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3-D VIRTUAL ENVIRONMENTS AS MELODRAMA:<br />

EMOTION, CLASS, AND DOMESTICITY IN THE VIRTUAL WORLD OF CYBERTOWN<br />

A Thesis<br />

submitted to the Faculty of the<br />

Graduate School of Arts <strong>and</strong> Sciences<br />

of Georgetown University<br />

in partial fulfillment of the requirements for the<br />

degree of<br />

M<strong>as</strong>ter of Arts<br />

in Communication, Culture <strong>and</strong> Technology<br />

By<br />

Jeffrey R. Young, B.A.<br />

W<strong>as</strong>hington, DC<br />

April 25, 2001<br />

1


Copyright 2001 by Jeffrey R. Young<br />

All Rights Reserved<br />

2


ACKNOWLEDGEMENTS<br />

I wish to thank my advisor, David Silver, <strong>and</strong> my second reader, Matthew Tinkcom, for<br />

their patience, guidance, <strong>and</strong> support in preparing this thesis. Thanks also to J.P. Singh<br />

for pushing me to improve my research methods. And thanks to Meredith Balderston<br />

for helping me proofread <strong>and</strong> improve the project along the way.<br />

I would also like to thank the many participants of Cybertown who answered my<br />

questions <strong>and</strong> helped me find my way around their virtual world.<br />

3


A Space for <strong>Emotion</strong><br />

INTRODUCTION<br />

In Neal Stephenson's Snow Cr<strong>as</strong>h, the Internet h<strong>as</strong> evolved into a 3-D graphical<br />

realm called the Metaverse, complete with richly drawn virtual streets, stores, bars, <strong>and</strong><br />

virtual bodies, which are called avatars. The addition of this graphical interface is not<br />

just eye c<strong>and</strong>y, according to the novel; it brings with it the ability for participants to<br />

display <strong>and</strong> detect body language <strong>and</strong> facial expressions. And these new visual cues<br />

transform cyberspace from a male-dominated data warehouse to a kind of theatrical<br />

stage where complex interpersonal communications – <strong>and</strong> thus, the dram<strong>as</strong> of daily life<br />

– can be played out.<br />

It is the character Juanita, a feminist programmer at a male-dominated computer<br />

company called Black Sun Systems, Inc., who first codes detailed facial expression into<br />

the interface of the Metaverse. Male programmers at the company are said to consider<br />

faces to be unimportant in cyberspace – arguing that they are "just flesh-toned busts on<br />

top of the avatars" <strong>and</strong> thus "trivial <strong>and</strong> superficial." 1 Juanita realizes, however, that<br />

visual cues presented by people's bodies – through their dress, gesture, <strong>and</strong> faces –<br />

deliver information in ways that can enhance or even ironically comment on their<br />

spoken dialogue.<br />

1 Neal Stephenson, Snow Cr<strong>as</strong>h (New York: Bantam Books, 1993) 57.<br />

4


In explaining the inspiration for her ide<strong>as</strong> to the male protagonist, Juanita tells a<br />

story of when her gr<strong>and</strong>mother had visited her house while she w<strong>as</strong> a teenager. At the<br />

time, Juanita had just discovered she w<strong>as</strong> pregnant, <strong>and</strong> she had been struggling to hide<br />

this fact from her family. But within ten minutes, the gr<strong>and</strong>mother had discovered<br />

Juanita's secret just by watching the teenager's behavior at the dinner table. "I don't<br />

know how my face conveyed that information, or what kind of internal wiring in my<br />

gr<strong>and</strong>mother's mind enabled her to accomplish this incredible feat. To condense fact<br />

from the vapor of nuance." 2 Juanita says that her work coding digital representations of<br />

faces <strong>and</strong> gestures is a method of efficiently communicating information – <strong>and</strong> doing so<br />

with visual codes that have the potential to byp<strong>as</strong>s language <strong>and</strong> transmit signals on<br />

another, perhaps even deeper, level.<br />

And the example Juanita uses suggests that such gestures are best suited for<br />

expressing highly emotional information. Thanks to body language, the gr<strong>and</strong>mother is<br />

able to detect an emotional state, which she uses to deduce that Juanita is pregnant. The<br />

fact that Juanita, a woman, is the one who recognizes the importance of body language<br />

is telling. This detail plays on the stereotype that women – rather than men – are more<br />

likely to be concerned with emotional issues <strong>and</strong> interpersonal relations – the stuff of<br />

daytime soap oper<strong>as</strong> traditionally aimed at female viewers. Juanita's story also suggests<br />

that only through replicating bodies <strong>and</strong> social space can people untangle webs of<br />

interpersonal relationships in a computer-mediated environment.<br />

2 Stephenson 60.<br />

5


<strong>Virtual</strong> space, it seems, domesticates the data wires. Graphical virtual<br />

environments allow emotion to enter an electronic system that w<strong>as</strong> once characterized<br />

<strong>as</strong> a cold, faceless, rational world of computer code <strong>and</strong> textual comm<strong>and</strong>s – at le<strong>as</strong>t in<br />

Stephenson's fictional account. And this graphical interface begets a new, more<br />

feminized, point of view on line that promises to act <strong>as</strong> a civilizing force on the once<br />

male-dominated, lawless frontier that preceded it. Juanita <strong>and</strong> her expressive avatars<br />

thus provide a commentary <strong>and</strong> corrective for the digital world of the "console<br />

cowboys" described in William Gibson's Neuromancer. The shift from abstracted<br />

graphical data in Neuromancer to the more-realistic 3-D representations of bodies in<br />

Snow Cr<strong>as</strong>h is depicted <strong>as</strong> a shift in genres – moving from the male-centered Western to<br />

the female-centered melodrama.<br />

A Fiction Realized?<br />

This strategy of representing gesture <strong>and</strong> facial expression in cyberspace is now<br />

being applied to 3-D virtual environments on the Internet, many of which explicitly take<br />

Snow Cr<strong>as</strong>h's Metaverse <strong>as</strong> their inspiration. 3 In fact, <strong>as</strong> the prominent 3-D developer<br />

Marc Pesce h<strong>as</strong> noted, science fiction works such <strong>as</strong> Snow Cr<strong>as</strong>h have had a remarkably<br />

strong influence on computer programmers. As he puts it: "The recent history of hard<br />

science fiction h<strong>as</strong> been the defining influence on the direction of software systems<br />

development. The hacker community h<strong>as</strong> been strongly shaped by science fiction texts,<br />

3<br />

The company that makes the 3-D environment of Cybertown, for instance, is run by a company<br />

called Blaxxun Interactive.<br />

6


<strong>and</strong> this h<strong>as</strong> lead to a direct, often literal concretization of the ide<strong>as</strong> expressed in those<br />

texts." 4<br />

The first computer environments to make use of 3-D graphical spaces <strong>and</strong><br />

avatars were video games. Online shoot-'em-up games remain the most popular<br />

examples of virtual worlds, <strong>as</strong> these networked environments are sometimes called.<br />

Examples of video game virtual worlds include Asheron's Call, Diablo, Everquest,<br />

Phant<strong>as</strong>y Star Online, Ultima Online, <strong>and</strong> Quake, which together have attracted<br />

hundreds of thous<strong>and</strong>s of players who gather on line to hack, sl<strong>as</strong>h, <strong>and</strong>, occ<strong>as</strong>ionally,<br />

socialize. 5 But another group of 3-D virtual worlds have sprouted up on line that use<br />

similar interfaces but that focus on social activities rather than gaming. Like the<br />

fictional Juanita, the designers of these social virtual worlds make an explicit attempt to<br />

introduce expressive virtual bodies into the general fabric of the Internet. Companies<br />

like Microsoft <strong>and</strong> Sony are among those now experimenting with 3-D virtual<br />

environments, suggesting that the technology may soon become more prominent, <strong>and</strong><br />

that Juanita's vision will have completed the transition from science fiction to interface.<br />

Textual Predecessors<br />

Graphical 3-D environments are not the first electronic social realms to employ<br />

the notion of space <strong>as</strong> a unifying element or the notion of expressive virtual bodies.<br />

4 Marc Pesce, "Magic Mirror: The Novel <strong>as</strong> a Software Development Platform," Media in<br />

Transition conference, M<strong>as</strong>sachusetts Institute of Technology, Cambridge, MA, 6-8 Oct. 1996, 10 April<br />

2001 .<br />

7


Text-b<strong>as</strong>ed virtual environments such <strong>as</strong> Multiple-User Dungeons, or MUDs (<strong>and</strong><br />

similar environments called MOOs) – which have been around since the late 1970s –<br />

also attempt to simulate space <strong>and</strong> bodies, by using words rather than pictures. In<br />

MUDs, spaces are sketched using text descriptions that are displayed on the screen <strong>as</strong><br />

users move among virtual rooms. Each participant writes a description of his or her<br />

virtual body that other users can access, <strong>and</strong> body language is simulated through a<br />

practice called "emoting," in which participants type descriptions of body movements or<br />

emotional states which are then posted for everyone in the virtual room to see. 6<br />

In both text-b<strong>as</strong>ed <strong>and</strong> graphical virtual worlds, however, the selling point h<strong>as</strong><br />

frequently been their potential for social interaction – whether it take place in the<br />

intimate, private space of an immersive virtual home or large-scale public town squares<br />

where virtual bodies from around the globe can gather to communicate. "What is<br />

interesting," said Pesce, in a speech in 1996, "is that we've never envisioned cyberspace<br />

<strong>as</strong> anything but a social space." 7<br />

In fact, some proponents of 3-D environments see their efforts <strong>as</strong> a revolution<br />

that will turn the Internet into a more social, <strong>and</strong> even a more civilized, space. Bruce<br />

Damer, head of the Contact Consortium, a non-profit group that promotes the use of 3-<br />

5<br />

Karen J. Bannan, "Getting Hooked on an Online Game, <strong>and</strong> Hitched to a Fellow Gamer," New<br />

York Times on the Web 30 March 2000, 17 December 2000<br />

.<br />

6<br />

For a more detailed description of personal communication in MUDs <strong>and</strong> MOOs, see: Jeffrey<br />

R. Young, "Textuality in Cyberspace: MUDs <strong>and</strong> Written Experience," Ibiblio Web Site May 1994, 15<br />

December 2000 .<br />

7<br />

Marc Pesce, "The Panoptic Self," Earth to Avatars online conference, 26 October 1996, 3<br />

March 2001 .<br />

8


D environments, argues that the effort to popularize 3-D virtual worlds represents an<br />

attempt to overthrow the current discourse of the World Wide Web. Damer says the<br />

Web currently relies on metaphors of books <strong>and</strong> other print-b<strong>as</strong>ed media to shape<br />

participants' experiences. The Web is often described <strong>as</strong> a v<strong>as</strong>t library – <strong>as</strong> a set of<br />

documents – <strong>and</strong> thus figures users <strong>as</strong> solitary figures roaming <strong>and</strong> reading the various<br />

Web pages. As Damer writes: "Apart from being a very useful source of information,<br />

the Web is really just a big pile of documents, <strong>and</strong> a pretty lonely place. Web surfing is<br />

like going to someone's house only to find that it is just a billboard <strong>and</strong> there is nobody<br />

home." 8 Damer argues that with the introduction of 3-D space – <strong>and</strong> in particular, with<br />

the introduction of expressive visual avatars – "the Internet is about to become a place<br />

for people." 9 Thus, the graphical 3-D environments serve <strong>as</strong> a place for people to<br />

encounter one another <strong>as</strong> well <strong>as</strong> data.<br />

Many scholars <strong>and</strong> cultural critics have studied the dynamics of social<br />

interaction within text-b<strong>as</strong>ed virtual worlds – most notably Howard Rheingold, Sherry<br />

Turkle <strong>and</strong> Julian Dibbell. Their work h<strong>as</strong> largely established that people can, <strong>and</strong> do,<br />

have meaningful – though not always positive – social interactions with others within<br />

text-b<strong>as</strong>ed virtual worlds. It appears that people make friends <strong>and</strong> fall in love in virtual<br />

8 Bruce Damer, Avatars!: Exploring <strong>and</strong> Building <strong>Virtual</strong> Worlds on the Internet (Berkeley, CA:<br />

Peachpit Press, 1998) xiv.<br />

9 Damer, Avatars xiv.<br />

9


worlds, but they can also experience addiction, crimes of the heart, <strong>and</strong> even virtual<br />

rape. 10<br />

Few scholars, however, have yet explored the dynamics of social interaction in<br />

3-D graphical environments. This is truly a research gap, since the move from text to<br />

graphics raises a new set of crucial questions. For example, how can we 'read' these<br />

new social realms? When the visual cues of 3-D space are added to a virtual world,<br />

how do world builders <strong>and</strong> users mobilize them to communicate? How can theories<br />

used to underst<strong>and</strong> other visual media be brought to these visual environments (just <strong>as</strong><br />

literary theory h<strong>as</strong> been used to analyze text-b<strong>as</strong>ed virtual environments)? And what is<br />

driving this movement to build a graphical representation of a space where people can<br />

somehow detect the "vapor of nuance" in a computer-mediated environmnent?<br />

Methods<br />

My analysis will focus on a single 3-D virtual environment, called Cybertown,<br />

paying special attention to how designers <strong>and</strong> users in this environment employ gesture<br />

<strong>and</strong> mise-en-scene to interact <strong>and</strong> to support or undercut a dominant ideology.<br />

Cybertown w<strong>as</strong> chosen because of its large user b<strong>as</strong>e – more than 600,000 registered<br />

10<br />

For a description <strong>and</strong> analysis of a virtual rape that took place in LambdaMOO, see: Julian<br />

Dibbell, My Tiny Life: Crime <strong>and</strong> P<strong>as</strong>sion in a <strong>Virtual</strong> World (New York: Henry Hold <strong>and</strong> Company,<br />

1998).<br />

10


users 11 – <strong>and</strong> its attempt to institute a m<strong>as</strong>ter narrative that offers a unifying metaphor<br />

for the virtual space.<br />

To approach the issue of interpersonal communication in Cybertown, this thesis<br />

draws on approaches from several disciplines. I situate my observations within the<br />

budding field of cyberculture studies, which seeks to underst<strong>and</strong> new forms of<br />

communication <strong>and</strong> community facilitated by digital media. 12 Like several scholars of<br />

cyberculture studies, I have attempted to use ethnographic techniques to determine how<br />

participants use virtual objects <strong>and</strong> virtual gestures to communicate. I w<strong>as</strong> a participant-<br />

observer in Cybertown for a total of about six months, during two distinct periods in<br />

2000 <strong>and</strong> 2001. The first period l<strong>as</strong>ted from July 5 through July 18, 2000. I published<br />

my observations during that time in an article about Cybertown that appeared in the<br />

electronic journal PopPolitics.com. 13 The second period l<strong>as</strong>ted from December 1, 2000<br />

through March 25, 2001. During this time, I interviewed dozens of Cybertown users –<br />

via the virtual environment <strong>and</strong> via electronic mail. I also participated in various<br />

activities in Cybertown, including decorating a virtual house, performing a virtual job,<br />

11<br />

An updated number of registered users is reported each day in Cybertown <strong>Virtual</strong> News<br />

, a newsletter updated daily by<br />

employees of Cybertown <strong>and</strong> volunteers from the virtual community.. As of 15 February 2001, there<br />

were 616,122 reported users. The actual number of individual users is probably lower, since it is possible<br />

for the same person to create more than one account. The number of active users is likely much lower<br />

still, since there are typically only a few hundred people logged on to the environment at any given time,<br />

according to statistics provided on Cybertown's home page, .<br />

12<br />

David Silver, "Looking Backwards, Looking Forward: Cyberculture Studies 1990-2000"<br />

Web.Studies: Rewiring Media Studies for the Digital Age ed. David Gauntlett (Oxford: Oxford<br />

University Press, 2000) 19-30.<br />

13<br />

Jeffrey R. Young, "Death <strong>and</strong> Taxes in a <strong>Virtual</strong> World," PopPolitics.com. 4 September<br />

2000, 10 December 2000 .<br />

11


<strong>and</strong> running a virtual club. 14 I also conducted interviews with two employees of<br />

Blaxxun to compare users' perceptions of the virtual town to those of its creators.<br />

I have taken steps to protect the anonymity of Cybertown citizens whenever<br />

possible. Though participants generally use pseudonyms rather than their legal names, I<br />

have in most c<strong>as</strong>es changed the nicknames of Cybertown participants, in order to m<strong>as</strong>k<br />

their virtual identities <strong>as</strong> well. I generally identify Blaxxun's employees by name or by<br />

nickname, with their permission.<br />

I also draw heavily on film theory, which h<strong>as</strong> long struggled with analyzing<br />

gestures <strong>and</strong> mise-en-scene in the visual narratives of cinema. In part, this approach<br />

follows the work of new media theorist Lev Manovich, by arguing that 3-D graphical<br />

environments draw heavily on cinematic conventions to represent their virtual spaces. 15<br />

In particular, I focus on what is one of the earliest <strong>and</strong> most persistent genres of<br />

Hollywood cinema – the melodrama. In fact, <strong>as</strong> I will attempt to demonstrate, 3-D<br />

virtual social environments contain features <strong>and</strong> conventions of film melodram<strong>as</strong> – in<br />

terms of both form <strong>and</strong> content. Thus, theoretical approaches developed to analyze<br />

melodramatic films can help shed light on how virtual environments "work" on <strong>and</strong> for<br />

their participants. In addition, I will argue that, like film melodram<strong>as</strong>, virtual 3-D<br />

environments – <strong>and</strong> the narratives that play out among participants within them – can<br />

reveal "real-world" social tensions – especially concerning issues of cl<strong>as</strong>s <strong>and</strong><br />

14<br />

I use my personal experiences mainly to inform my underst<strong>and</strong>ing of the behaviors of others<br />

in Cybertown.<br />

15<br />

Lev Manovich, "Cinema <strong>as</strong> a Cultural Interface," Manovich.net Home Page. 1997, 15 April<br />

2001 .<br />

12


domesticity. Through my analysis, I will suggest that even though 3-D cyberspace<br />

represents cutting-edge technology, what is at stake in its representations are some of<br />

the same moral <strong>and</strong> ideological forces evident in the work of early Hollywood<br />

melodram<strong>as</strong>.<br />

13


Simulating Space<br />

LITERATURE REVIEW<br />

The electronic simulation of physical space dates back to the earliest days of<br />

software development. The first known video game, created in 1962 at MIT, w<strong>as</strong><br />

Spacewar, <strong>and</strong> the first coin-operated video game, rele<strong>as</strong>ed in 1971, w<strong>as</strong> called<br />

Computer Space. 16 Though both of these games showed an overhead view of a flat<br />

space, by 1979, video games began to attempt to represent three-dimensional space,<br />

with the rele<strong>as</strong>e of Atari's Star Raiders. 17 All three games take place in a simulated<br />

outer space, depicting crudely drawn spaceships that fly around dodging <strong>and</strong> shooting at<br />

enemy craft. This is not the only kind of game that w<strong>as</strong> possible with the technology of<br />

the time. As science historian David Nye points out, "no machine is inevitable. It's<br />

configuration <strong>and</strong> specifications are the result of a myriad human decisions." 18 But<br />

simulating space h<strong>as</strong> long been a popular choice of software developers <strong>and</strong> users. In<br />

fact, software developer Alan Kay h<strong>as</strong> argued that several different groups invented<br />

something very similar to Spacewar independently, causing him to argue that: "The<br />

16<br />

Lev Manovich, "Navigable Space," Manovich.net Home Page. 1998, 10 December 2000<br />

.<br />

17<br />

Espen Aarseth, "Allegories of Space: The Question of Spatiality in Computer Games." Espen<br />

Aarseth Web Site, 18 May 1998, 15 February 2001 .<br />

18<br />

David E. Nye, Narratives <strong>and</strong> Spaces: Technology <strong>and</strong> the Construction of American Culture<br />

(New York: Columbia University Press, 1997) 189.<br />

14


game of Spacewar blossoms spontaneously wherever there is a graphics display<br />

connected to a computer." 19<br />

Popular fiction about computers h<strong>as</strong> also long embraced a notion of graphically<br />

simulated computer space. In the film Tron, rele<strong>as</strong>ed in 1982, a prodigious video-game<br />

programmer is transported inside his company's computer network, which is<br />

represented <strong>as</strong> a highly geometrical space full of labyrinths where computer programs<br />

are embodied by human-like forms that navigate these electronic grids. Two years<br />

later, William Gibson's Neuromancer introduced the word "cyberspace," <strong>and</strong> depicted<br />

computer users "jacking in" to a computer matrix that presented a "shared hallucination"<br />

of graphically rendered data. 20 Neal Stephenson fleshed out what this graphical data-<br />

space might look like in his 1992 novel Snow Cr<strong>as</strong>h, in which he imagined computer<br />

users donning goggles to enter a Metaverse complete with virtual streets, stores, bars,<br />

<strong>and</strong> highly expressive virtual bodies. And Star Trek h<strong>as</strong> managed to add graphical<br />

computer realms to the gadgets it portrays, in the form of the holodeck on the Next<br />

Generation series. In these narratives, space is portrayed <strong>as</strong> the most natural interface<br />

for humans to interact with machines, <strong>and</strong> electronic space is often portrayed <strong>as</strong> a more<br />

idealized place for humans to interact with each other than the physical world these<br />

representations are meant to simulate.<br />

In many of these game <strong>and</strong> film plots, humans are figured <strong>as</strong> crossing into the<br />

simulated electronic space of the computer – or at le<strong>as</strong>t having their perceptions<br />

19<br />

Quoted in Brenda Laurel, Computers <strong>as</strong> Theatre (Reading, MA: Addison-Wesley Publishing<br />

