly what it is we are talking
about, which doesn't exactly simplify things. What I want to talk
about is not SL as a place where a rapidly expanding artistic
community meets and networks, or SL as a place which is developing
a new art system and market: both interesting phenomena, but for
the time being, decidedly over-rated, in view of the fact that
the advent of a sustainable art economy is still far off, and
as yet there are no players on the horizon capable of changing
the rules of a game where works of art go for a handful of Linden
dollars (the currency in SL, which can also be changed into real
dollars) [8].
What I want to talk about is SL
as a venue for practising art. SL describes itself as a "an
online 3D digital world imagined, created and possessed by its
residents." [9] In other words, in SL design is by far the
prevailing activity, and so-called "creativity" is the
top-rated resource [10].
From avatars to houses, everything
that we are not able (or don't wish) to buy has to be designed,
and everything you design is subjected to the appraisal of others.
The alternatives are anonymity and boredom. This, it could be
said, is the curse of SL: there's no way to have fun unless you
make it yourself. In this world of "creative" people,
the word art is frequently misappropriated: this is the first
word of warning we would give to the art tourist who decides to
venture among the isles of the Metaverse [11].
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Stella Costello, Primolution,
2006. Sculpture, Second Louvre Museum. Photo: D. Quaranta |
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The second is that SL – like the internet
– is often used as a showcase by artists in search of
the success which seems to elude them in the real-world art
system; in other words, in SL you often come across the same
old art, but without that initial selection filter that the
art world appears to guarantee. Thirdly, in a world which
sees itself as the virtual "double" of the real
one, art proliferates in all its possible forms, but with
the difference that these levels, distinctly separate in real
life, are all mixed together in the virtual world. In other
words this means that in most of the hundreds of "art
galleries" that abound in SL, figurative kitsch lies
alongside late informal, street market paintings jostle with
photography, graffiti, abstract works, digital images produced
by Photoshop wizards, monumental sculpture and multimedia
installations. The temple of this variegated art scene is
Second Louvre, which hosts a wide selection
of the artworks produced by SL residents. Sanguine sketches,
paintings and photographs sit alongside Achilles 2006, a monumental
sculpture by Starax Statosky, SL's very first
(self-declared) native artist. That of Statosky is a curious
case, but one which offers a useful starting point for delving
into the complexities of the concept of "art in virtual
worlds". |
Most of his works are "traditional
sculptures", namely monumental sculptures of neoclassical
inspiration modelled in 3D; however the techniques he uses are
anything but "traditional", being more similar to that
of a programmer than a sculptor. Moreover, Statosky's art is not
limited to his sculptures, but extends to his avatar, and his
maverick's biography, including committing 'suicide' (that is,
abandoning SL) when a programme update rendered one of his works
unusable. In SL, in other words, in the first place it is impossible
to make any kind of distinction between traditional media and
digital media, and secondly, everything (even the most apparently
traditional practices) can be the result of a precise, knowing,
artistic design.
This comes to the fore in the case
of Fau Ferdinand, one of the most famous "painters"
in SL. In actual fact, her paintings, characterised by an eclectic
style which buries echoes of surrealism and expressionism among
a rich pop substratum – are decidedly less interesting than
the whole "Fau Ferdinand project", which encompasses
her avatar, her house/gallery inspired by the design of a particle
accelerator, and her in-world life. All of this applies in the
real world too, but in SL it is taken to extremes. To hark back
to one of 01.ORG's historic projects, we could say that every
SL artist is a budding Darko Maver – a "fictitious"
character waiting to be acknowledged as "real". Or,
if you prefer, a convincing Roberta Breitmore, to reference the
pioneering work of Lynn Hershman Leeson and her constructed persona
(who, needlessly to say, recently landed on SL, thanks to Stanford
University) [12].
And, as if all this wasn't enough
to be going on with, in a world which abuses the word art, we
are often forced to reconsider as "art" initiatives
which set out with another intent. In an interview with Mario
Gerosa, the artist Gazira Babeli quotes the example of Travis
Curry, "a Texan guy who crossed the whole of SL on foot.
If he had said, 'I see this as an artistic project, something
which I will document and communicate', no-one would have objected"
[13].