Company, Inc., 1991) 1.<br />

15


completely immersed in electronic realms. Computer users have reported similar<br />

dreams of entering digital environments. As one Macintosh user told cyber-researcher<br />

Sherry Turkle in the mid-1990s: "I had a dream that I w<strong>as</strong> swimming in there where the<br />

files are. I think I had the dream after I heard the expression 'to information surf' on the<br />

Internet." 21<br />

Even in the physical world, the architecture of space is often said to play a key<br />

influence in making people feel comfortable in their social interactions. As Peter<br />

Anders observes:<br />

Unlike most animals, humans manipulate their l<strong>and</strong>scape. We lay claim<br />

to space, marking it with fences, walls, monuments – even articles of<br />

clothing left on a chair. These personal extensions are a part of the<br />

shared cultural code that regulates our social interaction. Territory e<strong>as</strong>es<br />

social stress by clarifying our roles <strong>and</strong> providing security. This<br />

extension is vital to our identity <strong>and</strong> social st<strong>and</strong>ing. Linking ourselves<br />

with our environment projects us into the arena of shared experience. 22<br />

Humans use space not only to foster a sense of security or identity, but also <strong>as</strong> a<br />

tool for social organization. Lev Manvoich writes that: "Architecture <strong>and</strong> ancient<br />

mnemonics, city planning <strong>and</strong> diagramming, geometry <strong>and</strong> topology are just some of<br />

the disciplines <strong>and</strong> techniques which were developed to harness space's symbolic <strong>and</strong><br />

20 William Gibson, Neuromancer (New York: Ace Books, 1984) 52.<br />

21 Sherry Turkle, Life on the Screen: Identity in the Age of the Internet (New York: Simon &<br />

Schuster, 1995) 43.<br />

16


economic capital." 23 Manovich further argues that the word cyberspace is derived from<br />

"cybernetics," a mathematical term meaning (roughly) "communication science," which<br />

in turn comes from the Greek kybernetikos, or “good at steering.” So the conceptual<br />

roots of computer science include the notion of navigating information <strong>as</strong> if it were a<br />

kind of space. "Navigable space," <strong>as</strong> Manovich calls it, characterizes the way simulated<br />

space is employed in computer software. The structure of most video games, Manovich<br />

argues, is one of successfully m<strong>as</strong>tering this navigable space. "A typical game begins at<br />

some point in a large unknown space; in the course of the game, the player h<strong>as</strong> to<br />

explore this space, mapping out its geography <strong>and</strong> unraveling its secrets." 24<br />

Text Spaces – Places of Excess<br />

By the late 1970s, programmers began creating text-b<strong>as</strong>ed games that allowed<br />

people to interact in real time over the Internet. In 1979, British university students<br />

created the first MUD, which allowed players from around the world to play a text-<br />

b<strong>as</strong>ed version of the popular role-playing game Dungeons <strong>and</strong> Dragons. 25 TinyMUD<br />

Original, developed in 1989, w<strong>as</strong> the first MUD to drop the adventure gaming <strong>as</strong>pect<br />

altogether to concentrate solely on social interactions among characters. 26<br />

22<br />

Peter Anders, Envisioning Cyberspace: Designing 3D Electronic Spaces (New York:<br />

McGraw-Hill Companies, Inc., 1999) 124.<br />

23<br />

Manovich, "Navigable Space."<br />

24<br />

Manovich, "Navigable Space."<br />

25<br />

David Cuciz, "The History of MUDs: Part II," GameSpy.com. January 2001, 15 February<br />

2001 .<br />

26<br />

Jennifer Smith, "Frequently Asked Questions: B<strong>as</strong>ic Information about MUDs <strong>and</strong><br />

MUDding," 1996, 15 February 2001 .<br />

17


A striking change of mise-en-scene occurred when developers began building<br />

social environments. The dungeons of early MUDs were replaced by more inviting<br />

domestic spaces, where people could go to feel at home <strong>and</strong> to meet new friends. In<br />

fact, the setting for one of the most popular social MUDs, LambdaMOO, takes place in<br />

a large virtual mansion <strong>and</strong> surrounding grounds. 27<br />

Inside these comforting virtual buildings, users began to report feeling that they<br />

were living virtual lives. In his book, The <strong>Virtual</strong> Community: Homesteading on the<br />

Electronic Frontier, Howard Rheingold argues that interactions in MUDs <strong>and</strong> other<br />

online chat rooms constitute meaningful human exchanges rather than mere play. As he<br />

writes:<br />

People in virtual communities use words on screens to exchange<br />

ple<strong>as</strong>antries <strong>and</strong> argue, engage in intellectual discourse, conduct<br />

commerce, exchange knowledge, share emotional support, make plans,<br />

brainstorm, gossip, feud, fall in love, find friends <strong>and</strong> lose them, play<br />

games, flirt, create a little high art <strong>and</strong> a lot if idle talk. People in virtual<br />

communities do just about everything people do in real life, but we leave<br />

our bodies behind. 28<br />

Rheingold's vision of cyberspace is not purely utopian, since he recognizes that where<br />

there are virtual friendships, there are likely to be virtual feuds. He defines virtual<br />

27<br />

"LambdaMOO House <strong>and</strong> Grounds," map, 10 April 2001 .<br />

28<br />

Howard Rheingold, The <strong>Virtual</strong> Community: Homesteading on the Electronic Frontier<br />

(Reading, MA: Addison-Wesley Publishing Company, 1993) 3.<br />

18


communities <strong>as</strong> "social aggregations that emerge from the Net when enough people<br />

carry on those public discussions long enough, with sufficient human feeling, to form<br />

webs of personal relationships in cyberspace." 29 The use of the word "homesteading" in<br />

the book's subtitle is fitting for Rheingold's description, then. The word means to<br />

establish a place where a family makes its home. Rheingold's work seeks to <strong>as</strong>sure<br />

those who are unfamiliar with the "electronic frontier" of the Internet that it can be<br />

tamed, just <strong>as</strong> the American West w<strong>as</strong> smoothed over <strong>and</strong> civilized 30 by the many<br />

families that settled in its harsh, open spaces.<br />

Other studies of interactions in these text-b<strong>as</strong>ed virtual worlds have found that<br />

not only are users in interactive environments expressive – but that they tend to be more<br />

expressive than in off-line communities. As Starr Roxanne Hiltz <strong>and</strong> Murray Turoff<br />

found:<br />

Users do seem to be less inhibited by conventions seen in everyday life.<br />

They can be seen to be both more intimate <strong>and</strong> more hostile with each<br />

other than would be socially acceptable in everyday life, particularly<br />

when considering that hostility or intimacy may be shown among users<br />

who are strangers to one another. 31<br />

One telling example of this expressiveness is the practice of "toading" in MUDs,<br />

in which participants who violate the rules of a virtual world are publicly humiliated. In<br />

29 Rheingold 5.<br />

30 This smoothing over w<strong>as</strong> done through violence, of course. I believe Rheingold is playing on<br />

the frontier mythology that painted the settling of the American West <strong>as</strong> a positive development, though<br />

that mythology is itself problematic.<br />

19


"toading," a wizard (<strong>as</strong> MUD designers are sometimes called) takes control of the<br />

offender's virtual character, changes its description to that of a toad or other monstrous<br />

figure, <strong>and</strong> then parades the toad around a public area to humiliate the virtual criminal.<br />

Elizabeth Reid sees such excessive expressions of punishment on MUDs <strong>as</strong> "a return to<br />

the medieval," <strong>and</strong> she argues that "the exercise of authority on MUDs h<strong>as</strong> revived the<br />

old practices of public shaming <strong>and</strong> torture." 32<br />

The theater of authority in virtual reality is one which dem<strong>and</strong>s <strong>and</strong><br />

facilitates a strongly dramaturgical element. All actions on MUDs must<br />

be overt, every nuance of experience must be manifestly represented for<br />

it to become part of the play, <strong>and</strong> so punishment must be flamboyant. 33<br />

So from their early days, it seems, virtual worlds have been marked by excess.<br />

Other scholars have argued that an emph<strong>as</strong>is on spectacle <strong>and</strong> excess h<strong>as</strong> also<br />

shaped representations of race in virtual environments. Lisa Nakamura, for instance,<br />

says that though users of text-b<strong>as</strong>ed virtual worlds often try to discourage explicit<br />

discussion of race, when race is depicted it often takes on highly stereotypical<br />

characterizations. For instance, some people attempt to "p<strong>as</strong>s" <strong>as</strong> members of another<br />

race – a race of which they may have very little knowledge or underst<strong>and</strong>ing. This<br />

practice, which she calls "racial tourism," leads to skewed depictions of racial identity<br />

on line:<br />

31 Elizabeth Reid, "Heirarchy <strong>and</strong> Power: Social Control in Cyberspace," Communities in<br />

Cyberspace Marc A. Smith <strong>and</strong> Peter Kollock, eds. (New York: Routledge, 1999) 112.<br />

32 Reid 118.<br />

33 Reid 118.<br />

20


Tourism is a particularly apt metaphor to describe the activity of racial<br />

identity appropriation, or "p<strong>as</strong>sing" in cyberspace. The activity of<br />

"surfing," (an activity already <strong>as</strong>sociated with tourism in the mind of<br />

most Americans) the Internet not only reinforces the idea that cyberspace<br />

is not only a place where travel <strong>and</strong> mobility are featured attractions, but<br />

also figures it <strong>as</strong> a form of travel which is inherently recreational, exotic,<br />

<strong>and</strong> exciting, like surfing. 34<br />

Many observers have complained that a major drawback of text-b<strong>as</strong>ed virtual<br />

environments is that they lack communication cues that people are accustomed to in<br />

face-to-face encounters. The lack of such cues seems to present an obstacle to the<br />

vision – set forth by Rheingold <strong>and</strong> others – that meaningful day-to-day social<br />

interactions can occur entirely on line. Users of text-b<strong>as</strong>ed environments have,<br />

however, developed ways to use text to simulate body language <strong>and</strong> other elements of<br />

face-to-face interactions. As Elizabeth Reid notes: "MUD environments are extremely<br />

culturally rich, <strong>and</strong> communication between MUD players is often highly emotionally<br />

charged. Although they cannot see, hear or touch one another, MUD players have<br />

developed ways to convey shades of expression that would usually be transmitted<br />

through these senses." 35 In many c<strong>as</strong>es, virtual body language in text-b<strong>as</strong>ed worlds h<strong>as</strong><br />

been used in an attempt to express emotion <strong>and</strong> to develop a sense of intimacy among<br />

34<br />

Lisa Nakamura, "Race In/For Cyberspace: Identity Tourism <strong>and</strong> Racial P<strong>as</strong>sing on the<br />

Internet" 10 December 2000.<br />

35<br />

Elizabeth Reid, "Cultural Formations in Text-B<strong>as</strong>ed <strong>Virtual</strong> Worlds," Elizabeth Reid Home<br />

Page, 10 April 2001 .<br />

21


participants. Some users in text-b<strong>as</strong>ed virtual worlds have complained that text h<strong>as</strong> its<br />

limits, however. In a study of an online lesbian chat room, Shelley Correll reports that:<br />

"One woman told me that if her relationship with Paula w<strong>as</strong> going to 'make it,' they<br />

would have to see each other. Another relayed the frustration of wanting to look into<br />

someone's eyes <strong>and</strong> seeing only the screen." 36<br />

3-D <strong>Virtual</strong> <strong>Environments</strong><br />

Computer programmers have been experimenting with 3-D online environments<br />

since at le<strong>as</strong>t 1994. Many of the earliest experiments in 3-D virtual communities arose<br />

out of work with text-b<strong>as</strong>ed environments. Because they are more visual in nature, 3-D<br />

virtual worlds are referred to <strong>as</strong> "virtual reality" more often than their text-b<strong>as</strong>ed<br />

predecessors. Some cl<strong>as</strong>sify 3-D virtual worlds <strong>as</strong> "desktop virtual reality," because<br />

they can operate on consumer-grade computers without bulky head-mounted displays.<br />

Some proponents of 3-D virtual worlds have gone out of their way to distance their<br />

projects from popular notions of virtual reality, however. Bruce Damer says:<br />

In truth, these virtual worlds are not trying to be immersive, in fact, the<br />

graphics matter less than the quality of the communication between<br />

people. Embodiment of a person online comes through dialogue, with the<br />

scenery <strong>and</strong> dress taking second place. And, there is nothing "virtual"<br />

about the "reality" of people's interactions <strong>and</strong> lives in these worlds,<br />

36<br />

Shelley Correll, "The Ethnography of an Electronic Bar: The Lesbian Cafe." Journal of<br />

Contemporary Ethnography 24.3 (October 1995): 270-298.<br />

22


where they meet people <strong>and</strong> experience events that touch them <strong>as</strong> deeply<br />

<strong>as</strong> anything in "RL." 37<br />

Cybertown is one of the longest continuously-running 3-D virtual environments.<br />

The environment begun in 1995 <strong>as</strong> a series of text-b<strong>as</strong>ed chat rooms on the Web. In<br />

1998, Cybertown w<strong>as</strong> purch<strong>as</strong>ed by Blaxxun Interactive, a company that designs 3-D<br />

software, <strong>and</strong> the company merged Cybertown with its 3-D community, which w<strong>as</strong><br />

called Colony City. 38 The 3-D version of Cybertown uses a technical st<strong>and</strong>ard called<br />

<strong>Virtual</strong> Reality Markup Language, or VRML. This st<strong>and</strong>ard is intended to provide an<br />

open format that any company can use to develop compatible 3-D digtial<br />

representations.<br />

Other 3-D virtual worlds include ActiveWorlds, OnlineTraveler, <strong>and</strong><br />

WorldsAway. 39 While these companies have had limited commercial success, recent<br />

advancements in computer hardware <strong>and</strong> the growth of broadb<strong>and</strong> networking services<br />

have led to renewed interest in building 3-D virtual worlds, <strong>as</strong> evidenced by a recent<br />

article in The New York Times that proclaimed that "3-D is popping up all over." 40<br />

In fact, many large companies are now working to bring 3-D social<br />

environments to the Internet. Microsoft’s research division operates a "Social<br />

Computing Group" that h<strong>as</strong> created several prototypes of 3-D virtual community<br />

37 Bruce Damer, "A History <strong>and</strong> Manifesto on <strong>Virtual</strong> Worlds <strong>and</strong> a Vision for its Future," 10<br />

April 2001 .<br />

38 "Colony City <strong>and</strong> Cybertown Now a Single <strong>Virtual</strong> Community," Blaxxun Interactive press<br />

rele<strong>as</strong>e, Blaxxun Interactive Web Site. 6 April 1999, 15 April 2001<br />

.<br />

39 Damer Avatars 271.<br />

23


software, including V-Chat, Comic Chat, <strong>and</strong> a new <strong>Virtual</strong> Worlds Platform. 41 And<br />

Sony runs a "<strong>Virtual</strong> Society" project that is developing 3-D community software called<br />

Community Place. 42 Macromedia, the maker of Shockwave, is working with Intel to<br />

develop similar software. And Adobe Systems, producers of the popular Photoshop<br />

software, rele<strong>as</strong>ed a beta version in 2001 of interactive 3-D software called Atmosphere.<br />

Proponents of the 3-D technology frequently argue that the primary benefit of 3-<br />

D graphics is to simulate communication cues from face-to-face interactions that are<br />

missing in text-b<strong>as</strong>ed environments. As Hannes Vilhjalmsson, a researcher at the<br />

M.I.T. Media Lab, h<strong>as</strong> argued: "It's the premise of having an actual face-to-face<br />

encounter online that holds the strongest lure." 43 A related field of research, known <strong>as</strong><br />

emotive computing, h<strong>as</strong> focused on better expressing <strong>and</strong> evoking emotion via<br />

computer interfaces. 44<br />

<strong>Virtual</strong> Community<br />

Many scholars who have looked at social MUDs have attempted to discover<br />

whether they constitute true communities. 45 As such, these theorists often focus on<br />

40<br />

Matthew Mirapaul, "3-D Space <strong>as</strong> New Frontier," New York Times on the Web 5 Oct. 2000,<br />

10 March 2001 .<br />

41<br />

Microsoft Research Social Computer Group Web site, 10 April 2001<br />

.<br />

42<br />

Sony <strong>Virtual</strong> Society Web Site, 10 April 2001.<br />

43<br />

"Using 3-D Graphics in Online Communities," online panel discussion, MediaMOO, 2000, 10<br />

April 2001 .<br />

44<br />

For an overview of emotive computing, see: Rosalind W. Picard, Affective Computing<br />

(Cambridge, MA: The M.I.T. Press, 1997).<br />

45<br />

For an enthusi<strong>as</strong>tic look at the possibility of online community, see Rheingold. For a broader<br />

range of views, see Marc A. Smith <strong>and</strong> Peter Kollock, eds. Communities in Cyberspace (New York:<br />

Routledge, 1999).<br />

24


examining social networks created in virtual environments. Though studies of<br />

community have led to important observations about the nature of online<br />

communication <strong>and</strong> its potential for collective action, 46 this thesis will not attempt to<br />

determine whether Cybertown constitutes a community in the technical sense of the<br />

term. Instead, I consider 3-D spaces <strong>as</strong> jointly constructed narratives, <strong>and</strong> I examine<br />

how images <strong>and</strong> text function within this narrative context. This view is consistent with<br />

the work of Steven G. Jones, who argues that the Internet <strong>as</strong> a whole is "an imagined<br />

<strong>and</strong> imaginary space, <strong>and</strong> thus is a narrative both because it is an area of discursive<br />

interaction <strong>and</strong> because it contends, often very successfully, for our imagination." 47<br />

Similarly, Janet Murray calls text-b<strong>as</strong>ed <strong>and</strong> 3-D environments "participatory<br />

narrative." 48 Like Murray, I view users of 3-D environments <strong>as</strong> "interactors," which she<br />

distinguishes from either the relatively powerless readers of a novel or the ultra-<br />

powerful authors who create literary realms. As she puts it: "The interactor can<br />

experience one of the most exciting <strong>as</strong>pects of artistic creation – the thrill of exerting<br />

power over enticing <strong>and</strong> pl<strong>as</strong>tic materials. This is not authorship but agency." 49 Jerome<br />

McDonough attributes a similar agency to participants in a 3-D environment that he<br />

studied (whose name he changed to CyberVerse in his text to protect the identities of<br />

46<br />

One good example is Nessim Watson, "Why We Argue About <strong>Virtual</strong> Community: A C<strong>as</strong>e<br />

Study of the Phish.Net Fan Community," <strong>Virtual</strong> Culture: Identity & Communication in Cybersociety ed.<br />

Steven G. Jones (London, Thous<strong>and</strong> Oaks <strong>and</strong> New Delhi: SAGE Publications, 1998).<br />

47<br />

Steven G. Jones, "The Internet <strong>and</strong> its Social L<strong>and</strong>scape," <strong>Virtual</strong> Culture: Identity &<br />

Communication in Cybersociety ed. Steven G. Jones (London, Thous<strong>and</strong> Oaks <strong>and</strong> New Delhi: SAGE<br />

Publications, 1998) 15.<br />

48<br />

Janet H. Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace (New York:<br />

The Free Press, 1997) 103.<br />

49<br />

Murray 153.<br />

25


his subjects): "In many ways, CyberVerse is most accurately characterized not <strong>as</strong> a<br />

virtual location, but <strong>as</strong> a discourse in which designers <strong>and</strong> users vie for power <strong>and</strong><br />

control over users’ behavior, including users’ identity performances." 50 Here,<br />

McDonough calls attention to the heightened importance of a graphical interface's<br />

designers in constructing the overall experience of a 3-D environment: "When<br />

technology determines your ability to exist, those who control that technology wield the<br />

ultimate political power." 51 One re<strong>as</strong>on for this power dynamic is that it is<br />

technologically more difficult in 3-D spaces than it is in text-b<strong>as</strong>ed worlds for most<br />

users to create their own avatars or design new spaces from scratch. McDonough also<br />

found that users <strong>and</strong> designers do not always agree about how a virtual world's narrative<br />

should play out.<br />

The Influence of Film<br />

Several media theorists argue that 3-D computer spaces attempt to mimic<br />

cinematic space. Mark Wolf, for instance, says that: "Most games representing their<br />

diegetic space <strong>as</strong> an interactive three-dimensional environment follow, to some degree,<br />

the precedent set by the space represented in the cl<strong>as</strong>sical Hollywood film." 52<br />

Interactors in 3-D environments act <strong>as</strong> virtual camera operators, controlling a lens that is<br />

placed in the visual environment. Many 3-D environments allow users to shift among<br />

50<br />

McDonough.<br />

51<br />

McDonough.<br />

52<br />

Mark J. P. Wolf, "Inventing Space: Toward a Taxonomy of On- <strong>and</strong> Off-Screen Space in<br />

Video Games," Film Quarterly 51.1 (Fall 1997): 20.<br />

26


two or more camera positions. The default is generally a first-person mode, in which<br />

the virtual camera is roughly at the eye level of the user's avatar. Another common<br />

choice of virtual camera position is third-person mode, which places the camera above<br />

<strong>and</strong> behind the avatar, so the user can see his or her own gestures <strong>as</strong> well <strong>as</strong> those of<br />

other characters. Movement in these environments can then be seen <strong>as</strong> a series of pans,<br />

tilts, tracks, <strong>and</strong> dollies of the camera through virtual space. 53 Though some virtual<br />

worlds claim to transport the user's physical body to the virtual space depicted on the<br />

screen, it would be more accurate to say that 3-D environments position users <strong>as</strong><br />

directors of a film-like narrative in which they also control the action of one of the<br />

characters.<br />

By constructing their narrative worlds <strong>as</strong> if through the lens of a camera, 3-D<br />

virtual environments place a strong (perhaps disproportionate) emph<strong>as</strong>is on spectacle.<br />

In some ways, virtual worlds can be seen <strong>as</strong> invoking what Lynn Kirby calls a<br />

"spectacle-oriented 'touristic consciousness.'" 54 Since the birth of tourism, travel h<strong>as</strong><br />

often involved bringing a camera along to capture highlights of the trip. "For the first<br />

time in history, large numbers of people regularly travel out of their habitual<br />

environments for short periods of time. It seems positively unnatural to travel for<br />

ple<strong>as</strong>ure without taking a camera along." 55 Visitors to virtual environments are both<br />

tourists to a strange new space <strong>and</strong> virtual camera-toters. Because these visitors can<br />

53 Wolf 20.<br />

54 Wolf 42-3.<br />

55 Susan Sontag, quoted in Lynne Kirby, Parallel Tracks: The Railroad <strong>and</strong> Silent Cinema.<br />

(Durham: Duke University Press, 1997) 39.<br />

27


point their camer<strong>as</strong> nearly anywhere they desire within the simulated space, they might<br />

be constantly on the lookout for interesting details in the l<strong>and</strong>scape. As Wolf points<br />

out, the fact that a participant in a 3-D video game can look anywhere makes the<br />

particular details in the scenery even more important than the details in the diegetic<br />

spaces of film or television. 56<br />

The <strong>Melodrama</strong>tic Imagination<br />

In many ways, the move to add body language to cyberspace bears important<br />

similarities to the narrative strategies of a film genre generally <strong>as</strong>sociated with female<br />

spectatorship – that of the melodrama, or, <strong>as</strong> it is sometimes called, "the woman's film."<br />

Though melodrama technically refers to a dramatic narrative set to music, 57 Thom<strong>as</strong><br />

Elsaesser <strong>and</strong> other film theorists define the genre differently, arguing that spatial <strong>and</strong><br />

visual elements – such <strong>as</strong> the exaggerated use of gesture <strong>and</strong> mise-en-scene – are <strong>as</strong><br />

essential <strong>as</strong> music to the functioning of the genre. Elsaesser describes melodrama <strong>as</strong> a<br />

"system of punctuation, giving expressive colour <strong>and</strong> chromatic contr<strong>as</strong>t to the<br />

storyline, by orchestrating the emotional ups <strong>and</strong> downs of the intrigue." 58 He argues<br />

that melodrama is not only characterized by a female point of view <strong>and</strong> certain thematic<br />

56 Wolf 12.<br />

57 Thom<strong>as</strong> Elsaesser, "Tales of Sound <strong>and</strong> Fury: Observations on the Family <strong>Melodrama</strong>"<br />

Imitations of Life: A Reader on Film & Television <strong>Melodrama</strong> ed. Marcia L<strong>and</strong>y (Detroit: Wayne State<br />

University Press, 1991) 74.<br />

58 Elsaesser 74.<br />

28


concerns, but also by a strategy of "style-<strong>as</strong>-meaning" that is sometimes put to<br />

sophisticated use. 59<br />

In forging this description, Elsaesser points to the historical origins of film<br />

melodrama – which date back to the silent film era when directors needed to find<br />

strategies of representation that could compensate for the absence of spoken dialogue. 60<br />

These silent-film directors, Elsaesser argues, succeeded in using the visual plane – by<br />

way of "lighting, staging, decor, acting, close-up, montage, <strong>and</strong> camera movement" – to<br />

convey emotion <strong>and</strong> to draw viewers into the narrative world. 61<br />

Gestures in film melodrama are marked by excess. A girl who is embarr<strong>as</strong>sed<br />

by her mother does not simply look away, she runs from the soda shop while grabbing<br />

her hair, <strong>as</strong> Laurel (Anne Shirley) does in Stella Dall<strong>as</strong> (1937). A rich traveler doesn't<br />

simply walk through a hotel lobby, he struts in with his fisted h<strong>and</strong>s by his side, <strong>and</strong><br />

pauses dramatically with an intense look on his face, <strong>as</strong> Maxim de Winter (Laurence<br />

Olivier) does in Rebecca (1940). As Mary Ann Doane notes, "The term 'melodramatic'<br />

in colloquial language connotes excess, the artifice of theatricality." 62<br />

Though such excessive theatricality h<strong>as</strong> led some critics to dismiss the genre <strong>as</strong><br />

artistically shallow, other film theorists point out that such excess opens up possibilities<br />

for readings of melodramatic film elements <strong>as</strong> more than straightforward<br />

communications of petty emotional scenarios.<br />

59 Elsaesser 77.<br />

60 Elsaesser 75.<br />

61 Elsaesser 75.<br />

29


In a discussion of literary melodrama, Peter Brooks argues that these excessive<br />

gestures are hyperbolic because they are metaphoric – <strong>and</strong> thus can be viewed <strong>as</strong> an<br />

attempt to represent a deeper level of meaning in human relations that he calls the<br />

"moral occult." 63 As Brooks notes: "Things ce<strong>as</strong>e to be merely themselves, gestures<br />

ce<strong>as</strong>e to be merely tokens of social intercourse whose meaning is <strong>as</strong>signed by a social<br />

code; they become the vehicles of metaphors whose tenor suggests another kind of<br />

reality." 64 Brooks suggests that it is possible in melodram<strong>as</strong> to be more "true" to the<br />

essence of human interaction than the actual encounter might be if it merely played out<br />

in a more traditionally realist drama. 65<br />

Jumping off from the work of Brooks, Doane argues that the metaphoric, visual<br />

language of film melodrama attempts to invoke a kind of spiritual or emotional pre-<br />

language. "In this group of films, little is left to language. The texts, in fact, exhibit a<br />

distrust of language, locating the fullness of meaning elsewhere." 66<br />

To emph<strong>as</strong>ize her point, Doane looks to the 1937 film version of Stella Dall<strong>as</strong>,<br />

which offers another instance of a woman decoding a hidden truth of a social situation<br />

through body language. In the film, Stella is a lower-cl<strong>as</strong>s woman who h<strong>as</strong> married a<br />

wealthy man named Steven Dall<strong>as</strong>. Stella soon finds that she cannot (or will not) live<br />

up to the t<strong>as</strong>ks of the proper, sophisticated wife her husb<strong>and</strong> dem<strong>and</strong>s. She talks loud,<br />

62 Mary Ann Doane, "The Moving Image: Pathos <strong>and</strong> the Maternal" Imitations of Life: A Reader<br />

on Film & Television <strong>Melodrama</strong> ed. Marcia L<strong>and</strong>y (Detroit: Wayne State University Press, 1991) 284.<br />

63 Peter Brooks, "The <strong>Melodrama</strong>tic Imagination" Imitations of Life: A Reader on Film &<br />

Television <strong>Melodrama</strong> ed. Marcia L<strong>and</strong>y (Detroit: Wayne State University Press, 1991) 53.<br />

64 Brooks 56.<br />

65 Brooks 56.<br />

66 Doane 295.<br />

30


dresses louder, <strong>and</strong> h<strong>as</strong> no interest in the stiff, reserved role that Steven insists his wife<br />

play. Early in the marriage, Stella separates from her husb<strong>and</strong>, <strong>and</strong> clings instead to her<br />

daughter, Laurel – <strong>and</strong> to her role <strong>as</strong> a nurturing mother – <strong>as</strong> the site of her ple<strong>as</strong>ure <strong>and</strong><br />

happiness, <strong>and</strong> Laurel grows up to be a bright, successful teenager. Just <strong>as</strong> Stella settles<br />

into her role <strong>as</strong> a single mother, however, she becomes aware of her deficiencies in<br />

providing Laurel with the kind of upper-cl<strong>as</strong>s environment that the daughter desires. In<br />

one of the most heart-wrenching scenes in the film, Stella pays an unexpected visit to<br />

the apartment of Helen Morrison, a well-to-do widow who h<strong>as</strong> won Stella's husb<strong>and</strong>'s<br />

affections <strong>and</strong> her daughter's respect, in order to offer to grant her husb<strong>and</strong> a divorce<br />

<strong>and</strong> to give over her only daughter to Helen <strong>and</strong> Steven so that Laurel can inhabit a<br />

'proper' domestic environment.<br />

Helen sits down <strong>and</strong> offers a seat on the couch to Stella, who sits awkwardly on<br />

a chair instead, wearing a fur coat that she refuses to remove. A medium shot<br />

foregrounds the two seated women <strong>as</strong> they talk, revealing details of the stately room,<br />

including a window <strong>and</strong> a drapery in the background. Stella pulls her chair closer to the<br />

couch, saying, "If you <strong>and</strong> Steven did get married, well, what about Laurel, would you<br />

take her too?" Helen leans over to put her h<strong>and</strong> on Stella's h<strong>and</strong>, <strong>and</strong> tries to re<strong>as</strong>sure<br />

her that she h<strong>as</strong> no plans to steal away her daughter. Seeing that her point is not getting<br />

across, Stella moves onto the couch to join Helen <strong>and</strong> starts again. "Yeah, but if a<br />

mother didn't want her ... if she couldn't very well have her…" Helen looks down, <strong>as</strong> if<br />

she cannot bear to look at Stella's pained face now that she underst<strong>and</strong>s Stella's<br />

intention to sacrifice her own happiness for the sake of her daughter's happiness.<br />

31


Stella, meanwhile, stares off into the distance, seemingly to contemplate the best<br />

way to make her point. "From now on, there's lots of things that Lolly ought to begin<br />

having," Stella tells Helen, nearly in tears. "I feel I've done about all I can for her."<br />

Here, Stella fiddles nervously with her h<strong>and</strong>kerchief – a gesture she repeats in the final<br />

scene of the film, when she st<strong>and</strong>s outside this apartment watching her daughter's<br />

wedding through the window (perhaps the window in the background of this shot).<br />

"You're the kind of mother that any girl would be proud of," Stella concludes. Helen<br />

leans in <strong>and</strong> touches Stella's arm in motherly sympathy. Helen's response indicates that<br />

she h<strong>as</strong> seen through Stella's story, <strong>and</strong> that she underst<strong>and</strong>s Stella's true intentions. "I<br />

didn't know anyone could be so unselfish," she says quietly. Though this is the first<br />

time Helen h<strong>as</strong> met Stella, she is able to quickly discern Stella's thoughts <strong>and</strong> feelings.<br />

Doane notes that in this scene, the two women move closer <strong>and</strong> closer together<br />

in the frame <strong>as</strong> Helen's underst<strong>and</strong>ing incre<strong>as</strong>es, <strong>as</strong> a way of signifying her empathy<br />

with Stella. "The communication between them is almost instantaneous <strong>and</strong> eschews<br />

linguistic foundation." 67 The gestures of both women are excessive, <strong>and</strong> by the end of<br />

the scene, the two women are practically in each other's arms. Through her excess,<br />

however, Stella communicates her true intentions <strong>and</strong> wins the empathy of Helen. And<br />

more importantly, Doane argues, Stella activates a fundamental contradiction in the<br />

social <strong>and</strong> psychic roles of motherhood. Mothers <strong>and</strong> children (particularly daughters)<br />

share a bond characterized at once by an absolute closeness <strong>and</strong> a forced distance – a<br />

tension whose inner violence rises to the surface in the women's performances. The<br />

32


hyperbolic performances might also win the empathy of audience members – some of<br />

whom might even be brought to tears.<br />

The genre of melodrama not only depicts emotions, but it often causes viewers<br />

to become so emotional that they themselves burst into tears – which is why<br />

melodram<strong>as</strong> are also know <strong>as</strong> tearjerkers (such <strong>as</strong> in the situation with Stella noted<br />

above). If the film genre of the Western privileges aggressive physical violence, Doane<br />

argues, the violence of melodrama is "displaced onto affect" to such an excessive<br />

degree that the viewer actually cries. The use of pathos – where a display of emotion by<br />

a character arouses feelings in the viewer – can be seen <strong>as</strong> a strategy for reducing the<br />

distance between characters <strong>and</strong> spectators, drawing the audience into the narrative<br />

world. As Elsaesser argues, this desire to evoke the emotions of viewers involves them<br />

in the fictional world. "Such archetypal melodramatic situations activate very strongly<br />

the audience's participation, for there is desire to make up for the emotional deficiency,<br />

to impart the different awareness, which in other genres is systematically frustrated to<br />

produce suspense." 68<br />

Any such narrative device that encourages immersion – by allowing viewers to<br />

experience "make-believe <strong>and</strong> emotional participation in the events" 69 st<strong>and</strong>s in<br />

dialectic opposition to meta-narrative devices that attempt to reinforce viewers' distance<br />

<strong>and</strong> critical evaluation of the textual world presented. As Marie-Laure Ryan observes,<br />

67 Doane 289.<br />

68 Elsaesser 88.<br />

69 Marie-Laure Ryan, "Allegories of Immersion: <strong>Virtual</strong> Narration in Postmodern Fiction." Style.<br />

(Summer 1995) 283.<br />

33


postmodern critics shun immersive texts – an attitude that helps account for the low<br />

status often <strong>as</strong>signed to melodramatic narratives. As Ryan notes:<br />

Immersion is viewed <strong>as</strong> a shameful ple<strong>as</strong>ure, <strong>and</strong> <strong>as</strong> a threat to mental<br />

health. The postmodern contempt for immersion is compounded by the<br />

phenomenon's resistance to theorization: a text regarded <strong>as</strong> a system of<br />

signs can be endlessly deconstructed <strong>and</strong> put back together again in a<br />

different configuration, but what can be said about immersion in textual<br />

worlds except that it takes place? 70<br />

<strong>Melodrama</strong>tic cinema offers the answer to Ryan's question – promising a<br />

narrative world that is both immersive <strong>and</strong> also comprised of complex signs ripe for<br />

deconstruction. The excessive visual gesture signal the internal violence of characters<br />

in melodramatic films, <strong>and</strong> point to broader societal struggles than are immediately<br />

evident in the often closed-in narrative worlds of melodrama.<br />

A New Kind of Space<br />

Though virtual environments largely attempt to mimic conventions of cinema,<br />

many scholars note that digital-constructed space is fundamentally different than the<br />

physical space of everyday human interaction or even than the Hollywood sets where<br />

cinematic representations are staged. For one thing, electronic "space" is entirely<br />

constructed, with no direct grounding to a physical object or model. From a<br />

technological st<strong>and</strong>point, each screen in a virtual world is not a unified entity, but a<br />

34


picture that is generated "on-the-fly" by combining objects from a datab<strong>as</strong>e using rules<br />

of the programming code. As Lev Manovich h<strong>as</strong> observed:<br />

A VRML file which describes a 3D scene is a list of separate objects<br />

which may exist anywhere on the Internet, each created by a different<br />

person or a different program. The objects have no connection to each<br />

other. And, since any user can add or delete objects, no one may even<br />

know the complete structure of the scene. 71<br />

Since everything is an object constructed from the same computer code<br />

(fundamentally, ones <strong>and</strong> zeros), there is little to distinguish a user's body from that of<br />

an inanimate object in the environment. "Since bodies are virtual <strong>and</strong> readily<br />

dismemberable, there is in fact no clear distinction between body parts <strong>and</strong> props <strong>and</strong><br />

costumes; here, your head is just a prop!" 72 Though a user's avatar (or, <strong>as</strong> h<strong>as</strong> been<br />

noted, the avatar's camera) does serve to organize the construction of space for any<br />

given user, this does not guarantee that the space will be consistent for other users, even<br />

if they occupy the same virtual room. Put simply, 3-D environments are rendered on<br />

the local machines of users, rather than being inherently present on a central computer<br />

(except, perhaps, in the piecemeal form of the datab<strong>as</strong>e).<br />

codes.<br />

Technically, there is no shared space in these environments, but only shared<br />

70 Ryan 283.<br />

71 Lev Manovich, "The Aesthetics of <strong>Virtual</strong> Worlds: Report from Los Angeles," Manovich.net<br />

Home Page. 1996, 10 December 2000 .<br />

35


In How We Became Posthuman, N. Katherine Hayles describes this distinction<br />

<strong>as</strong> one of pattern versus presence. 73 Unlike physical presence, embodiment in a virtual<br />

world (through the use of avatars) can take place only when the physical body is<br />

somehow reduced to a pattern, or data. Referring to the vision of cyberspace in<br />

Gibson's novels, Hayles says pattern poses an "implicit challenge to physicality.<br />

Pattern tends to overwhelm presence, leading to a construction of immateriality that<br />

depends not on spirituality or even consciousness but only on information." 74 Pattern is<br />

overwhelming, Hayles argues, because plugging into a sensory-immersive data-space<br />

forces human users to (at le<strong>as</strong>t temporarily) neglect their physical bodies <strong>and</strong> their<br />

physical surroundings.<br />

Cyberspace presents not space, but a simulation of space – or, <strong>as</strong> Jean<br />

Baudrillard says, a more-real-than-real simulation of the physical world that can be<br />

called the hyperreal. 75 Though this hyperreal space is often imagined <strong>as</strong> a frontier – <strong>as</strong> a<br />

boundless expanse – some postmodern critics note that the Internet in fact presents a<br />

space that is radically flat. Baudrillard describes screen space <strong>as</strong> a 'superficial abyss,'<br />

<strong>and</strong> argues that screen space is depthless even though its virtual space is infinite. If this<br />

view is correct, the abstract, patterned space of 3-D environments breeds spectacular<br />

displays out of a desire to overcome its fundamental existence <strong>as</strong> a hollow<br />

72 William J. Mitchell, "Replacing Place" The Digital Dialectic: New Essays on New Media ed.<br />

Peter Lunenfeld (Cambridge, MA: The MIT Press, 1999) 117.<br />

73 N. Katherine Hayles, How We Became Posthuman: <strong>Virtual</strong> Bodies in Cybernetics, Literature,<br />

<strong>and</strong> Informatics (Chicago <strong>and</strong> London: The University of Chicago Press, 1999) 36.<br />

74 Hayles 35.<br />

75 Mark Nunes, "Jean Baudrillard in Cyberspace: Internet, <strong>Virtual</strong>ity, <strong>and</strong> Postmodernity. Style.<br />

(Summer 1995) 317.<br />

36


epresentation on a flat screen. Following on the work of Baudrillard, Mark Nunes says<br />

the simulated space of virtual worlds are – by their technological definition – already-<br />

charted environments with no hope of new discovery:<br />

Internet h<strong>as</strong> no frontier because its territory h<strong>as</strong> already been<br />

comprehensively mapped: the connections between nodes precede the<br />

attempt to explore this terrain, meaning that every 'journey' in cyberspace<br />

is a repetition <strong>and</strong> a retracing of steps. Internet h<strong>as</strong> no provision for<br />

'undiscovered country,' but h<strong>as</strong> only the simulation of such like a planned<br />

tre<strong>as</strong>ure hunt. 76<br />

Michael Heim, comes to a similar conclusion, <strong>and</strong> further argues that cyberspace's lack<br />

of a true frontier can make experiences in virtual worlds emotionally unsatisfying.<br />

Remove the hidden recesses, the lure of the unknown, <strong>and</strong> you also<br />

destroy the source of yearning. Set up a synthetic reality, place yourself<br />

in a computer-simulated environment, <strong>and</strong> you undermine the human<br />

craving to penetrate what radically eludes you, what is novel <strong>and</strong><br />

unpredictable. 77<br />

Margaret Wertheim argues that Americans' f<strong>as</strong>cination with cyberspace is a<br />

symptom of a changing popular notion of how space is conceptualized. In The Pearly<br />

Gates of Cyberspace, she tackles the question of why Westerners are so drawn to virtual<br />

reality <strong>and</strong> the Internet. She identifies a historical shift away from the notion of space<br />

76 Nunes 318.<br />

37


<strong>as</strong> it w<strong>as</strong> understood in Dante's era, when notions of a divine (non-visual) mode of<br />

existence presented alternatives to the visual realm of Earthly life. Now, she argues,<br />

space h<strong>as</strong> become the supreme way to organize the narrative of the universe: "One way<br />

of underst<strong>and</strong>ing this new digital domain is <strong>as</strong> an attempt to construct a technological<br />

substitute for the Christian space of Heaven." 78 Psychologist Jeri Fink argues that<br />

cyberspace represents an attempt to avoid the afterlife altogether through gaining a kind<br />

of immortality:<br />

<strong>Virtual</strong> reality is an adaptive mechanism to promote survival of the<br />

human species. Consider this: in virtual reality we shed our bodies – we<br />

become part of an environment where we experience the illusion that<br />

biology does not count. And if we're not biological creatures, we don't<br />

have to follow the essential rule of biology: to live is to die. Perhaps<br />

cyberspace is the best example of our need to deny death. ... Everyone is<br />

immortal in cyberspace because mortality – death – does not exist. 79<br />

Can melodramatic film theory offer not only a reading of Cybertown's<br />

representations, but also provide a better underst<strong>and</strong>ing of why people attempt to build<br />

<strong>and</strong> inhabit visual imitations of life?<br />

77<br />

Michael Heim, The Metaphysics of <strong>Virtual</strong> Reality (New York <strong>and</strong> Oxford: Oxford University<br />

Press, 1993) 104.<br />

78<br />

Margaret Wertheim, The Pearly Gates of Cyberspace: A History of Space From Dante to the<br />

Internet New York: W.W. Norton & Company, 1999) 18.<br />

79<br />

Jeri Fink, Cyberseduction: Reality in the Age of Psychotechnology. (Amherst, NY:<br />