Having said this, if art in SL was limited
to the situation described above, it would not be entirely
wrong to second the view that all of us, artists and critics
included, have fallen victim to the hype, and that beyond
purely documentary interest, there is no future for art in
SL. Not even the widespread, undoubtedly appealing genre of
the multimedia installation appears to challenge Hovagimyan's
observation: the works of renowned artists such as
AngryBeth Shortbread (English artist Annabeth Robinson),
DanCoyote Antonelli (the American DC Spensley, founder
of hyperformalism), AldoManutio Abruzzo,
Juria Yoshikawa and Adam Ramona
(the Australian Adam Nash) certainly represent highly effective
explorations of the sense of space, time and identity in a
virtual world, and sound out the acoustic and aesthetic potential
of SL, yet it is hard to get away from the idea that, like
any kind of architecture, they are little more than stylistic
exercises exploring the potential of a good graphic engine,
going no further than the limits set by its programme designers.
In internet terms, we could liken many of these works to high
quality experimental web design [14]. |
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Juria Yoshikawa, I'm Not Here,
2007. Immersive installation, Photo:D. Quaranta |
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This comparison is not casual. Strangely
enough, what is happening in SL resembles the situation at the
dawn of Net art. The uncritical enthusiasm for the medium at the
most gives rise to some excellent craftsmanship, but art lies
elsewhere, specifically among the artists who apply a critical
approach to the medium, not in order to avoid tackling it, but
in order to develop works which challenge and address its technical,
cultural and ideological limits. This concept was expressed extremely
well by the artist Man Michinaga: "I got
very tired of feeling like I had to jump on every new piece of
tech, and I am trying to focus more on critical content, less
on tech... But I saw SL as a new community with a lot of excitement...
One thing that I wanted to do was to actually do something that
was REAL in SL, not empty hype..." [15]
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Second Front, The Last Supper.
Performance in Second Life, 2007. Photo: courtesy of the
artists. |
Man Michinaga is Patrick
Lichty: American artist, curator, media critic and lecturer.
In SL he is one of the founding members of Second Front,
a collective of performers which re-presents the logic of Fluxus
events in-world, in performances which are often staged in public
areas unannounced, improvised and with a high level of audience
participation. One of the most memorable was Spawn of the Surreal
(February 2007), where the group used a kind of virus to deform
the avatars present, drawing them into a sort of improvised dance:
thus hitting the audience in what it holds most dear, and challenging
the worship of physical beauty that reigns in this hedonistic
world. Meanwhile The Last Supper (January 2007) was a re-enactment
of the Last Supper which challenged the popularity of masterpieces
which holds sway in SL, packed as it is with reproductions of
famous paintings and sculptures. The members of the collective
staged Leonardo's Last Supper before profaning it with an improbable
punk twist.
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Eva and Franco Mattes a.k.a.
0100101110101101.ORG, Joseph Beuys' 7000 Oaks. Performance
in Second Life, 2007. Photo: Courtesy of the artists. |
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Re-enactment, or as Lichty prefers to call
it, "remediation", is one of the most popular, interesting
avenues in art in SL. The most famous examples are probably
the performances of Eva and Franco Mattes,
who stage versions of historic pieces from the sixties and
seventies. The Mattes specifically select performances destined
to appear paradoxical in the setting of a virtual world, given
the strange twists that concepts like the body, space, violence
and the setting take in a universe made of polygons. In this
way, their re-enactments represent both a radical challenge
to Performance Art, and to that of the concept of a "second
life". For instance, in Joseph Beuys' 7000 Oaks, Beuys'
ecological operation becomes a "conceptual virus"
which invades a world characterised by high energy consumption,
therefore highly polluting. |
Another artist who works a lot with the
concept of remediation [16] is Gazira Babeli,
an Italian performer who has been creating radical, irreverent
works in SL for over a year, which, combined with her alluring
persona and insistence on concealing her true identity, have
helped make her into a cult figure. In actual fact this concealment
has a specific purpose: Gazira Babeli is a project in her
own right, the construction of a narrative identity that feels
increasingly real the more it appears to remain independent
of any kind of author. Everything that Gazira does, from her
performances to the installations presented in her first retrospective
[17], from the cult-movie Gaz' of the Desert (2007) to her
involvement in Second Front, contributes, first and foremost,
to bring her persona to life. And this is a character that
exists only in what could be termed a "repository of
the imaginary", that lives off culture, as we can see
in her frantic cans of Campbell's Soup, her hailstorm of pop