Prometheus Books, 1999) 87.<br />

38


THE SETTING AND MISE EN SCENE OF CYBERTOWN<br />

Dateline Cybertown, March 10, 2001, Angel's House 80<br />

"there i think that it looks good there," said a 19-year-old woman I will call<br />

Angel, <strong>as</strong> she placed a Japanese Shoji screen in her bedroom, between her four-poster<br />

bed <strong>and</strong> her dresser. There were dozens of objects in her cozy room in her five-room<br />

home. Some decorations, such <strong>as</strong> a waterfall in the backyard, had sentimental value for<br />

Angel, since friends had given them to her.<br />

screen.<br />

"there now this all feels like home," she added, <strong>as</strong> she finished setting up the<br />

Technically, of course, this home w<strong>as</strong> nothing but a series of 3-D images<br />

appearing on personal computers connected via the Internet. By manipulating the 3-D<br />

images on the screen with her mouse, Angel rotated them <strong>and</strong> moved them precisely<br />

where she wanted them.<br />

scene.<br />

"Too bad my actual home isn't this nice:)," I said, <strong>as</strong> I looked at the bedroom<br />

"I know. Ditto," she replied.<br />

An Alluring Invitation<br />

When users sign up for a free membership to Cybertown (for which they must<br />

provide an e-mail address <strong>and</strong> demographic information about themselves), they are<br />

80 Author's Cybertown Chat Log, Cybertown: Angel's House, 10 Mar. 2001.<br />

39


told that they are not just logging on to a series of 3-D chat rooms, but that they are<br />

immigrating to a town. And it is not just any town, but a "a futuristic, immersive<br />

society accessible via the Internet," according to introductory materials on Cybertown's<br />

World Wide Web site. 81 Cybertown citizens are even encouraged to believe that they<br />

are traveling in time <strong>as</strong> well <strong>as</strong> over international data wires. The year inside the town,<br />

according to a note that appears at the top left corner of Cybertown's home page, is<br />

2089 (<strong>and</strong> the time advances each calendar year of the environment's operation). The<br />

environment's motto – also prominently posted on the home page – is "civilization for<br />

the virtual age" – <strong>and</strong> fl<strong>as</strong>hing text on the page promises "<strong>Virtual</strong> Homes, Pets, Roles,<br />

And More!"<br />

So the environment is not presented <strong>as</strong> a straightforward chat room or<br />

"community," but <strong>as</strong> a fictional space where users <strong>and</strong> designers craft a narrative in<br />

words <strong>and</strong> images. In many ways, the home page serves <strong>as</strong> the introduction to the<br />

narrative theme of Cybertown. The Web page is dominated by a stylized drawing of a<br />

bustling future city, with spaceships buzzing overhead <strong>and</strong> floodlights crisscrossing the<br />

l<strong>and</strong>scape. (See Figure 1.) In the foreground of the image st<strong>and</strong>s a female cyborg. This<br />

female character, named Mina, faces viewers, holding her right h<strong>and</strong> in the air in a<br />

come-hither gesture <strong>and</strong> her other h<strong>and</strong> pointing to the city in the distance. She wears a<br />

skin-tight leotard <strong>and</strong> hip boots, <strong>and</strong> she seems to have one or more computers attached<br />

to her face <strong>and</strong> shoulders. She also wears some type of wireless telephone headset,<br />

81<br />

"Cybertown Information: What is Cybertown?" Cybertown Web Site, 10 April 2001<br />

.<br />

40


making her overall appearance seem like a cross between a telemarketer <strong>and</strong> Lara Croft,<br />

the buxom star of the Tomb Raider video games. The word "Guide" is stamped on<br />

Mina's costume just above her sizable bre<strong>as</strong>ts. 82<br />

What are users to make of this invitation? The narrative of Cybertown <strong>as</strong><br />

depicted in this image seems to promise a fant<strong>as</strong>y of a futuristic world filled with<br />

attractive <strong>and</strong> friendly people (especially women) who are eager to communicate with<br />

you (that is, the user viewing the page). Mina addresses users directly with her gaze<br />

<strong>and</strong> gesture – emph<strong>as</strong>izing the kind of intimate relationship that Cybertown appears to<br />

promise. This image also suggests that, with the help of such a friendly guide, users<br />

will find a place for themselves – a "role" – in a larger fictional "civilization." Users<br />

who click on the link to "Log In/Join" are told that the act of clicking will "transport<br />

you into the Cybertown Plaza" – <strong>and</strong> thus into the heart of this fictional world.<br />

In their roles <strong>as</strong> "citizens," Cybertown users are encouraged to participate<br />

actively in maintaining the city narrative – <strong>and</strong> the social order – of the environment, by<br />

performing activities such <strong>as</strong> enforcing the rules of the city's "constitution" 83 <strong>and</strong><br />

greeting <strong>and</strong> helping new immigrants. Citizens are automatically granted virtual<br />

property in their choice of the city's themed neighborhoods, which are arranged in eight<br />

"colonies." New participants are also automatically given enough virtual money –<br />

82<br />

The character Mina recurs once users enter the City Plaza. Her image appears on virtual<br />

billboards, along with the slogan, "I'm Mina - Click me <strong>and</strong> be a part of the future!" Mina even roams the<br />

plaza 24-hours-a-day <strong>as</strong> an artificially intelligent avatar giving tips to citizens about how to use the<br />

interface.<br />

83<br />

"The Cybertown Constitution," Cybertown Web Site, 10 April 2001<br />

. These rules appear to have been set<br />

up by the owners of Cybertown without any kind of democratic process.<br />

41


called "community credits" or "CityC<strong>as</strong>h" 84 – to buy a modest virtual house for their<br />

virtual property. In fact, setting up a home is essential to full participation in<br />

Cybertown, because it is the only place within the interface that a user can exchange<br />

<strong>as</strong>ynchronous e-mail messages with other participants.<br />

Every participant is also encouraged to take on one or more jobs, such <strong>as</strong> leader<br />

or deputy of their block or neighborhood, or owner or <strong>as</strong>sistant at a virtual club (which<br />

is simply a meeting place where people with common interests can gather). Each job<br />

pays a salary in CityC<strong>as</strong>h, <strong>and</strong> the money can be used to buy virtual objects or bigger<br />

houses. My first job w<strong>as</strong> <strong>as</strong> an <strong>as</strong>sistant for a club, which is a kind of entry-level<br />

position that mainly entails recruiting new club members <strong>and</strong> promoting any activities<br />

that the club sponsors (such <strong>as</strong> virtual parties <strong>and</strong> trivia contests). Other jobs are more<br />

specialized, however. For instance, the town's daily newspaper, called the Cybertown<br />

<strong>Virtual</strong> News (<strong>and</strong> which is managed by the company that runs the environment), hires<br />

citizens to write articles in exchange for a virtual salary. And at le<strong>as</strong>t a few of the jobs<br />

dem<strong>and</strong> large amounts of time <strong>and</strong> effort by users. One user – who in real life is a 40-<br />

year-old woman from Pennsylvania – said that: "I have a CT window open though, at<br />

le<strong>as</strong>t 40 to 50 hours a week." 85 She said she stays logged on to Cybertown while she<br />

performs her real-life job at a government agency t<strong>as</strong>ked with helping abused kids.<br />

84<br />

"Cybertown Information: Economy," Cybertown Web Site, 10 April 2001<br />

<br />

85<br />

"Re: questions about Cybertown," E-mail to the author (youngjr@georgetown.edu), 16 March<br />

2001.<br />

42


The 3-D interface of Cybertown provides constant reminders of what each user's<br />

virtual job is, <strong>as</strong> well <strong>as</strong> how long the user h<strong>as</strong> spent in the environment. In 3-D mode,<br />

every character's job title is printed in front of their name each time they make a<br />

comment in the text chat. 86 (See Figure 2.) For example, because I recently started my<br />

own virtual club within the environment – a club for people interested in writing – the<br />

title "Club Owner" appears before any comment I make. A user's "experience points"<br />

are also posted with each comment, appearing just after a participant's name.<br />

Experience points reflect how many hours users have spent in the environment, <strong>and</strong><br />

they give a clear indication of whether a Cybertown citizen is new to the environment<br />

or a long-time member. These design elements of the interface indicate that great value<br />

is placed on extended or repeated visits to the environment <strong>as</strong> well <strong>as</strong> active<br />

participation within the city narrative.<br />

Thus, the story of Cybertown is one of a city full of people going about daily<br />

t<strong>as</strong>ks of performing their jobs, buying objects to decorate their virtual homes, <strong>and</strong><br />

talking to friends <strong>and</strong> strangers in the public spaces of the environment. Despite the<br />

futuristic setting, Cybertown highlights seemingly mundane activities of working,<br />

shopping, <strong>and</strong> socializing – with the goal of settling down to become a respected virtual<br />

citizen. As one of the lead designers of Cybertown, Hawk, put it in an e-mail interview:<br />

"Cybertown gives people a home-away-from-home where they can by their<br />

achievements <strong>and</strong> contributions in <strong>and</strong> to the community gain a social status <strong>and</strong> respect<br />

86<br />

In 2-D mode, however, only nicknames are displayed, <strong>and</strong> the job title <strong>and</strong> experience points<br />

are never highlighted. The re<strong>as</strong>on for this difference appears to be driven by technology.<br />

43


that may be not <strong>as</strong> apparent in their real lives <strong>and</strong> thus gain a stronger sense of self-<br />

worth." 87 As Sherry Turkle h<strong>as</strong> argued, virtual worlds allow participants to live<br />

"parallel lives," 88 <strong>and</strong> explore <strong>as</strong>pects of their personalities in an anonymous<br />

environment.<br />

This narrative can also be seen <strong>as</strong> a display of a certain ideology – one of<br />

bourgeois individuality, family, <strong>and</strong> consumerism. In this light, Cybertown stages a<br />

capitalist contest with the goal of accumulating the most money, goods, <strong>and</strong> power.<br />

Spaces <strong>and</strong> Objects in Cybertown<br />

Cybertown allows users to select from either a 2-D or 3-D mode while they are<br />

in the environment. The 2-D interface offers presents a text-only realm similar to that<br />

of a MUD. Though the designers privilege the 3-D environment, they provide a 2-D<br />

version so that people with older computers <strong>and</strong>/or slow Internet connections can<br />

participate, according to Cheryl Cox, the marketing director for Cybertown. 89 To use<br />

the 3-D mode, users must first download a free software plug-in so that their Internet<br />

browser can display the graphics.<br />

When a user is in 3-D mode, his or her browser is divided into four windows.<br />

(See Figure 3.) The largest window, at the top left, is the graphical window, in which<br />

the 3-D pictures are shown. On the lower left is the chat window, where the text of<br />

87<br />

James Wells, a.k.a. Hawk (Hawk@cybertown.com), "Re: questions about Cybertown for an<br />

article," E-mail to the author (youngjr@georgetown.edu), 22 March 2001.<br />

88<br />

Sherry Turkle, Life on the Screen: Identity in the Age of the Internet (New York: Simon &<br />

Schuster, 1995) 186.<br />

44


public comments is displayed (or else the text of a private chat if the user initiates a<br />

one-on-one chat with another participant). In the lower middle of the browser is a<br />

variable display that lets users see information about other users in the room, about how<br />

many people are in other rooms within Cybertown, about what objects are in the current<br />

room, or about other <strong>as</strong>pects of the environment. Finally, a navigation bar along the<br />

right-h<strong>and</strong> side of the browser provides several buttons <strong>and</strong> pull-down menus that let<br />

users jump among rooms or send messages to users in other rooms. An extensive how-<br />

to manual attempts to explain all of these features to users, though many users seem to<br />

learn by <strong>as</strong>king each other. Learning the Cybertown interface (<strong>as</strong> well <strong>as</strong> those of other<br />

popular 3-D environments) is thus a kind of rite of p<strong>as</strong>sage, in which users not only<br />

learn what is possible, but they learn what is expected of them within the shared<br />

narrative. Users in 3-D environments learn the ideology of a virtual space while they<br />

learn the technical skills necessarily to participate.<br />

<strong>Virtual</strong> objects within Cybertown can either be purch<strong>as</strong>ed or traded among<br />

participants using City C<strong>as</strong>h, or they can be constructed by users who have the required<br />

software <strong>and</strong> knowledge to create 3-D images. (See Figure 4.) Most users, it seems, do<br />

not make objects of their own, but rely on buying or trading to obtain decorations or<br />

other items. Among the most popular are<strong>as</strong> of Cybertown are the Shopping Mall, where<br />

objects can be purch<strong>as</strong>ed from a catalogue of unlimited supply, <strong>and</strong> the Flea Market,<br />

where users can trade objects they have purch<strong>as</strong>ed or created. In the hundreds of visits I<br />

89 Cheryl Cox, personal interview, 7 July 2000.<br />

45


have made to the environment, these two spaces consistently ranked <strong>as</strong> the most<br />

crowded are<strong>as</strong> of Cybertown.<br />

For the most part, users are not allowed to construct new virtual buildings or<br />

rooms themselves (with the exception of some virtual homes that allow customization<br />

of the color <strong>and</strong> shape of rooms). A selected group of "World Builders," who are<br />

chosen by other users who are part of a world builder's "guild," are allowed to build<br />

new virtual spaces in an area of the Cybertown environment called "The Suburbs." 90<br />

For these citizens, off-the-shelf 3-D graphics software can be used to create VRML<br />

spaces that can be imported into Cybertown.<br />

A 'Family' Environment<br />

In public are<strong>as</strong> of Cybertown, the dominant ideology of the environment is<br />

frequently discussed <strong>and</strong> enforced, <strong>as</strong> users publically criticize anyone who makes a<br />

statement that is deemed inappropriate. The town's "constitution" – written by the<br />

environment's paid staff but enforced by security volunteers <strong>and</strong> many citizens – lays<br />

out b<strong>as</strong>ic rules of conduct. The first article of this constitution appeals to users' sense of<br />

"manners." "In communicating to others in Cybertown follow customary manners <strong>as</strong><br />

they are (or at le<strong>as</strong>t <strong>as</strong> they should be!) followed in real life." 91 This is further explained<br />

<strong>as</strong> a ban on sexual discussion or foul language in public are<strong>as</strong>. The rules are less<br />

restrictive for private are<strong>as</strong>, such <strong>as</strong> users' houses. There are, however, rules that mark<br />

90 "World Builders Up Close <strong>and</strong> Personal," Cybertown Web Site, 29 March 2001,<br />

.<br />

46


some types of virtual objects <strong>as</strong> forbidden – even in virtual homes. For instance, the<br />

constitution states that: "You cannot furnish your spaces with textures, texts or images<br />

that would be considered offensive, illegal, pornographic, racist or that violate<br />

copyrights." 92<br />

Violations of the constitution happen regularly in the City Plaza <strong>and</strong> other<br />

popular public spaces in Cybertown. The most common breeches are "shouting" (using<br />

all capital letters in a comment) <strong>and</strong> "flooding" (sending several lines of text one after<br />

the other so that others cannot get a word in edgewise). But users frequently violate the<br />

content rules <strong>as</strong> well. Some of the violations appear to be made in an attempt to<br />

provoke a response. For example, a new participant in the Plaza typed (apropos of<br />

nothing): "I lost my left testical in world war penis." And the comment drew an<br />

immediate response by a "security sergeant" who w<strong>as</strong> sitting in the room: "[name of<br />

user] This is a family chat ple<strong>as</strong>e refrain from using that type of language here or that<br />

type of chat content! thank you CT Security." Any language that security considers<br />

inappropriate is quickly rebuked. When one user said, enthusi<strong>as</strong>tically, "this is a bad<br />

<strong>as</strong>s chat room," it drew the response, "ple<strong>as</strong>e watch the language, thank you CT<br />

Security."<br />

These reactions sometimes seem automatic, since they come so quickly <strong>and</strong><br />

consistently. But the environment uses real participants to monitor the chat rather than<br />

software "robots" – pieces of computer software that can monitor the text of chat rooms,<br />

91 "The Cybertown Constitution."<br />

92 "The Cybertown Constitution."<br />

47


which can be set to trigger automatic responses when certain words or used. Even<br />

though the security officials are real people, however, they have been provided with<br />

stock phr<strong>as</strong>es that they cut <strong>and</strong> p<strong>as</strong>te into their browsers to warn users of violations of<br />

the constitution – thus giving a consistent voice to Cybertown's security. When a user<br />

repeatedly said, "Helllllllllllllllllllllllllllllllll," a security official said, " This is a family<br />

chat ple<strong>as</strong>e refrain from using that type of language or chat content here thank you CT<br />

security." No matter which security guard is on duty, the same stock phr<strong>as</strong>es appear <strong>as</strong><br />

warnings.<br />

Security volunteers are not the only ones who attempt to enforce this moral<br />

order in Cybertown. Regular participants are also quick to reprim<strong>and</strong> a user who<br />

violates the rules – even though they have no direct way to punish or remove the<br />

offender. 93 When a user typed, "hey guys anyone wanna chat to a sexy kiwi chick in a<br />

thong??" in the main plaza, another participant quickly replied, "This is a family chat,<br />

keep it clean - go to the bars to p/u men." Security agents are not always in force in<br />

public are<strong>as</strong>, but users can always summon a virtual police official if they feel that<br />

someone is violating the rules.<br />

The word "family" appears frequently in these official <strong>and</strong> unofficial<br />

reprim<strong>and</strong>s. Designers <strong>and</strong> players who enforce the rules seem to feel that the concept<br />

of family best characterizes the overall ethos of the environment's rules. By making<br />

reference to the concept of family, designers <strong>and</strong> members attempt to paint Cybertown's<br />

93<br />

Users often do threaten to call in a security volunteer, however, if one is not already in the<br />

virtual room.<br />

48


ules <strong>as</strong> a natural implementation of a larger morality at work in society. As Jan<br />

Fernback h<strong>as</strong> argued, many virtual communities attempt to draw on ideologies of<br />

community to enforce order: "The 'moral voice' of communities provides the social<br />

cement that holds together the moral order but does not supersede the values of society<br />

or even of humanity in general." 94 Fernback further describes what she calls a<br />

collectivist "virtual ideology":<br />

There is a 'virtual ideology' in cyberspace which is collectivist in<br />

orientation. There is a strong sense among users that, despite the<br />

tolerance needed for the space to be open-minded <strong>and</strong> despite the<br />

potential for oppressiveness, virtual interaction gives users back some of<br />

their humanity – a humanity which is authentically expressed among its<br />

constituents … It is an ideology that characterizes collectivist rhetoric <strong>as</strong><br />

something positive, not something anti-American or anti-democratic. 95<br />

The family ideology is even cited when users are <strong>as</strong>ked why they come to Cybertown.<br />

As one female member told me: "we're a community a virtual family in here." 96<br />

This foregrounding of family provides an interesting link to melodrama. Of all<br />

film genres, the melodrama seems to most consistently figure the family <strong>as</strong> its central<br />

subject matter. Chuck Kleinhans argues that family is the center of drama of<br />

melodram<strong>as</strong> because it is such a problematic site within bourgeois ideology. He argues<br />

94 Jan Fernback, "The Individual within the Collective: <strong>Virtual</strong> Ideology <strong>and</strong> the Realization of<br />

Collective Principles" <strong>Virtual</strong> Culture: Identity & Communication in Cybersociety, ed. Steven G. Jones<br />

(London: SAGE Publications, 1997) 45.<br />

95 Fernback 46.<br />

49


that the family <strong>as</strong> an institution is charged with bringing meaning to the lives of<br />

workers, who are otherwise alienated during working hours in a capitalist economy. 97<br />

But because Cybertown is an interactive forum, it not only presents a utopian vision of<br />

family, but it allows users to in some ways inhabit this vision. Cybertown, then,<br />

perhaps attempts to fill a gap in the high-tech capitalist ideology it celebrates, by<br />

providing a virtual family that can fulfill emotional needs that cannot be met in the<br />

sphere of work.<br />

But the family cannot bear the immense emotional <strong>and</strong> spiritual weight it is<br />

<strong>as</strong>ked to h<strong>and</strong>le under capitalism, says Kleinhans, <strong>and</strong> so it inevitably fails to live up to<br />

its own ideological promises. In film melodrama, these tensions are in some ways<br />

revealed by the genre's excessive turns of plot – in which family members or lovers are<br />

betrayed, hidden p<strong>as</strong>ts are discovered, or fortunes are suddenly lost.<br />

Though Cybertown does not directly parallel this kind of plotting, it does<br />

occ<strong>as</strong>ionally offer moments of ideological tension. One incident in the City Plaza one<br />

Tuesday night revealed that the content rules cover more than just foul language. When<br />

a user <strong>as</strong>ked whether any other lesbians were on line, security quickly stepped in:<br />

Penelope: is anyone a lesbian, if so, wanna chat?<br />

SecurityAgent: Penelope Ple<strong>as</strong>e refrain from using that type of chat, this<br />

is a family place <strong>and</strong> it is not allowed Thank you Ct Security<br />

96<br />

Author's Cybertown Chat Log, Cybertown Flea Market, 3 Dec. 2000, 16:44:25 G.M.T.<br />

.<br />

97<br />

Chuck Kleinhans, "Notes on <strong>Melodrama</strong> <strong>and</strong> the Family under Capitalism" Imitations of Life:<br />

a reader on Film & Television <strong>Melodrama</strong> (Detroit, MI: Wayne State University Press, 1991) 198.<br />

50


Penelope: is admitting that your a lesbian bad, are you prejudice?<br />

Researcher: where is that in the rules?<br />

BlockLeader: Could you ple<strong>as</strong>e just stop talking about lesbos ?<br />

SecurityAgent: Read the constitution of the city that you agreed to when<br />

you joined this is a family chat <strong>and</strong> it is not allowed<br />

ClubAssistant: would you SHUT UP about LEZBOS?!? 98<br />

Apparently, the rules forbid any discussion of sex or sexual orientation – at le<strong>as</strong>t <strong>as</strong><br />

interpreted by most of the participants in this discussion. Penelope's statements<br />

appeared to trigger discomfort, or at le<strong>as</strong>t annoyance, by other participants. No one<br />

other than this researcher came forward to defend Penelope's speech. She logged off<br />

soon afterward.<br />

Though the rules might seem highly restrictive, many users state that the<br />

presence <strong>and</strong> enforcement of conduct rules is one of the most positive <strong>as</strong>pects of<br />

Cybertown. "It make this place a lot safer than most other chat sites on the net," said<br />

Auraeanna, who in real life is a 21-year old woman attending college in Idaho. 99 She<br />

said that in another chat system she h<strong>as</strong> used, for instance, "if someone w<strong>as</strong> cyber<br />

stalking you, or being sexually lewd to you, or being racist, or other such intolerable<br />

nonsense, there w<strong>as</strong> nothing that could be done about it."<br />

98 Author's Cybertown Chat Log, Cybertown City Plaza, 12 Dec. 2000, 23:22:32 G.M.T.<br />

. For clarity, I deleted comments on<br />

other topics that took place during this time.<br />

51


Interiors of Excess<br />

Consistent with the theme of family in Cybertown is the importance of virtual<br />

homes within the environment. One of the most prominent types of space within<br />

Cybertown is the virtual home, <strong>and</strong> it is a popular setting for interactions in the<br />

environment. Designers cite decorating homes <strong>as</strong> one of the major features of the 3-D<br />

technology. According to Steve Leitner, a volunteer who reviews avatars <strong>and</strong> objects<br />

for the environment: "Times when 3d is needed, probably the one that is done the most<br />

is decorating houses. People buy stuff then want to decorate their house <strong>and</strong> show it<br />

off." 100<br />

Houses also play a central part of communication within the Cybertown<br />

environment. <strong>Virtual</strong> citizens must visit their houses in order to check their personal e-<br />

mail box. The internal e-mail system is the way many bosses communicate with their<br />

virtual employees when the employees are not logged on. For instance, when I got a<br />

job <strong>as</strong> a club <strong>as</strong>sistant for a Star Trek fan club, my new virtual boss said: "Be sure <strong>and</strong><br />

check your Inbox <strong>and</strong> Messages at your home when you log in, it is the best way for us<br />

to tell you what is going on." 101 <strong>Virtual</strong> houses are also used for holding meetings,<br />

parties, or other gatherings. Thus, they provide the mise-en-scene for many of the<br />

discussions, arguments, <strong>and</strong> romances of Cybertown's citizens. Many houses in<br />

Cybertown resemble a kind of Barbie dream home, full of markers of upper-cl<strong>as</strong>s<br />

99 Author's Cybertown Chat Log. Cybertown City Plaza. 16 July 2000, 06:50:57 G.M.T.<br />

.<br />

100 Steve Leitner (sjl@ttc-cmc.net), "Re: questions for my latest article about Cybertown," Email<br />

to the author (screenager@yahoo.com) 16 Dec. 2000.<br />

52


affluence <strong>and</strong> comfort. As in film melodram<strong>as</strong>, these sets <strong>and</strong> objects are often<br />

seemingly gratuitous, <strong>and</strong> yet they are often called upon to shape the meaning of<br />

situations within the environment.<br />

Cindy73, a 27-year old woman who is the deputy of her block in Cybertown, h<strong>as</strong><br />

a fairly typical virtual home. 102 It is a loft with four enormous rooms, <strong>and</strong> she h<strong>as</strong><br />

placed 23 objects throughout. As I entered the house for a tour, Cindy73 wrote, "my<br />

house takes forever to load. sorry lol." 103 As the data that defines the house slowly<br />

transferred to my computer over the Internet, objects appeared to magically pop into<br />

place in the spacious dwelling. Anyone who enters the house is first beamed to the<br />

middle of the entry room, in which Cindy73 h<strong>as</strong> placed a large decorative carpet, a set<br />

of couches with a coffee table, end tables <strong>and</strong> lamps, a fish tank, <strong>and</strong> a desk with a<br />

computer on it. The house's large stairc<strong>as</strong>e leads to a kitchen area, complete with<br />

counters <strong>and</strong> appliances. (See Figure 5.) On the far end of this room are a dining table<br />

<strong>and</strong> chairs, <strong>as</strong> well <strong>as</strong> a bar <strong>and</strong> a w<strong>as</strong>her <strong>and</strong> dryer. Clicking on the w<strong>as</strong>hing machine<br />

causes clothes to rotate inside – which can be seen through a window in the machine's<br />

door. Some of the other objects in the house are also animated with similar special<br />

effects.<br />

101<br />

Author's Cybertown Chat Log, Cybertown <strong>Virtual</strong> Home, 11 July 2000, 23:48:19 G.M.T.<br />

.<br />

102<br />

Author's Cybertown Chat Log, Cybertown <strong>Virtual</strong> Home, 14 Dec. 2000, 17:35:29 G.M.T.<br />

.<br />

103<br />

"Lol" st<strong>and</strong>s for "laughing out loud." It is a common abbreviation in online chat rooms <strong>as</strong> a<br />

way to signal humor or a light, friendly tone. To enter a particular house, users type a URL or click on a<br />

link from a neighborhood map.<br />

53


A bedroom is located beyond the kitchen <strong>and</strong> dining area. The bedroom h<strong>as</strong><br />

antique-looking furniture that includes another set of couches <strong>and</strong> a picture on the wall.<br />

The picture shows an image of a popular actor of whom Cindy73 is a fan. Cindy73 said<br />

that a close friend in Cybertown gave the picture to her. In the far corner of this room is<br />

an elevator that lifts avatars to the l<strong>as</strong>t room of the house, called the "greenhouse."<br />

Cindy73 had not yet gotten around to decorating this gl<strong>as</strong>sed-in room yet.<br />

When <strong>as</strong>ked why she spent so much time <strong>and</strong> effort collecting objects <strong>and</strong><br />

decorating her virtual home, she replied: " just to have a nicer home effect I guess." She<br />

said she had just moved to this house from her original virtual home – which had been<br />

small but cheap (160 CityC<strong>as</strong>h). She saved up for several weeks to buy this house,<br />

which is a medium-sized pad that cost $2,000 CityC<strong>as</strong>h. "It's kinda like the american<br />

dream ... bigger.. better..." She said she had literally filled her old house to the limit,<br />

<strong>and</strong> it had run out of server space to hold any more items, large or small. Cindy73 said<br />

that even the smaller virtual house is much bigger than her home in the real world,<br />

which is a mobile home. At the time I spoke with her, she w<strong>as</strong> getting ready to host a<br />

Christm<strong>as</strong> party for the citizens on her block – the first gathering in her new virtual<br />

house.<br />

Houses represent the most private spaces in Cybertown, though they are not<br />

completely private. As far <strong>as</strong> I can determine, users have no way to lock the doors of<br />

their virtual homes, so anyone who knows the users' virtual address or sees other links<br />

to it can enter at any time. Only the homeowner can add objects or rearrange the<br />

furniture of a house, however.<br />

54


In virtual houses, then, users' decorations can be seen <strong>as</strong> an example of using the<br />

visual portion of the interface to participate in Cybertown's narrative. Users mark<br />

territory with items that are said to express their identity, <strong>and</strong> this seems to reinforce the<br />

illusion that users are bodily transported into the fant<strong>as</strong>y space of Cybertown. By<br />

moving furniture into a virtual house, participants figuratively "move in" to the virtual<br />

world.<br />

It is important to note, however, that houses are not decorated in an entirely<br />

realistic f<strong>as</strong>hion. They are interiors of excess, with large rooms with numerous <strong>and</strong>/or<br />

large objects. Many houses, including Cindy73's, are not simply decorated, but<br />

excessively packed with <strong>as</strong> many objects <strong>as</strong> the software allows. At a recent town<br />

meeting in which citizens could pose questions to Cybertown's Mayor, several users<br />

<strong>as</strong>ked if designers could alter the software to allow more than the current limit of 32<br />

objects per house.<br />

"can we ple<strong>as</strong>e incre<strong>as</strong>e the amount of items you can have in you house over<br />

32?" wrote a block deputy.<br />

"they cannot have more items at present … due to system restraints at blaxxun<br />

<strong>and</strong> on low end PC's," another block leader replied. In other words, if the software<br />

allowed more than 32 objects in a house, some computers might cr<strong>as</strong>h when attempting<br />

to display them.<br />

Another participant in the town meeting requested that bigger houses be made<br />

available for purch<strong>as</strong>e within Cybertown:<br />

55


Citizen1: Mr mayor I w<strong>as</strong> wondering if you could add more houses<br />

bigger more features.<br />

Mayor: we have mansions now, you want them bigger?<br />

Citizen1: yes.<br />

Citizen2: we want bigger houses for smaller prices<br />

The excess of these domestic interiors, then, provides another link to film<br />

melodrama. Their abundance suggests that they can be read <strong>as</strong> more than a realist<br />

presentation of domestic space. Following the work of Elsaessar, Laura Mulvey argues<br />

that the interior of the home in film melodrama occ<strong>as</strong>ionally doubles <strong>as</strong> the interior of a<br />

character's psyche, ultimately revealing "irreconcilable or inexpressible internal<br />

contradiction, <strong>and</strong> this 'unspeakable' affects <strong>and</strong> overflows on to the mise en scene." 104<br />

The virtual home seems to be used by characters to reveal interests or <strong>as</strong>pects of their<br />

personality without the need to verbally state them in the text chat. One example is<br />

Cindy73's wall portrait of a favorite actor, which represents her interest in the actor <strong>as</strong><br />

well <strong>as</strong> her friendship with the user who gave her the virtual object. In some senses, the<br />

objects become overwhelming within this environment. As Elsaessar says of objects in<br />

melodramatic films: "Pressure is generated by things crowding in on them, life becomes<br />

incre<strong>as</strong>ingly complicated because cluttered with obstacles <strong>and</strong> objects that invade their<br />

104<br />

Laura Mulvey, "'It will be a magnificent obsession': The <strong>Melodrama</strong>'s Role in the<br />

Development of Contemporary Film Theory" <strong>Melodrama</strong>: Stage Picture Screen eds. Jack Bratton, Jim<br />

Cook, <strong>and</strong> Christine Gledhill (London: British Film Institute, 1994) 125.<br />

56


personalities, take them over, st<strong>and</strong> for them, become more real than the human<br />

relations or emotions they were intended to symbolise." 105<br />

The use of virtual homes also stages a contradiction within capitalist ideology.<br />

Though wealth <strong>and</strong> goods appear to promise happiness, they seem to lead to an endless<br />

desire for more wealth <strong>and</strong> goods. The surprise that Cybertown's mayor expresses when<br />

users call for more <strong>and</strong> larger goods highlights that even an excessive abundance in a<br />

virtual world leaves users wanting even more virtual products to collect.<br />

<strong>Virtual</strong> Domesticity<br />

Keeping up with a virtual home in Cybertown requires real <strong>and</strong> regular effort.<br />

In fact, if users do not visit their home at le<strong>as</strong>t once every 30 days, a block leader is<br />

supposed to delete the home from the system. Homeowners are also encouraged to<br />

delete old messages in their mailbox (to save space on Blaxxun's file servers).<br />

Activities such <strong>as</strong> arranging virtual furniture <strong>and</strong> cleaning out mailbox are essentially a<br />

kind of labor that is similar to real-life housework. Cybertown offers a representation<br />

of what h<strong>as</strong> traditionally been viewed of women's domestic labor – though m<strong>as</strong>ked in a<br />

high-tech 3-D interface. The values reinforced by the housework of Cybertown are<br />

ones of order <strong>and</strong> responsibility.<br />

All virtual homes also come with the option of installing a virtual pet (generally<br />

a dog) that serves <strong>as</strong> a kind of virtual dependent who benefits from the virtual wealth of<br />

the household. (Avatar children are impossible to conceive in Cybertown, though<br />

105 Elsaesser 84.<br />

57


participants sometimes joke about a desire for virtual children.) The virtual pets can be<br />

programmed to respond to comm<strong>and</strong>s <strong>and</strong> greet visitors. Cindy73 h<strong>as</strong> a virtual dog<br />

named Ludo, who would appear at my avatar's feet every time I wrote the word "here"<br />

in the chat area. (See Figure 6.) If I were to say, "Come here Ludo," or "Here boy!" the<br />

dog's avatar would automatically appear <strong>and</strong> the robot pet would say, "Here I am, to<br />

save the day!" In this way, virtual pets serve <strong>as</strong> a constant reinforcement of the town's<br />

ideology of consumer capitalism <strong>and</strong> a family-friendly chat environment.<br />

But because the pets are software robots, they are not always virtual man's best<br />

friend. When I happened to <strong>as</strong>k Cindy73, "Have you had a party here yet?" the dog<br />

appeared <strong>and</strong> said, "Here I am, to save the day!" Such moments, where the virtual dog<br />

appeared b<strong>as</strong>ed on an inappropriate <strong>and</strong> unnatural cue, remind users that this virtual<br />

space is only a metaphor – only a representation.<br />

To some Cybertown visitors, maintaining a virtual life does seem like labor<br />

rather than leisure. As one 19-year-old male user wrote on his first (<strong>and</strong> probably his<br />

l<strong>as</strong>t) visit to Cybertown: "I would rather face the real world than piss all my time away<br />

pretending." 106<br />

<strong>Virtual</strong> Consumerism<br />

Cybertown citizens always seem to be looking for unusual objects to place in<br />

their homes or to carry around with them in their virtual backpacks. As w<strong>as</strong> mentioned<br />

58


above, the two most popular sections of Cybertown are the Mall <strong>and</strong> the Flea Market,<br />

where virtual objects can be purch<strong>as</strong>ed <strong>and</strong> exchanged. People also buy <strong>and</strong> sell objects<br />

in other are<strong>as</strong> of Cybertown.<br />

<strong>Virtual</strong> objects are in one respect a sign of status. Though some objects cost<br />

only a few hundred CityC<strong>as</strong>h, others, such <strong>as</strong> sports cars <strong>and</strong> swimming pools, can cost<br />

thous<strong>and</strong>s or tens of thous<strong>and</strong>s of virtual dollars. Objects that are considered rare<br />

within the environment are generally more expensive. Generally, only experienced<br />

players who have spent many hours within the environment can afford expensive or rare<br />

objects. Knowledgeable users who have access to 3-D software can create their own<br />

objects – which they can then sell to others. In fact, it seems that the quickest way to<br />

get rich in Cybertown is by creating your own objects or avatars <strong>and</strong> selling them. As<br />

Cox says: "There have been CityC<strong>as</strong>h millionaires that have created because of it,<br />

because people who are object builders create their own objects." 107 There is even a<br />

club within Cybertown for virtual millionaires. But, <strong>as</strong> in real life, not everyone h<strong>as</strong><br />

access to the means of production necessary to create commodities.<br />

According to Cox, Cybertown's designers did not anticipate how popular the<br />

trading of virtual objects would be: "At first there w<strong>as</strong>n't a Flea Market…. [people]<br />

106<br />

Author's Cybertown Chat Log, Cybertown City Plaza. 3 Mar. 2001, 16:19:16 G.M.T.<br />

.<br />

107<br />

Cox.<br />

59


were selling out of ther backpacks all over the plaza. Capitalism just sort of came out on<br />

its own." 108 Designers created the Flea Market to serve <strong>as</strong> a space for virtual trading.<br />

The emph<strong>as</strong>is on consumerism in Cybertown provides another link to<br />

melodrama (<strong>and</strong> to Hollywood cinema more generally). As Maria Laplace h<strong>as</strong> written,<br />

Hollywood cinema of the 1930s centered around "the creation of mise en scene that<br />

'fetishises' consumer objects <strong>and</strong> a consumerist lifestyle." 109<br />

Interestingly, however, most virtual objects in Cybertown lack what Marxist<br />

critics call "use value" – meaning a function that fulfills a human need. Cybertown<br />

citizens cannot consume virtual food that they buy, <strong>and</strong> they cannot sit or sleep in their<br />

comfortable-looking virtual furniture. These objects are nothing but pictures – <strong>and</strong><br />

ultimately nothing but computer code. They are radically ornamental, existing purely<br />

for show. Within the context of Cybertown, however, virtual objects have a high<br />

"exchange value," meaning they are worth something above their (often nonexistent)<br />

use value.<br />

There are some exceptions, however. Citizens can buy virtual photo albums into<br />

which they can p<strong>as</strong>te digital pictures, such <strong>as</strong> screen captures from moments in<br />

Cybertown. Many users carry virtual photo albums that contain virtual snapshots of<br />

moments in Cybertown. Such objects do appear to have a kind of "use value" <strong>as</strong> an<br />

108<br />

Cox.<br />

109<br />

Maria Laplace, "Producing <strong>and</strong> Consuming the Woman's Film: Discursive Struggle in Now<br />

Voyager," Home is Where the Heart Is: Studies in <strong>Melodrama</strong> <strong>and</strong> the Women's Film, ed. Christine<br />

Gledhill (London: British Film Institute, 1987) 138-166.<br />

60


object that serves a function within the environment. Users generally mark photo<br />

albums <strong>as</strong> not for sale.<br />

Smoothing Over Contradictions<br />

According to the ideology of Cybertown, all security officials represent the good<br />

guys – especially since users are required to have sparklingly clear security records to<br />

win a job working for security.<br />

But what happens when security officials abuse their power?<br />

One night, a gathering in Cybertown's "Newcomers Club" w<strong>as</strong> interrupted when<br />

a virtual police cruiser rolled up. I w<strong>as</strong> a new user at the time, <strong>and</strong> I had never seen a<br />

virtual security car before. My own avatar w<strong>as</strong> pretty bl<strong>and</strong> – a man in a black shirt,<br />

blue jeans <strong>and</strong> gl<strong>as</strong>ses. With the police car on the scene, I tried hard to look innocent.<br />

"What do you do?" 110 someone <strong>as</strong>ked the police car character.<br />

"I boot ppl," said the police car. Booting someone from a virtual world<br />

essentially means killing them, or at le<strong>as</strong>t ejecting the character from the system.<br />

bo<strong>as</strong>ted.<br />

"I can boot the mayor if he is doing things wrong," the police car further<br />

I w<strong>as</strong> later told that this security agent w<strong>as</strong> acting inappropriately when he<br />

bragged about his powers. And this security agent w<strong>as</strong> not the only one who<br />

overstepped their boundaries, apparently. In fact, a feud within the security forces<br />

61


seems to have erupted during the latter part of the year 2000, with different factions<br />

within the security volunteers <strong>and</strong> other long-time users disagreeing on how<br />

Cybertown's rules should be interpreted <strong>and</strong> enforced. The first official reference to the<br />

incident I saw w<strong>as</strong> an open letter from Cybertown's deputy mayor that appeared in the<br />

Cybertown <strong>Virtual</strong> News:<br />

Fellow Cybertonians,<br />

We have come to one of those crucial crossroads that most people<br />

encounter at le<strong>as</strong>t one time in their lives.<br />

We have arrived at a point in our expansion when Cybertown needs<br />

further direction <strong>and</strong> vision.<br />

I am sure many of you have heard rumors flying in all directions <strong>and</strong><br />

don't know what to believe <strong>and</strong> what not to believe. Believe this: The<br />

Cybertown Mayor, City Council, <strong>and</strong> Security will do everything in their<br />

power to bring the fun back into the city. Some restructuring will be<br />

occurring with an aim to make some city laws e<strong>as</strong>ier to underst<strong>and</strong>. The<br />

Security system will also be included in the restructuring <strong>and</strong> Security<br />

will no longer hold a seat on the Council <strong>and</strong> will directly answer to the<br />

Mayor <strong>and</strong> City Council. A new Security Commissioner <strong>and</strong> Security<br />

Chief will be appointed with an emph<strong>as</strong>is on more input from officers in<br />

110<br />

Author's Cybertown Chat Log, Cybertown City Plaza. 7 July 2000, 00:48:16 G.M.T.,<br />

.<br />

62


the field. A system of checks <strong>and</strong> balances will also be put into place to<br />

prevent abuses.<br />

Security is indispensable to us all <strong>and</strong> will be provided by the city. We<br />

encourage those of you who are interested in serving CT to think<br />

seriously of doing so by joining the ranks of those whose aim it is to do<br />

their utmost best to help their community.<br />

It is up to us to either remain in the p<strong>as</strong>t or to forge ahead with new vigor<br />

<strong>and</strong> p<strong>as</strong>sion. I <strong>as</strong>k you to join me in a search for an improved Cybertown.<br />

Respectfully,<br />

cr<strong>as</strong>hdummy<br />

Deputy Mayor<br />

Cybertown 111<br />

Another cryptic reference to the dispute appeared in an inteview with Hawk in<br />

the Cybertown <strong>Virtual</strong> News: "The social <strong>as</strong>pects have had their ups <strong>and</strong> downs but<br />

seem to be improving. We have made a lot of changes recently in response to the unrest<br />

of late l<strong>as</strong>t year. In June the hardworking Mayor <strong>and</strong> Deputy Mayor will be stepping<br />

down so that new blood can move up the ranks." 112<br />

Despite many attempts, I could not get any participants to talk to me about the<br />

"unrest," however. A block leader with 2,619 experience points (indicating that he had<br />