icons, her live performances of Bacon's masterpieces and Duchamp's
Nude Descending A Staircase, and her spectacular Omaggio a
Luciano Fabro. |
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Gazira Babeli, Avatar on Canvas,
2007. Installation. Photo: D. Quaranta |
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Patrick Lichty aka Man Michinaga,
GoDiva of the iCommons, 2007. Photo: courtesy of the
artist. |
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Taking this approach to extremes, Patrick
Lichty has come up with the project (re)constructing Cicciolina
(2007), which he terms a "remediation of the artist as
object". What is being offered here is a post modern
icon, which immediately raises a comparison with a culture
(that of media manipulation) and an aesthetic (devotion to
a synthetic, exaggerated form of beauty), which have greatly
conditioned the history of SL. |
LEAVING SECOND LIFE
The situation described up to now
could not exist without a context to feed and support it, offering
it a setting and opportunities to unfurl. The main centres that
support this "native" art include Ars Virtua,
Odyssey and NMC Campus. The first is a "new media center",
founded in November 2005 by James Morgan, which as well as hosting
key shows (from Eva and Franco Mattes to the virtual extension
of the project 77 Million Paintings by Brian Eno) has also created
a resident artists programme. By working in partnership with "real"
exhibition venues, Ars Virtua aims to give rise to projects which
also have a physical presence. NMC Campus is
an experimental platform connected to the New Media Consortium,
an international partnership that numbers around 250 bodies. In
view of its highly institutional nature and solid links with Linden
Labs, NMC Campus lends particular support to creative efforts
aimed at making "positive" use of the technical potential
of SL, with less attention to the development of critiques of
the platform. These abound above all in Odyssey,
an island run by Sugar Seville and founded by the Dynamis Corporation.
The main appeal of Odyssey lies in the fact that, while it is
not a strictly art-related context, what it offers is a free area
which is open to discussion and experimentation. This openness
has led to the creation of a large community of artists, and the
organisation of events that are already part of the history of
the SL community.
But while the development of a home-grown form of art is the most
interesting aspect of art in SL, there is still one big question
that needs to be answered: to what extent can such art still have
a meaning outside the "niche" it is created in, and
the context it relates to? How can we view it in relation to contemporary
art?
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Cao Fei, i.Mirror by China
Tracy (AKA: Cao Fei), 2007. Documentary on Second
Life, single-channel video, sound, 28 minutes, edition
of 12 Photo: courtesy of Lombard-Freid Projects, New
York. |
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First of all it has to be said, that whatever
the future holds for SL, the issues regarding "screen
life" which have been lurking in the background throughout
the nineties, and which have now come to the fore in the context
of virtual worlds, are set to be a dominant theme in daily
life for a long time to come. And should this not be the case,
it is undoubtedly a dominant theme at present. This has been
shown by the Mattes and their avatars; and by the Chinese
artist Cao Fei, who presented his work i.Mirror
at the last Venice Biennale, a wide-ranging three-part documentary
regarding the setting, the people and the stories that are
woven every day in virtual worlds like SL. |
As for native art, the position
of Second Front is fairly emblematic. The collective claims that
its in-world performances do not represent the full extent of
its oeuvre, but merely a point of departure in a wide-ranging
vision of performance art which takes them from communications
media (and the web in particular) to real space, in the form of
re-presenting videos, digital prints and so on. The same can be
said for Gazira Babeli, whose movie and videos have made it out
of SL, and who is currently looking at ways to stage some of her
most provocative works in real life.
The Port community is looking
at another option with its project Objects of Virtual Desire,
which "explores immaterial production in a virtual world,
and if and how this can be transferred into an economy of
material production." In other words, the collective
has identified a number of objects that the avatars of SL
attach great sentimental value to, and has translated these
into real objects. The German artist Aram Bartholl
has also developed a number of projects that translate typical
virtual world conventions and objects into reality. In Tree,
backed by the Berlin Department for Culture, Bartholl transports
a tree created as it would be in a virtual world, into a real
setting, simulating its three-dimensional nature with overlapping
orthogonal planes. All that remains to be seen is whether
these portents actually do, as they would appear to, herald
an increasing level of exploration of "virtual life"
in contemporary art. |
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Goldin+Senneby (The Port),
Objects of Virtual Desire - Cubey's Penguin Ball,
2006. Installation. Photo: courtesy the artists. |
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