111<br />

"From Mayor Flyby & Deputy Mayor Cr<strong>as</strong>hdummy," Cybertown <strong>Virtual</strong> News 19 Dec.<br />

2000, 19 Dec. 2000 .<br />

112<br />

Zoundite, "Interview with Hawk: Our Founder Speaks," Cybertown <strong>Virtual</strong> News 7 Mar.<br />

2001, 7 Mar. 2001 .<br />

63


een active in Cybertown for at le<strong>as</strong>t a few months) w<strong>as</strong> among those who gave ev<strong>as</strong>ive<br />

answers to my questions: "no one wants to TALK about it … it isn't that they don't<br />

know about it." 113 When I e-mailed one of the founders of Cybertown, who goes by<br />

the name Hawk, he gave this reply:<br />

Due to agreements made I can't go into details but there were some<br />

political cl<strong>as</strong>hes l<strong>as</strong>t year that divided a number of the town's members<br />

<strong>and</strong> a major re-organization occurred that finally solved the unrest. And<br />

starting next week the new Electoral process will be announced <strong>and</strong> the<br />

next few months of electoral campaigning <strong>and</strong> voting should be a lot of<br />

fun.<br />

It seems that when contradictions arise within the utopian ideology of<br />

Cybertown, both designers <strong>and</strong> participants work hard to suppress evidence of the strife.<br />

Like a cl<strong>as</strong>sical Hollywood film, Cybertown wants to deliver happy endings, even if its<br />

staging of status <strong>and</strong> power occ<strong>as</strong>ionally breeds disagreements among characters.<br />

An Edgier Plot<br />

Early in the year 2000, Cybertown's corporate staff introduced a more complex<br />

fictional narrative to the environment, which w<strong>as</strong> intended to add a bit of an "edge" to<br />

the experience, according to Cox, the marketing director. 114 Using a mix of graphics<br />

113<br />

Author's Cybertown Chat Log. Cybertown City Plaza. 23 Mar. 2001, 16:06:47 G.M.T.,<br />

.<br />

114<br />

Cox.<br />

64


<strong>and</strong> text messages, Cybertown officials announced that aliens called "morphs" were<br />

trying to steal the technology that keeps Cybertown running. Designers placed one new<br />

"morph" character in the town each week, <strong>and</strong> citizens had to ferret out <strong>and</strong> report the<br />

aliens to win prizes. In an unusual twist, these fictional aliens turned out to be mutated<br />

humans from Earth, fleeing the planet after a nuclear holocaust. Cybertown's leaders<br />

encouraged citizens to choose sides, sympathizing either with the morphs who claim<br />

that they actually invented the technology in the first place, <strong>and</strong> the entrenched<br />

Cybertown leaders who wanted to retain their control of the infr<strong>as</strong>tructure. Designers<br />

even staged a well-attended public trial of a morph leader. Knowledge of this ongoing<br />

narrative is not necessary to participate in most <strong>as</strong>pects of the environment, however,<br />

<strong>and</strong> many citizens I interviewed <strong>and</strong> observed expressed little or no awareness of the<br />

struggle that supposedly divides the community.<br />

The Morph Wars, <strong>as</strong> they are called, st<strong>and</strong> in sharp contr<strong>as</strong>t to many of the most<br />

popular activities of Cybertown. Rather than melodrama, this story seems to fall into<br />

the genre of the science-fiction action film. In fact, Cox says that the Morph plot w<strong>as</strong><br />

created to help make Cybertown more appealing to male users <strong>and</strong> others who are<br />

typically thought to enjoy traditional (action) video games. The goal, she says, is to<br />

offer something for everyone within the virtual city: "In a city, you probably like to go<br />

out <strong>and</strong> do different things than I do. There are people who like to do different things.<br />

The unifying theme is the social <strong>as</strong>pect of it." 115<br />

115 Cox.<br />

65


VIRTUAL BODIES IN CYBERTOWN<br />

Dateline Cybertown, February 6, 2001, City Plaza 116<br />

"Are you the blue guy?" <strong>as</strong>ked a character I'll call Kaliani one afternoon in the<br />

main plaza of Cybertown.<br />

"The blue guy?" I replied, not sure what she w<strong>as</strong> talking about.<br />

The two of us were in private chat mode, which blocks out all other<br />

conversation, <strong>and</strong> we were st<strong>and</strong>ing face to face – or at le<strong>as</strong>t, our avatars were st<strong>and</strong>ing<br />

face-to-face – staring into each other's virtual eyes. She had <strong>as</strong>ked someone to answer a<br />

few questions about the software, <strong>and</strong> I had volunteered.<br />

"I'm new," she said, by way of signaling that she needed to have the b<strong>as</strong>ics of<br />

the system spelled out. "There's a character on my screen." The character she w<strong>as</strong><br />

seeing w<strong>as</strong> my avatar.<br />

At that point it hit me – I had no idea what I looked like inside this 3-D world.<br />

W<strong>as</strong> I tall? W<strong>as</strong> I short? And, what color skin did my virtual body have? W<strong>as</strong> I the<br />

blue guy?<br />

look like."<br />

"Hmmm. I don't think so," I typed. "I've changed avatars, so I'm not sure what I<br />

I quickly switched the settings so that I could see my own avatar. Sure enough,<br />

I w<strong>as</strong> the blue guy. Actually, I w<strong>as</strong> a sort of blue genderless form – the default avatar<br />

that the computer <strong>as</strong>signs players until they select one. The software must have reset to<br />

66


the default at some point while I w<strong>as</strong> altering some other settings. Kaliani's avatar w<strong>as</strong><br />

identical to mine, since she had not yet chosen an avatar.<br />

To anyone else p<strong>as</strong>sing by in the plaza, we looked like two strange blue clones<br />

chatting with each other. But neither one of us were entirely in control of our virtual<br />

body language.<br />

<strong>Virtual</strong> Body B<strong>as</strong>ics<br />

Though many discussions of virtual environments argue that the primary benefit<br />

of the 3-D graphics technology is to better replicate the visual cues of body language<br />

that mark face-to-face encounters, avatars in Cybertown are far from "realistic" in their<br />

portrayal of human bodies. What are the characteristics of bodies within Cybertown,<br />

<strong>and</strong> how do participants use them? How can we "read" the movements of these bodies?<br />

This section explores the use of virtual bodies in Cybertown, beginning with a technical<br />

overview of how avatars function within the environment's interface.<br />

Every participant in Cybertown can select or create an avatar to represent them<br />

in the virtual environment. The avatar is something like a playing piece in a board<br />

game, in that it marks a user's position within the virtual space. A player's avatar can<br />

only reside in one room at a time, <strong>and</strong> it can only be in one place in that room at a time<br />

– just <strong>as</strong> a physical body grounds humans in physical space. When a Cybertown citizen<br />

is in 3-D mode, the graphical portion of the user's browser shows a continuously<br />

116<br />

Author's Cybertown Chat Log, Cybertown City Plaza, 6 Feb. 2001<br />

.<br />

67


updated drawing of the Cybertown environment <strong>as</strong> seen through the virtual eyes of the<br />

avatar. As the player moves around – using the arrow keys on the keyboard – the scene<br />

changes to reflect the avatar's resulting movement. If a user sees another avatar or an<br />

interesting object in the distance, she can move toward that avatar or object to get a<br />

closer look.<br />

In technical terms, an avatar in Cybertown is a 3-D drawing stored <strong>as</strong> a<br />

computer file coded in <strong>Virtual</strong> Reality Markup Language (VRML). Many commercial<br />

software packages enable people to create a file that can be used <strong>as</strong> an avatar.<br />

Technically, an avatar doesn't have to look anything like a human body. An image of a<br />

gr<strong>and</strong>father clock could just <strong>as</strong> e<strong>as</strong>ily serve <strong>as</strong> an avatar in Cybertown <strong>as</strong> a picture of a<br />

man or woman. Skulls, spaceships, cars, <strong>and</strong> jets are among the avatars I have also<br />

observed in Cybertown. The majority of users I observed, however, wore avatars that<br />

looked at le<strong>as</strong>t vaguely human.<br />

According to promotional materials <strong>and</strong> documentation on Cybertown's Web<br />

site, avatars are meant to represent a participant's identity. The company that operates<br />

Cybertown runs a virtual billboard in its main plaza advertising its own avatar-building<br />

software (which sells for about $30), <strong>and</strong> it pitches its product this way: "Create your<br />

virtual identity in Cyberspace." The virtual identity of the avatar is on display for<br />

everyone else who happens by within the virtual environment – <strong>as</strong>suming that the<br />

software is working properly.<br />

In some ways, then, the avatar serves the same role <strong>as</strong> a player description in a<br />

text-b<strong>as</strong>ed MUD. In a text-b<strong>as</strong>ed environment like LambdaMOO, for instance, players<br />

68


are <strong>as</strong>ked to write a brief description of what their virtual character looks like. Other<br />

players can access this description by typing the "look" comm<strong>and</strong>. For instance, if I<br />

type, "look Sonic," then the player description of the character name Sonic would<br />

appear on the screen. A key technical difference between LambdaMOO <strong>and</strong><br />

Cybertown, however, is that it is fairly e<strong>as</strong>y to write an original text description, while it<br />

is much more difficult to draw an original virtual body. In an online discussion by<br />

researchers studying 3-D environments, one of the moderators noted: "If any of you<br />

have used the avatar toolkit, it takes quite a while to make your custom gestures,<br />

where<strong>as</strong> typing them in does not." 117<br />

Excessive Avatars<br />

Cybertown's designers do provide users with an "avatar library" featuring<br />

dozens of virtual bodies from which to choose, <strong>and</strong> these avatars are freely available for<br />

any participant to use. These choices reveal expectations about what type of virtual<br />

identities Cybertown's designers imagine that users want to embody. As of March<br />

2001, the avatar library included five distinct sets of avatars. Not all of the avatars are<br />

drawn to look human, but all of them seem to depict some kind of living being rather<br />

than an inanimate object. All of the bodies have some kind of face, for instance, <strong>and</strong> all<br />

sets but one depict creatures with prominent arms <strong>and</strong> legs.<br />

The first of the five sets of avatars in the library is called the "Cybertown<br />

Avatars Library," <strong>and</strong> this set appears to contain the c<strong>as</strong>t of characters that the designers<br />

117 "Using 3-D Graphics in Online Communities."<br />

69


intended to match the themed narrative of Cybertown. (See Figures 7, 8 <strong>and</strong> 9.) When<br />

users open the Cybertown avatars library, they see a Web page with a menu of 26<br />

virtual bodies, sorted into three categories: male, female, <strong>and</strong> alien. 118 All of the<br />

Cybertown avatars are also identified by a nickname – though a participant's user name<br />

is not expected to be the same <strong>as</strong> their avatar's nickname. A buff male avatar with<br />

baggy red pants <strong>and</strong> vest, for instance, is called "BigRed."<br />

Many of the male <strong>and</strong> female avatars are excessive in their characterizations of<br />

body types <strong>and</strong> are essentially stereotypes. Most of these avatar bodies are drawn <strong>as</strong><br />

remarkably thin, for instance – with the exception of "Sumo," an avatar that looks like a<br />

Japanese sumo wrestler. Nearly all of the avatars look young, with the exception of a<br />

gray-haired Japanese avatar called "Sensei." Further, most of the avatars are white,<br />

Asian, or have indeterminate race. Non-white avatars are generally stereotypes, such <strong>as</strong><br />

the black character with the purple cape called "Othello." It is important to note,<br />

however, that many white avatars in Cybertown are equally stereotyped, such <strong>as</strong><br />

"Cutie," a blond woman in ponytails <strong>and</strong> a skimpy pink outfit, <strong>and</strong> "Hippie," a man with<br />

long hair <strong>and</strong> s<strong>and</strong>als. Some of the alien avatars make explicit references to popular<br />

characters from science fiction films. One avatar, nicknamed Vulcan, depicts a pointy-<br />

eared male alien that looks like Spock from Star Trek. Another alien avatar, nicknamed<br />

Broc, looks like the monster from Creature from the Black Lagoon (1954). In this<br />

118<br />

"The Cybertown Avatar Gallery," Cybertown Web Site, 15 April 2001<br />

.<br />

70


way, Cybertown follows the same pattern that McDonough found in a similar 3-D<br />

environment that he studied, in which he observed racial stereotyping in avatars.<br />

Thus, the naming <strong>and</strong> body types of Cybertown avatars suggest a parallel<br />

between avatars <strong>and</strong> fictional characters in a Hollywood film. In other words, the user<br />

in Cybertown is figured <strong>as</strong> an actor dressing up <strong>as</strong> a costumed fictional character. In<br />

this environment, then, different participants can wear the same avatar without causing<br />

a crisis of identity – just <strong>as</strong> it is routine for different actors to take on famous roles in<br />

films. In one movie, Michael Keaton is Batman, while in another, Val Kilmer is<br />

Batman. In Cybertown, two or more Vulcans can walk the virtual streets without much<br />

notice.<br />

There is no requirement that a participant wear the same avatar for their entire<br />

stay in Cybertown, or even for an entire session. The same Cybertown citizen can take<br />

the form of Batman at one moment <strong>and</strong> of a sexy female vixen the next. In fact,<br />

Cybertown's designers encourage such wardrobe changing. On one of the help pages<br />

within Cybertown, for instance, the text reads: "Want to change your image in a fl<strong>as</strong>h?<br />

Here's how to body swap whenever the mood hits you." 119 Making the change is in fact<br />

fairly simple, involving entering a URL of the desired avatar into a box within the user's<br />

settings. 120 So the avatar "identity" is a kind of costume or m<strong>as</strong>k that can be changed at<br />

will. Unlike a user's character name, which cannot be changed after it is first created (at<br />

119 "How to Change Your Avatar," Cybertown Web Site, 15 April 2001<br />

.<br />

71


le<strong>as</strong>t not without starting a new character from scratch), the virtual body is not<br />

necessarily persistent from session to session.<br />

Because Cybertown avatars are so idealized, <strong>and</strong> because they can be changed at<br />

will, it seems that users are not expected to choose avatars that bear any resemblance to<br />

how the user looks in the physical world. So even though avatars simulate body<br />

language, they are not meant to signal features of the user's actual physical body – such<br />

<strong>as</strong> race, complexion, or body type. In fact, Cybertown designers cite the ability to er<strong>as</strong>e<br />

traces of real-world body features <strong>as</strong> a key benefit to entering this virtual graphical<br />

environment. Cheryl Cox, Cybertown's marketing director, said the fact that<br />

participants cannot see the actual race or body type of other participants is a benefit of<br />

the technology. "If someone's the geek, or someone's overweight, or someone's Black,<br />

or someone's Asian or White, you know, you don't see those things, so therefore your<br />

personality" is the b<strong>as</strong>is for judgment. 121 In this way, the environment foregrounds the<br />

practice that h<strong>as</strong> been observed by Sherry Turkle in text-b<strong>as</strong>ed virtual worlds – that<br />

users explore multiple identities, or <strong>as</strong>pects of their personalities while on line. As<br />

McDonough argues: "A fundamental <strong>as</strong>sumption of most of the virtual environment<br />

design community is that users of virtual environments want to be able to portray a self<br />

different than the one they perform offline." 122<br />

120<br />

An avatar file must reside on a public Web site to be used in Cybertown, so that every<br />

participant's computer can access the image to display it. So users either need to know the Web address<br />

of an avatar created by someone else, or they must upload an avatar they have created to a Web site.<br />

121<br />

Cox.<br />

122<br />

McDonough 862.<br />

72


Some users seem to comment against this norm in their use of avatars, however.<br />

One participant, a 37-year-old woman from W<strong>as</strong>hington state who I will call Muse,<br />

makes a habit of wearing overweight avatars, which have become her signature within<br />

the environment. She makes the avatars herself, <strong>and</strong> she says she creates a new one<br />

each day – though all of them are far more plump than most avatars. (See Figure 10.)<br />

As she pointed out herself: "Not many fat chick avs walking around. When <strong>as</strong>ked why<br />

she uses larger avatars, she replied: "cause I am a fat chick… hah." 123<br />

Users who choose to enter Cybertown <strong>as</strong> a "visitor" (meaning they haven't<br />

officially registered a character – a process that is free but requires that the user provide<br />

an email address <strong>and</strong> other personal information) are forced to use the "blue dummy"<br />

avatar mentioned in the example at the beginning of this section. The blue form seems<br />

meant to signal a lack of identity within the virtual world. This blue dummy also<br />

highlights an economy of avatars present within the environment. Avatars become a<br />

sign of how technically savvy (<strong>and</strong> possibly of how virtually wealthy) a user is. In<br />

many c<strong>as</strong>es, a registered participant who is wearing the default blue avatar usually does<br />

so because he or she does not know how to change bodies, <strong>as</strong> in the example I<br />

mentioned at the beginning of this section. Meanwhile, a user who h<strong>as</strong> a one-of-a-kind<br />

avatar is often a skilled participant who either purch<strong>as</strong>ed avatar software <strong>and</strong> built his or<br />

her own avatar or paid someone else virtual money to obtain a designer body.<br />

123<br />

Author's Cybertown Chat Log, Cybertown City Plaza, 17 Mar. 2001, 05:26:30 G.M.T.<br />

.<br />

73


Here, Cybertown fulfills one of dystopian prophecies of Neal Stephenson's Snow<br />

Cr<strong>as</strong>h. In the novel, economically wealthy or highly skilled users are able to purch<strong>as</strong>e<br />

or create highly realistic, custom-made avatars, while less wealthy or skilled users must<br />

use more generic, Barbie-doll-like virtual bodies. The poorest users of Stephenson's<br />

Metaverse are those who log in from public terminals <strong>and</strong> who appear <strong>as</strong> low-<br />

resolution, black-<strong>and</strong>-white avatars. As Lev Manovich h<strong>as</strong> noted, some of the earliest<br />

3-D environments quickly began to play out a similar economy of virtual bodies. In<br />

fact, Manovich argues, in virtual worlds, realism itself becomes a commodity, since the<br />

quality of the reality effect that a user can evoke becomes quantified – <strong>as</strong> the amount of<br />

computing power <strong>and</strong> storage space that it takes to create more conventionally realistic<br />

images. 124 But in Cybertown, it seems that expressing identity, rather than realism, is<br />

the primary goal of people who don avatars. Thus, it seems that in Cybertown, identity<br />

becomes a kind of commodity – taking the convenient <strong>and</strong> highly portable form of a<br />

small computer file that looks like the body the user would like to be.<br />

Regulation of Bodies<br />

There are a few privileged avatars in Cybertown that can only be held by<br />

designated players. The primary example of privileged avatars is security vehicles –<br />

which are generally avatars of cars or trucks with sirens <strong>and</strong> the word "security" on<br />

124 Manovich, "The Aesthetics of <strong>Virtual</strong> Worlds."<br />

74


them. 125 Players who are chosen by Cybertown's staff to hold security positions are the<br />

only ones who are allowed to display these avatars. Security officers circulate<br />

throughout Cybertown <strong>and</strong> enforce the rules of the environment's constitution. Unlike<br />

typical players, these characters have the power to remove, by technological means,<br />

players who break the rules.<br />

Some types of virtual bodies are officially forbidden in Cybertown. The main<br />

restriction on virtual bodies is size. According to rules, avatars should "fit within a cube<br />

of 1-2 m size," <strong>and</strong> they should not have more than 500 polygons. 126 In addition, they<br />

should have not more than one texture, <strong>and</strong> they should be less than 20 kilobytes in file<br />

size. The re<strong>as</strong>on for the rules appears to be primarily technical: large avatars can cause<br />

slower computers to cr<strong>as</strong>h when they try to display them. One night a player entered<br />

the plaza wearing a giant white disc-shaped avatar, <strong>and</strong> he immediately drew a rebuke<br />

from a participant, who sent a message for a security guard to enter. Before a security<br />

volunteer could arrive, the user left the plaza. During its short stay in the plaza, the<br />

white disc avatar slowed all action in the area, making it difficult or impossible for<br />

people to gesture with their virtual bodies. In Cybertown, size literally equates power –<br />

at le<strong>as</strong>t the amount of power it takes to draw <strong>and</strong> redraw the virtual body. A player can<br />

be banned from Cybertown for failing to abide by these size <strong>and</strong> texture restrictions.<br />

125 In April 2001, new security avatars began appearing. These new avatars are of male <strong>and</strong><br />

female humans in skin-tight police uniforms, with the security agent's nickname written on the back of<br />

the shirt. 126 "Avatar Library," Cybertown Web site, 15 April 2001<br />

.<br />

75


Though it is not well documented, avatars can also be banned b<strong>as</strong>ed on the<br />

content of their imagery. As one Cybertown programmer noted, "if the avatar is to big<br />

or is programmed to do specific things that would be considered rude or annoying it<br />

could be banned." Another programmer whose job it is to review avatars in Cybertown,<br />

described some of the avatars that he h<strong>as</strong> rejected:<br />

I look to make sure the object complies with the Cybertown constitution,<br />

things such <strong>as</strong> no items of a sexual, racial or violent nature. There are<br />

two main things that I get uploaded, that result in being rejected for<br />

content. I get one or two of these every other month or so. The most<br />

prominent upload is probably items of a sexual nature that aren't<br />

appropriate for a family community. I see a lot of whips <strong>and</strong> chains :-)<br />

Truthfully, 9 out of 10 times on a rejection for content, the items being<br />

rejected contain wips <strong>and</strong> chains for some re<strong>as</strong>on.<br />

There are also a few posters that the image file contains something of a<br />

sexual nature, but not too many.<br />

The next most prominant reject for content is because of a violent nature,<br />

these usually seem to be something cutting off a body part <strong>and</strong> blood<br />

spurting. I don't know if I have ever rejected because of violence except<br />

for body parts being cut off <strong>and</strong> blood spurting. 127<br />

This programmer's main guideline for judging the appropriateness of avatars is whether<br />

they are "appropriate for a family community." So, <strong>as</strong> in with chat <strong>and</strong> visual space<br />

76


within Cybertown, the language of family is invoked to summarize the ideology of<br />

Cybertown's community.<br />

One of the latest security features implemented in Cybertown is a virtual jail,<br />

where rule-breakers can be virtually detained. (See Figure 11.) If a user is imprisoned,<br />

his or her character is trapped in a virtual prison cell <strong>and</strong> cannot see or speak with other<br />

characters. I have not heard of any virtual prison breaks, but banned characters often<br />

attempt to simply create a new virtual identity <strong>and</strong> waltz right back into the main plaza.<br />

According to the rules, if a user is caught "re-immigrating to avoid a ban," they will<br />

receive the community's most severe punishment – permanent banishment.<br />

Pre-Programmed Gestures<br />

In Cybertown, each avatar is programmed to perform ten distinct animated<br />

gestures that it can display on comm<strong>and</strong>. The ten default motions for pre-programmed<br />

gestures in Cybertown are: waves hello, likes everybody, agrees, smiles, frowns,<br />

disagrees, dislikes everybody, says good-bye, is cool, <strong>and</strong> laughs. 128 The styles of<br />

performance vary among avatars: Vulcan waves hello differently than BigRed does.<br />

These defaults reflect how designers intend for avatars to be used in Cybertown.<br />

I would group these ten default movements into four main types: gestures of<br />

greeting or politeness (waves hello, says good-bye), gestures of emotion (likes<br />

everybody, smiles, frowns, dislikes everybody, laughs), gestures of opinion (agrees,<br />

127 Leitner.<br />

77


disagrees), <strong>and</strong> gestures of status (is cool). These categories represent the same themes<br />

of the environment's constitution, which calls for politeness (a call for good manners is<br />

the first article of the Cybertown constitution) <strong>and</strong> the "harmonious interchange of ide<strong>as</strong><br />

<strong>and</strong> information between community members <strong>and</strong> between communities." 129<br />

There are two ways for Cybertown users to trigger their avatars to gesture. One<br />

way is to choose from a drop-down menu within the environments' interface to activate<br />

a particular movement sequence. Another way, however, is simply by typing one of the<br />

many words that have been <strong>as</strong>signed to trigger the movements when they are used in the<br />

text chat. Whenever a participant types the word, "yes," for instance, the avatar makes a<br />

gesture of agreement. Users can alter the software's settings to make any word they<br />

choose trigger any of the ten gestures, though this feature is not well documented, <strong>and</strong><br />

most users seem to rely on the default settings. Thirty-four words are set to trigger<br />

gestures in the default state. These words are: hello, hi, howdy, laugh, hey, watch, like,<br />

likes, yes, sure, nods, agree, agrees, smile, smiles, frown, frowns, hate, hates, no, nope,<br />

disagree, disagrees, not, dislike, dislikes, reject, rejects, bye, seeya, goodbye, wave,<br />

waves, <strong>and</strong> cool. 130 Thus, if a user happens to type, "I hate Madonna," then the user's<br />

avatar would scowl violently. The exact same gesture would be triggered, however, if a<br />

user told another character, "I hate you."<br />

128<br />

"Avatar Wardrobe," My Info Cybertown Web site, 15 April 2001<br />

.<br />

129<br />

"The Cybertown Constitution."<br />

130<br />

"Body Language," Pop-up options window within Cybertown. 15 April 2001.<br />

.<br />

78


Many avatars in Cybertown also have preset gestures that occur periodically<br />

without the user's direct control. If an avatar h<strong>as</strong> not moved for several minutes, for<br />

instance, it will look at its wristwatch or cup a h<strong>and</strong> over its eyes <strong>as</strong> if to look for<br />

another avatar.<br />

Finally, users can, in some c<strong>as</strong>es, trigger other avatars in their line of sight to<br />

perform a preset gesture – by clicking on their virtual body with the computer mouse.<br />

In such c<strong>as</strong>es, only the user who did the clicking sees the gesture. To everyone else in<br />

the virtual room, the avatar remains unmoved.<br />

In addition to gesture, users can also move their avatars in expressive ways.<br />

Though the default is for users to "walk" around the virtual space, users can also choose<br />

from one of several types of movement: "fly," "examine," "fly," "pan," <strong>and</strong> "jump."<br />

Users can also "teleport" to selected locations within a room by choosing the location<br />

from a pull-down menu. Also, by clicking on another user's name in the chat window<br />

<strong>and</strong> selecting "beam to," a user can instantly teleport to the spot just in front of the<br />

selected user's avatar.<br />

These features highlight that the laws of physics do not govern the virtual space<br />

of Cybertown. The interface promises users a radical freedom of movement. In coding<br />

a mixture of word-triggered, user-instigated, <strong>and</strong> automatic gestures into Cybertown,<br />

designers seem to be attempting to use the visual channel to convey an atmosphere of a<br />

bustling town in which animated <strong>and</strong> meaningful conversations regularly take place.<br />

Gesture <strong>and</strong> movement in Cybertown is marked by excess rather than realism.<br />

Avatars do not merely wave, they extend a h<strong>and</strong> high in the air <strong>and</strong> move it downward<br />

79


in slow-motion, or shake it vigorously side to side <strong>as</strong> if hailing a f<strong>as</strong>t-moving taxi rather<br />

than greeting a nearby friend. Avatars do not simply nod in agreement, they jump up in<br />

the air <strong>and</strong> click their heels, or they leap into a st<strong>and</strong>ing back flip. Sometimes they<br />

appear to vanish, <strong>as</strong> when they instantly teleport to another location. And avatars never<br />

stop moving for long.<br />

Bodies In Action (<strong>and</strong> Inaction)<br />

Up until now, I've focused on the restrictions that Cybertown's software <strong>and</strong><br />

designers have placed on virtual bodies. But how do Cybertown citizens themselves<br />

make use of virtual bodies?<br />

On a recent evening, about 60 registered users stood in the City Plaza. 131 Not<br />

surprisingly, participants' messages to each other appear rapid-fire in the text chat<br />

window in the lower left portion of the Web browser. The amount of motion in the<br />

graphical portion of the browser, however, w<strong>as</strong> less than one might expect. Despite the<br />

fact that users are free to walk around, fly, or gesture within the electronic space, most<br />

of the virtual bodies stood perfectly still, holding their arms by their sides <strong>and</strong><br />

expressing neither motion nor emotion. Occ<strong>as</strong>ionally, an avatar would walk into or out<br />

of the frame. For the most part, however, the only movements that avatars made were<br />

automatic ones. These movements are symbols of inactivity rather than agency.<br />

131 Estimate b<strong>as</strong>ed on visits in December, 2000.<br />

80


In many c<strong>as</strong>es, users do not gather their avatars in close proximity to others, <strong>and</strong><br />

so most of these animated avatar gestures go unseen. Because the text chat can be read<br />

no matter where users st<strong>and</strong> in a virtual room (<strong>and</strong> even while they are present in the<br />

room in 2-D mode), users can converse with each other without st<strong>and</strong>ing within anyone<br />

else's line of sight. And a large number of Cybertown citizens choose to turn off the 3-<br />

D graphics mode during all or part of their stay in the virtual town, opting for the 2-D<br />

mode which allows interactors to participate in the text chat <strong>and</strong> perform most other<br />

town activities, such <strong>as</strong> moving from room to room or buying <strong>and</strong> selling objects. Other<br />

studies of virtual environments report a similar immobility of avatars. McDonough,<br />

who spent two-<strong>and</strong>-a-half years studying "CyberVerse," for instance, reports that:<br />

As a rule, users simply do not use the facilities within the CyberVerse<br />

software to have their avatars wave, or display anger or happiness.<br />

While these motion features do receive occ<strong>as</strong>ional use, it is extremely<br />

rare, <strong>and</strong> their use to connote the actual emotional state of the user at the<br />

moment is practically non-existent. If the avatar is the extension of the<br />

user’s body in cyberspace, than that body displays an amazing lack of<br />

affect. 132<br />

Though screenshots from McDonough's study reveal that the environment he examined<br />

w<strong>as</strong> not Cybertown, his research site is technologically very similar to Cybertown.<br />

Cybertown's builders <strong>and</strong> citizens seem unconcerned by the selective use of<br />

avatars <strong>and</strong> simulated space, <strong>and</strong> maintain that the graphical communication option is<br />

81


one of the primary draws of the environment. Cox, the marketing director, said that the<br />

availability of the graphical interface is intended to heighten the illusion that users are<br />

entering of a town. "It's kind of immersive," she said, adding, "you feel that you are in<br />

the city <strong>and</strong> in a place." The 3-D interface also helps set Cybertown apart from MUDs<br />

<strong>and</strong> other text-b<strong>as</strong>ed chat environments, she said, by providing a "cool factor."<br />

Most Cybertown citizens I talked to named technical re<strong>as</strong>ons for using 2-D<br />

mode – mainly noting that the 3-D mode w<strong>as</strong> too slow for general use. In some c<strong>as</strong>es,<br />

users reported that the 3-D software plug-in that is required to view the graphical<br />

interface did not work properly on their computers. As one participant, a 22-year-old<br />

male from Italy, put it, "I'm a strict 2der/I did not manage to download the applet."<br />

About 15-20 per cent of Cybertown users participate in the 3-D mode exclusively,<br />

according to Steve Leitner, a Cybertown volunteer who reviews avatars, <strong>and</strong> at le<strong>as</strong>t a<br />

few users appear to use 2-D exclusively. The rest have developed a strategic use of the<br />

simulated space, turning 3-D mode on when they want to communicate visually <strong>and</strong> off<br />

when they just want to chat or perform routine t<strong>as</strong>ks such <strong>as</strong> reading through messages<br />

from other users.<br />

"Being in 3d seems slower to me," wrote Chyana, a citizen who holds the title of<br />

Elder 133 <strong>and</strong> in real life is a 39-year old woman, while she w<strong>as</strong> in 2-D mode shopping<br />

for objects to decorate her house. "I do use 3d," she adds, "but not to shop/ 2d you get<br />

around f<strong>as</strong>ter." It is not uncommon, for instance, to see someone in the City Plaza<br />

132 McDonough.<br />

82


write, "Going into 3D," <strong>as</strong> a way of explaining why their character name is about to<br />

disappear from the chat room for a moment while they re-enter in 3-D mode. Unlike<br />

the fant<strong>as</strong>ies of cyberspace presented in Neuromancer or Snow Cr<strong>as</strong>h, simulated space<br />

in Cybertown is not always considered the ideal interface.<br />

Making a Spectacle of Self<br />

There are, however, situations (or scenes) in Cybertown where participants<br />

make explicit use of their virtual bodies.<br />

"Everyone look at my av :)," wrote a neighborhood deputy late one evening. He<br />

had created (or appropriated) an avatar that looked like a gr<strong>and</strong>father clock, <strong>and</strong> he w<strong>as</strong><br />

sliding around the City Plaza. Because the avatar had no arms or legs, its movement<br />

looked haunted. The avatar w<strong>as</strong> unusual for Cybertown, since most participants take<br />

the form of people, aliens, or vehicles. The character attracted the attention of a few<br />

citizens, who either used the "beam to" comm<strong>and</strong> to instantly teleport to a spot near the<br />

character, or they turned or walked until they had maneuvered to see the avatar. This<br />

type of peacock-like strutting of virtual plumage by participants is common in public<br />

are<strong>as</strong> of Cybertown.<br />

Cybertown citizens seem most interested in using bodies <strong>as</strong> conversation pieces<br />

rather than <strong>as</strong> simulations of their real-world bodies. In many c<strong>as</strong>es, the most attention-<br />

getting avatars are ones that make references to popular culture, <strong>and</strong> thus might express<br />

133<br />

The title of "Elder" is given to citizens who have participated in the environment for at le<strong>as</strong>t a<br />

year <strong>and</strong> who are considered valued members of the community.<br />

83


a hobby or interest rather than a racial or ethnic background. One user, named "sith,"<br />

flew around the town's Flea Market in the form of a star destroyer from the Star Wars<br />

films. The avatar even exhibited an unusual special effect; <strong>as</strong> other avatars approached,<br />

it would automatically shoot (harmless) green l<strong>as</strong>er beams at them. Several players<br />

complimented the user wearing the avatar. "Great avatar sith. you scared me," wrote<br />

one participant. On another evening in the City Plaza, a club <strong>as</strong>sistant wrote, "Come<br />

look at my avatar i am bat man!"<br />

Psychologist John Suler argues that virtual costume wearing in 3-D<br />

environments allows users to express their "personality type" using a visual cue. "The<br />

costume also symbolically highlights <strong>as</strong>pects of who you are. It amplifies one of your<br />

interests, some facet of your personality or lifestyle, or something you wish for." 134<br />

McDonough found a similar use of body-<strong>as</strong>-prop – or what he calls "avatar-<strong>as</strong>-<br />

toy" 135 – in the 3-D environment he examined. He argues that such behavior represents<br />

a distancing of a user from their virtual body, rather than the kind of immersion in the<br />

environment encouraged by virtual-world builders. "The most common use of these<br />

motion features is to make one’s own avatar a subject of display in a way which<br />

distances the avatar from the user directing it." 136 These moments of identity play –<br />

when users dress up or act out to gain attention – only further highlights the observation<br />

that citizens are not usually attentive to subtle nuances of gesture or expression in<br />

134 J. Suler, "The Psychology of Avatars in Graphical Space in Multimedia Chat Communities,"<br />

The Psychology of Cyberspace May 1996, 15 March 2001<br />

.<br />

135 McDonough.<br />

84


Cybertown – at le<strong>as</strong>t during routine interactions in public are<strong>as</strong>. Only by making a<br />

spectacle of one's avatar self can a citizen get other users to beam over <strong>and</strong> take a look<br />

at the visual cues he or she is sending.<br />

The excesses of avatars can also be read in melodramatic terms. In other words,<br />

the exaggerations of avatar gestures can be seen <strong>as</strong> a metaphoric expression that<br />

emph<strong>as</strong>izes a kind of moral order in social interactions. Brooks argues that in<br />

melodrama, meanings are frequently inscribed on the body:<br />

<strong>Virtual</strong> Displays of Affection<br />

It is, of course, in the logic of melodramatic acting out that the body<br />

itself must pay the stakes of the drama: the body of the villain is<br />

publically br<strong>and</strong>ed with its identity, exposed in a formal judgment scene,<br />

then, if not put to death in h<strong>and</strong>-to-h<strong>and</strong> combat, driven from the stage<br />

<strong>and</strong> banished from human society; while the body of persecuted virtue is<br />

at first expressionistically distorted, <strong>as</strong> in a hysterical conversation, then<br />

is rewarded, feted, married, <strong>and</strong> emblazoned with all the signs of the<br />

public recognition of its nature. 137<br />

One afternoon in the Flea Market – an area where users can trade virtual<br />

possessions – two avatars stood face-to-face gazing into each other's virtual eyes. One<br />

avatar looked like a princess, with a white gown. The other looked like a tough, burly<br />

136 McDonough.<br />

137 Brooks 19.<br />

85


woman. The princess said "hi gal," causing her avatar to wave. Since the two<br />

characters were st<strong>and</strong>ing so close together, it looked <strong>as</strong> if the princess w<strong>as</strong> affectionately<br />

petting the other one. The burly character replied in kind, "hi gal," which triggered the<br />

same motion, in what certainly looked like a public display of affection. (See Figure<br />

12.)<br />

I saw this couple st<strong>and</strong>ing face to face on several different occ<strong>as</strong>ions. Once, I<br />

<strong>as</strong>ked the burly one, who I wil call Bolt, why they did this. "lol we just like each other<br />

av's so st<strong>and</strong> close," said the user. 138<br />

It seemed to me at first that these two characters were using the visual interface<br />

of Cybertown to express affection between two women – a topic that is apparently<br />

banned from the text chat. But when I <strong>as</strong>ked the gender of the burly avatar, he said he<br />

w<strong>as</strong> male. Thus, the images were intended <strong>as</strong> an expression of heterosexual desire, <strong>and</strong><br />

I had simply misread one of the avatars.<br />

In any c<strong>as</strong>e, users occ<strong>as</strong>ionally position their avatars close together to simulate<br />

an intimate face-to-face encounter. One occ<strong>as</strong>ion in which this virtual gaze is employed<br />

is at weddings. It is difficult to determine how often weddings take place, but several<br />

users I talked to said they had been married in the environment at le<strong>as</strong>t once. When I<br />

<strong>as</strong>ked one 14-year user if she had gotten married in Cybertown, she quipped, "yeah/like<br />

138<br />

Author's Cybertown Chat Log, Cybertown Flea Market, 7 Dec. 2000, 22:17:09 E.S.T.<br />

.<br />

86


5 billion times." 139 One citizen even set up a public "club" called "st.pauls" <strong>and</strong><br />

decorated it like a church for the purpose of staging weddings. Bolt showed me a<br />

virtual photo album from his own wedding. The virtual album contained six screen<br />

shots from Bolt's virtual ceremony.<br />

One of the only weddings I witnessed firsth<strong>and</strong> w<strong>as</strong> one I stumbled in on – <strong>and</strong><br />

accidentally interrupted. It w<strong>as</strong> held in the Flea Market on a Thursday afternoon, while<br />

other users continued to buy <strong>and</strong> sell objects. The Flea Market is a large structure that<br />

looks like a warehouse, with several numbered stages where people can display virtual<br />

goods for sale. This wedding, which w<strong>as</strong> officiated by a Flea Market deputy, took place<br />

in the middle of one of these stages. The bride <strong>and</strong> groom stood close together facing<br />

each other, with the virtual priest st<strong>and</strong>ing in front of them <strong>and</strong> a few onlookers<br />

gathered nearby. The officiate, nicknamed Priest, <strong>as</strong>ked everyone to be quiet, <strong>and</strong> then<br />

he paused to give everyone time to switch to 3-D for the ceremony.<br />

"Ple<strong>as</strong>e everyone ple<strong>as</strong>e be quiet while the wedding is going/ ok waiting for<br />

them to go 3d if they wish." It seems clear that Priest is marking this occ<strong>as</strong>ion <strong>as</strong> a<br />

moment where switching to 3-D mode is optimal. After a few minutes – <strong>and</strong> several<br />

comments from people still chatting <strong>and</strong> selling objects – the wedding began. Below is<br />

a transcript of what the officiate, the bride, <strong>and</strong> the groom wrote:<br />

Priest: All who are in the fleamarket here are <strong>as</strong> witnesses for the<br />

joining of Bride <strong>and</strong> Groom.<br />

139<br />

Author's Cybertown Chat Log, Cybertown Shopping Mall, 16 Dec. 2000, 03:09:23 E.S.T.<br />

.<br />

87


Priest: these two have <strong>as</strong>ked to be joined in Cybertown <strong>as</strong> virtual wife<br />

& husb<strong>and</strong>. If there are any who would stop them from joining say so<br />

now.<br />

Groom: !!!!!!<br />

Bride: holds Groom's h<strong>and</strong><br />

Priest: ok now since no one is gonna make them part<br />

Priest: Under the moonlight night of CT & lights of the flea market, do<br />

you Groom take Bride to be your virtual wife to have & hold, cherish &<br />

love til your parting days?<br />

Priest: if so say I do<br />

Groom: white/ i do<br />

Bride: I do<br />

Groom: ok And you, Bride, do you take Groom to be your virtual<br />

husb<strong>and</strong> to have & hold, cherish & love til your parting days?<br />

Bride: Ido<br />

Priest: Now with the power vested me from Lady, the high elder <strong>and</strong><br />

FMC, 140 I pronounce you two <strong>as</strong> husb<strong>and</strong> & wife joined in the<br />

matrimony of cyberdom to generously be marketeers all your days<br />

together.<br />

After the ceremony, several guests offered virtual gifts to the bride or groom.<br />

140<br />

"FMC" refers to the Flea Market. The "marketeers" quip seems to refer to the couple's<br />

involvement with running the Flea Market.<br />

88


Though the flea market setting for this ceremony might be considered non-traditional,<br />

the wedding itself seemed to mimic a Christian wedding in the placement of the<br />

participants <strong>and</strong> the content of the service. It seems that in virtual weddings, avatars are<br />

used <strong>as</strong> props to stage a ritual meant to signify intimacy between two participants.<br />

Though weddings occur in text-b<strong>as</strong>ed environments <strong>as</strong> well, 141 3-D space is used in<br />

Cybertown to visually enhance the simulation of the ritual gestures <strong>as</strong>sociated with<br />

weddings – <strong>and</strong> thus, to simulate an enactment of romantic love.<br />

During the ceremony, the computer user controlling the bride or the groom<br />

literally gazed into their spouse's virtual eyes, since the computer screen would have<br />

shown a close-up of the other avatar's face while the two characters stood facing each<br />

other. These virtual gazes are so meaningful to participants that some even save<br />

screenshots to place in virtual wedding albums. The 3-D space helps bring shape,<br />

meaning, <strong>and</strong> memory to the ritual wedding experience.<br />

It is largely, <strong>as</strong> a technical matter, impossible for Cybertown users to<br />

consummate these virtual weddings within the virtual environment. For one thing,<br />

overt sexual expression is not allowed in public are<strong>as</strong> of the virtual world. Though it is<br />

possible that users perform engage in cyber sex in private are<strong>as</strong>, physical intercourse is<br />

impossible while users are sitting at computers at different physical locations. In many<br />

ways, then, the desire expressed at virtual weddings is a kind of forbidden fruit – one<br />

that can be staged metaphorically but never fully enjoyed.<br />

141 I witnessed several while I w<strong>as</strong> a member of LambdaMOO in 1994.<br />

89


Film melodrama also often figures the desire of the main character (generally<br />

female desire) <strong>as</strong> one that is forbidden. <strong>Melodrama</strong>, argues Maria Laplace, features "a<br />

particular mise-en-scene of female desire that focuses on the lovers' faces <strong>and</strong>, in<br />

particular, the eyes <strong>and</strong> mouth." Laplace points to the 1942 film Now Voyager, in<br />

which Charlotte (Bette Davis) <strong>and</strong> Jerry (Paul Henreid) are confined by circumstances<br />

to what might <strong>as</strong> well be a virtual reality romance. Charlotte tells Jerry she is convinced<br />

that "you <strong>and</strong> I were so in sympathy, so one, that you'd know without being <strong>as</strong>ked what<br />

would make me happy." But the two are unable to marry because Jerry is already<br />

(unhappily) married <strong>and</strong> feels that he must stay with his wife out of a sense of duty. In<br />

the final scene, the two negotiate a solution that combines ritual gesture <strong>and</strong> gazing.<br />

Jerry offers, "Shall we just have a cigarette on it?" <strong>and</strong> performs a gesture that recurs<br />

several times in the film – he takes two cigarettes <strong>and</strong> lights both of them in his mouth<br />

before p<strong>as</strong>sing one to Charlotte. By this point in the film, the gesture h<strong>as</strong> become<br />

almost robotic in its repetition – like the gestures performed by Cybertown's avatars.<br />

Precisely because of its excessive <strong>and</strong> ritual nature, however, it comes to serve <strong>as</strong> a<br />

virtual union – either spiritually, erotically, or both – for the two.<br />

Charlotte h<strong>as</strong> the l<strong>as</strong>t word, <strong>as</strong> the two st<strong>and</strong> in front of the window gazing into<br />

each other's eyes while the camera pans up to a shot of the starry night sky. This gaze<br />

takes the lovers away from their bodies <strong>and</strong> off to the stars. As Laplace notes, "These<br />

90


'looks at' finally culminate in 'looking into' each others' eyes <strong>as</strong> they grow to know each<br />

other; it is this intimate gaze that marks the erotic." 142<br />

Depictions of Race<br />

Three-dimensional virtual environments foreground the idea of a virtual body,<br />

<strong>and</strong> thus they offer the possibility of routinely signaling race in ways that many text-<br />

b<strong>as</strong>ed environments do not allow. In text-b<strong>as</strong>ed environments race h<strong>as</strong> largely been<br />

comletely left off of the descriptions that users are <strong>as</strong>ked to write for their virtual<br />

characters. As Lisa Nakamura noted: "Race is not only not a required choice, it is not<br />

even on the menu." 143 A similar resistence to racial issues is evident in Cybertown <strong>as</strong><br />

well, however. Cybertown's designers attempt to keep actual race issues out of the<br />

virtual town by depicting all races in a cartoon form. "I think [Cybertown] takes that<br />

kind of thing out of the equation to some extent," Cox said. To help ensure that racist<br />

remarks are not made, the Cybertown constitution bans "blatant expressions of bigotry,<br />

racism, hatred, or profanity." 144<br />

Cybertown's leaders may try to render race irrelevant in this 3-D environment,<br />

but, interestingly, the idea of race is not absent in the environment's official stroyline.<br />

The one attempt to discuss race in Cybertown's narrative – that of the Morph Wars that<br />

pit native Cybertown residents against alien invaders – also allows participants to e<strong>as</strong>ily<br />

take either side. Even when players do take their fictional races seriously, these races<br />

142 McDonough 159.<br />

143 Nakamura.<br />

91


are clearly imaginary. Thus, the science-fictional race narrative of Cybertown deflects<br />

real-world race issues into an abstract realm. In this realm, it is 'no big deal,' to inhabit<br />

the body of someone of another race.<br />

144 "The Cybertown Constitution."<br />

92


Back to the Future<br />

CONCLUSION: SIMULATIONS OF LIFE<br />

While the theme <strong>and</strong> technology of Cybertown are decidedly futuristic, the<br />

environment shares many properties of the age-old genre of melodrama – both in its<br />

structural features <strong>and</strong> its content.<br />

The story of Cybertown is one that foregrounds issues of family, domesticity,<br />

consumerism <strong>and</strong> the individual's role in society. The setting of many social<br />

interactions within the environment is the virtual home, <strong>and</strong>, <strong>as</strong> in melodrama, the<br />

excesses in decorations in these architectural interiors can be seen <strong>as</strong> visual markers of<br />

the interior of a character's psyche – <strong>and</strong> thus a window into the user's (virtual) identity.<br />

As in melodram<strong>as</strong> in other media, Cybertown attempts to portray a world ruled<br />

by a strict sense of moral order, where there are clear distinctions between right <strong>and</strong><br />

wrong. Those who violate the rules of the environment are br<strong>and</strong>ed <strong>as</strong> villains <strong>and</strong><br />

punished by virtual imprisonment or banishment. The explicit ideology of Cybertown<br />

is one that celebrates bourgeois values, where strong family relations are key to<br />

happiness <strong>and</strong> where identity is crafted through consumption. When users attempt to<br />

discuss subjects that call these sanctioned values into question – such <strong>as</strong> when a user<br />

attempted to discuss female homosexuality – such talk is suppressed by designers <strong>and</strong><br />

participants. The potentially controversial social issue of race does find expression<br />

within Cybertown – since many virtual bodies depict some kind of race. But designers<br />

<strong>and</strong> participants seem to go out of their way to render race irrelevant where it does<br />

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appear within the representation. Since anyone can choose to render herself in any<br />

color or shape, virtual bodies in Cybertown byp<strong>as</strong>s issues of race to deal instead with<br />

issues of cl<strong>as</strong>s. It seems that one of the primary goals of many participants in<br />

Cybertown is to gain status within the community. If one's virtual race is not deemed<br />

important, virtual cl<strong>as</strong>s – me<strong>as</strong>ured numerically in experience points <strong>and</strong> CityC<strong>as</strong>h <strong>and</strong><br />

more subtly in demonstrations of technical skill – is foregrounded. As Cox herself says:<br />

"How come when you go <strong>and</strong> you play a video game you want to get that highest<br />

number <strong>and</strong> you want your name up there? … It's a status thing." 145<br />

As in melodram<strong>as</strong> in other media, Cybertown promises a world of strong<br />

emotions <strong>and</strong> highly meaningful social interactions. Many long-time Cybertown users<br />

emph<strong>as</strong>ize that it is "like a family," <strong>and</strong> that they feel close attachments to other<br />

participants. Though most Cybertown participants have never seen each other face-to-<br />

face, they often stage simulations of being face-to-face. Some participants express their<br />

emotional interest in other users by positioning their avatars directly in front of the<br />

other's avatar, creating a scene in which they gaze into each other's virtual eyes. And<br />

many participants engage in the ritual of the virtual wedding, which generally features<br />

this romantic virtual gaze <strong>as</strong> the central attraction. Sex itself cannot be represented in<br />

Cybertown – <strong>as</strong> any overt sexual expression is against the rules of Cybertown. Instead,<br />

attraction between users is figured <strong>as</strong> one that transcends physical copulation, existing<br />

on an emotional or spiritual plane. Many participants I talked to suggested that forging<br />

relationships in Cybertown made them better people in real life. As a male club<br />

145 Cox.<br />

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<strong>as</strong>sistant put it: "The point of cybertown is to meet new people have fun share<br />

experiences <strong>and</strong> thus broaden us all <strong>as</strong> people."<br />

As in melodram<strong>as</strong> in other media, the body becomes a privileged site of<br />

punishment <strong>and</strong> reward in Cybertown. The virtual bodies of those who repeatedly<br />

break the rules are confined to a virtual prison, while participants with clean records can<br />

win the right to wear virtual bodies reserved for "elders" <strong>and</strong> security officials. In their<br />

excess, these representations strive for clarity, <strong>as</strong>suring everyone who sees them that<br />

their status – <strong>and</strong> the system of meaning within the virtual space – bears a larger<br />

meaning.<br />

The promise of Cybertown seems to be the virtual achievement of the American<br />

dream: that anyone who works hard enough <strong>and</strong> <strong>as</strong>similates to sanctioned social<br />

behaviors can rise to the highest level of wealth <strong>and</strong> social status. However, when<br />

contradictions arise <strong>and</strong> when this utopian vision is challenged – such <strong>as</strong> when an<br />

argument broke out among security officials over how to enforce the rules –<br />

Cybertown's designers <strong>and</strong> participants work hard to suppress evidence of the strife. It<br />

seems that, like a cl<strong>as</strong>sical Hollywood film, Cybertown wants to deliver happy endings,<br />

even if its staging of status <strong>and</strong> power occ<strong>as</strong>ionally breeds disagreements among<br />

characters.<br />

Brooks argues that melodrama can be understood <strong>as</strong> an effort to demonstrate the<br />

existence of a higher moral or spiritual truth underlying human experience. He traces<br />

the history of the genre back to the time of the French Revolution – a time when<br />

religion <strong>and</strong> other belief systems began to be called into questions by enlightenment<br />

95


concepts of science <strong>and</strong> re<strong>as</strong>on. "<strong>Melodrama</strong> does not simply represent a 'fall' from<br />

tragedy, but a response to the loss of the tragic vision. It comes into being in a world<br />

where the traditional imperatives of truth <strong>and</strong> ethics, their instauration <strong>as</strong> a way of life,<br />

is of immediate, daily, political concern." 146 In a sense, Brooks argues that melodrama<br />

<strong>as</strong>sures middle-cl<strong>as</strong>s viewers that their own daily lives have meaning. Similarly,<br />

Elsaesser argues that melodram<strong>as</strong> emerge during periods of "intense social <strong>and</strong><br />

ideological crisis." 147<br />

Cybertown h<strong>as</strong> emerged at a historical moment marked by swift societal<br />

changes facilitated by technology. The current information revolution h<strong>as</strong> aroused both<br />

utopian visions <strong>and</strong> anxieties about whether computing technology leads to<br />

unprecedented alienation. In fact, some participants say that they enter Cybertown<br />

looking to alleviate loneliness. As a woman nicknamed Sexydeb put it: "A lot of people<br />

here are lonely, I think. They come here for entertainment." Cybertown promises not<br />

only the comfort of a virtual family, but its ideology <strong>and</strong> melodramatic portrayals<br />

re<strong>as</strong>sures users that whether they are on or off line, the world is still governed by b<strong>as</strong>ic<br />

principles of right <strong>and</strong> wrong.<br />

If film melodrama is often described <strong>as</strong> an "imitation of life" 148 – presenting a<br />

representation of seemingly mundane <strong>as</strong>pects of social life – then Cybertown offers a<br />

simulation of life. <strong>Virtual</strong> citizens of this 3-D environment are not simply spectators.<br />

146<br />

Brooks 60.<br />

147<br />

Elsaesser 70.<br />

148<br />

Imitation of Life is the title of a popular film melodrama produced in 1934 <strong>and</strong> remade in<br />

1959. It is also the title of a volume of essays on film melodram<strong>as</strong>.<br />

96


They are active participants in the representation presented on the computer screen.<br />

Participants are interactors who take on roles within the dominant community narrative,<br />

playing the parts of security guards, mayors, or even of troublemakers. As I've tried to<br />

demonstrate, this 3-D virtual world is not simply a realistic portrayal of participants <strong>and</strong><br />

their social relations, however, but a highly exaggerated, participatory melodrama.<br />

Cybertown's formula seems to have resonated with many Internet users: the<br />

environment w<strong>as</strong> named a "Best Chat" site of 2001 by Yahoo! Internet Life magazine. 149<br />

Cybertown is not the only 3-D virtual world to enact exaggerated depictions of<br />

seemingly mundane social interactions. A more recent example is the enormously<br />

popular video game The Sims, in which participants design a virtual character <strong>and</strong><br />

virtual home <strong>and</strong> manipulate various scenarios. 150 The original version of the game<br />

only allowed users to run a simulation on their own computer in isolation, but a newer<br />

version lets players interact with other simulated people over the Internet. In a review<br />

of The Sims, video game critic J.C. Herz found that the game also offered a not-so-<br />

subtle ideological message that reinforced capitalism. As she wrote: "The Sims live in<br />

a perfect consumer society where more stuff makes you happier, period. There's nothing<br />

else. So your goals in SimLife are purely material: Work your way up the job ladder so<br />

149 Alan Cohen, "100 Best Sites for 2001" Yahoo! Internet Life March 2001, 20 April 2001<br />

.<br />

150 The Sims, Maxis Software, CD-ROM, 2000.<br />

97


you can earn more money, so you can buy more furniture, a bigger house <strong>and</strong> more<br />

toys." 151<br />

And, <strong>as</strong> noted earlier, the discourse of virtual worlds h<strong>as</strong> long argued that the<br />

technology's major benefit is in creating what amounts to an interactive soap opera.<br />

From the text-b<strong>as</strong>ed domestic space of LambdaMOO to the fictional character of<br />

Juanita in Snow Cr<strong>as</strong>h to the virtual 3-D homes within Cybertown, the history of virtual<br />

worlds h<strong>as</strong> been one that promises to tame the frontier of the Internet <strong>and</strong> turn it into a<br />

place where people can, <strong>as</strong> Rheingold noted, "exchange ple<strong>as</strong>antries <strong>and</strong> argue, engage<br />

in intellectual discourse, conduct commerce, exchange knowledge, share emotional<br />

support, make plans, brainstorm, gossip, feud, fall in love, find friends <strong>and</strong> lose them,<br />

play games, flirt, create a little high art <strong>and</strong> a lot if idle talk." 152 A consistent goal of<br />

virtual world designers h<strong>as</strong> been to byp<strong>as</strong>s textual expression <strong>and</strong> allow computer users<br />

to simulate body language <strong>and</strong> other nonverbal cues. This h<strong>as</strong> also been a trait that<br />

marks melodramatic texts, <strong>as</strong> Brooks observes: "Much late eighteenth-century<br />

reflection on the nature of language <strong>and</strong> its origins tends to the view that gesture is the<br />

first <strong>and</strong> ultimately the most p<strong>as</strong>sionate form of communication, that which comes to<br />

the fore when the code of verbal language lapses into inadequacy." 153 Cybertown seems<br />

to promise to bring p<strong>as</strong>sion (rather than physical sex) to cyberspace.<br />

151<br />

J.C. Herz, "The Sims Who Die With the Most Toys Win" New York Times on the Web, 10<br />

Feb. 2000, 21 April 2001<br />

.<br />

152<br />

Rheingold 8.<br />

153<br />

Brooks 19-20.<br />

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The important distinction between virtual worlds <strong>and</strong> the "real" one is that in<br />

virtual worlds, people leave their bodies behind <strong>and</strong> replace them with representations.<br />

Baudrillard argues that the era of simulation is upon us, <strong>and</strong> that we live in a hyperreal<br />

world where even our off-line behavior is enacted within a kind of simulation.<br />

Underst<strong>and</strong>ing 3-D environments <strong>as</strong> melodram<strong>as</strong> suggests that people might be drawn<br />

to these clearly simulated worlds <strong>as</strong> a way of coping with the vagaries <strong>and</strong> uncertainty<br />

of the complex world of signs that postmodern subjects inhabit. Or, perhaps the<br />

interactive nature of Cybertown is a sign that participants embrace the incre<strong>as</strong>ingly<br />

hyperreal world we live in, where the boundaries between virtual <strong>and</strong> real seem more<br />

<strong>and</strong> more fuzzy.<br />

The technology that makes 3-D virtual worlds possible is improving at a rapid<br />

pace, <strong>and</strong> many designers say they are working to make their 3-D environments even<br />

more detailed <strong>and</strong> immersive. At the present moment, virtual reality appears to be in its<br />

silent era, since many virtual worlds do not directly support two-way voice<br />

communication, <strong>and</strong> instead rely on a combination of text chat, visual elements, <strong>and</strong><br />

simple music <strong>and</strong> sound effects. 154 Sound seems sure to emarge, <strong>as</strong> well <strong>as</strong> better image<br />

quality – just <strong>as</strong> it did with cinema. Cybertown, for instance, is planning to rele<strong>as</strong>e a<br />

new version of its environment called Cybertown Next Generation, that promises more<br />

photo-realistic images, a larger <strong>and</strong> "more immersive" 3-D window, <strong>and</strong> even voice<br />

154<br />

It is technically possible for users to run a voice chat software program while also<br />

participating in a virtual world, though this feature is generally not integrated into the environments.<br />

99


chat. 155 As these simulated environments become more sophisticated <strong>and</strong> more popular,<br />

they call out for closer study by scholars <strong>and</strong> critics.<br />

Limitations of This Study<br />

In my analysis, I have tried to emph<strong>as</strong>ize melodramatic features of Cybertown.<br />

This is not meant to suggest, however, that other narrative genres are not also drawn<br />

upon within the environment.<br />

The genre of science fiction, for instance, is frequently referred to by designers<br />

<strong>and</strong> participants, <strong>and</strong>, <strong>as</strong> I noted, the marketing materials cite science fiction <strong>as</strong> their<br />

main theme. Science-fiction film theory might also help to decode representations<br />

within Cybertown <strong>and</strong> other 3-D environments. Vivian Sobchack's work on science-<br />

fiction film would be a starting point for such a study. 156<br />

Cybertown also draws on <strong>as</strong>pects of animation – especially considering that the<br />

3-D environment is drawn rather than photographed. A useful study could be done<br />

comparing Cybertown or other 3-D environments with animated films or television<br />

shows.<br />

It is also important to note that I focused on the most well traveled are<strong>as</strong> of<br />

Cybertown, which could suggest that these are the only are<strong>as</strong> within the virtual world.<br />

In fact, the environment is huge, with dozens of public are<strong>as</strong> <strong>and</strong> hundreds of private<br />

155<br />

"Vision: Cybertown NG is the next generation of online communities," Cybertown Web site.<br />

2001, 21 April 2001 .<br />

156<br />

Vivian Sobchack, The American Science Fiction Film, 1950-75 (South Brunswick <strong>and</strong> New<br />

York: A.S. Barnes <strong>and</strong> Company, 1980).<br />

100


ones. I did spend some time exploring such are<strong>as</strong> <strong>as</strong> the Café, the Library, Sunset<br />

Beach, the Pool, the Stadium, the Fun Park, the Water Park, <strong>and</strong> City Hall, but I felt it<br />

w<strong>as</strong> beyond the scope of this project to provide a detailed description of the entire<br />

virtual world.<br />

Some critics have argued that video games <strong>and</strong> other 3-D environments should<br />

not be compared to film because they are so different structurally. In his recent work on<br />

video games, Steven Poole argues that: "The comparison between the forms – initially<br />

so inviting because they both look like they are doing similar things – is in the final<br />

analysis an informatively limited one" 157 I disagree, <strong>and</strong> I hope this work might serve <strong>as</strong><br />

an indication of the possibilities of applying film theory to video games <strong>and</strong> virtual<br />

worlds. Poole goes on to clarify his point by saying that there can be no dramatic irony<br />

within an interactive representation such <strong>as</strong> a video game:<br />

When Janet Leigh mounts the stairc<strong>as</strong>e of the Bates Motel in Psycho,<br />

Hitchcock deliberately chooses a very tight shot on her h<strong>and</strong> moving up<br />

the banister, inducing tension through dramatic irony, <strong>as</strong> we know what<br />

awaits her at the top of the stairs, although she does not. But there can<br />

be no dramatic irony in videogames; because dramatic irony depends on<br />

a knowledge differential between spectator <strong>and</strong> protagonist – yet in a<br />

videogame the player is both spectator <strong>and</strong> protagonist at once. 158<br />

157<br />

Steven Poole, Trigger Happy: Videogames <strong>and</strong> the Entertainment Revolution (New York:<br />

Arcade Publishing, 2000) 89.<br />

158<br />

Poole 81.<br />

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I would counter that there are both drama <strong>and</strong> irony in Cybertown, in part<br />

because of the cl<strong>as</strong>h between designers <strong>and</strong> users. Like film directors, designs hold a<br />

privileged position of power with far more control over the environment than users.<br />

Certainly, however, there are fundamental difference between films <strong>and</strong> 3-D<br />

environments, <strong>and</strong> I have tried to take those differences into account in my analysis.<br />

The software plugin that displays Cybertown automatically logs all text<br />

discussions that a user sees, <strong>and</strong> I used the logs from my sessions for this paper. The<br />

software does not log images, however. I included several screenshots to try to convey<br />

the sense of the visual <strong>as</strong>pects of the environment. Once Cybertown changes to its new<br />

interface, however, it might be difficult or impossible for other researchers to observe<br />

the environment first-h<strong>and</strong>.<br />

This research also raised novel ethical questions, to which I tried to remain<br />

sensitive. On one occ<strong>as</strong>ion, a virtual user <strong>as</strong>ked for virtual payment in exchange for<br />

answering my questions. I gave this user a set of decorative palm trees worth about<br />

$200 CityC<strong>as</strong>h, but I did not use his interview in the study. I later decided that I would<br />

not compensate participants for their responses, even if this compensation consisted of<br />

virtual rather than real money. In the future, however, researchers might consider<br />

whether virtual payment is appropriate, <strong>as</strong> it would likely attract a large number of<br />

participants <strong>and</strong> would be relatively cheap in real dollars.<br />

The research methods for this study were approved by Georgetown University's<br />

Institutional Review Board (reference #01-071).<br />

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