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SECOND LIFE > REAL LIFE > SECOND LIFE<br />

By COURTNEY MALICK<br />

While RMB City is first and foremost a site of production and interaction for gamers,<br />

it has also become a bridge between the Second Life community and others from<br />

various galleries and museums due to Cao’s status as an international exhibitor. For<br />

example, she conducted live interviews with Hans-Ulrich Obrist and other curators at<br />

the Serpentine in London, in which both online and real life viewers could participate.<br />

In this way, the project is digital in its framework and modus operandi, but its most<br />

exciting meaning has come from the ways RMB City parses through a certain level of<br />

abstracted mimicry, the deeply felt isolation of the vast urban development of China in<br />

the last twenty years, and the fragility and instability of that environment today. In this<br />

way, Cao’s artistic commentary relates more to China and its rapidly changing landscape<br />

than to that of Second Life, which acts simply as a stage upon which she invites<br />

participants to engage.<br />

Another artist who has utilized Second Life as setting, not for the purposes of site production,<br />

but rather pure exploration, is Israeli artist Miri Segal. In her 2007 video, BRB,<br />

Segal and her assistant create avatars and enter Second Life for the first time. Unlike<br />

Cao, viewers are able to relate to Segal as she appears new to the alternate world.<br />

There, Segal, whose avatar is named “Muzza” and whose face is covered with a Google<br />

search screen-skin, wanders through all kinds of strange and over-stimulating environments<br />

with glowing colorful skies. She and her assistant, whose avatar is named “Roga,”<br />

pass other residents, some of whom are half-human, half-animal, dressed in extreme<br />

costumes, while others remain relatively “real life” in their aesthetic.<br />

[Opposite] Cao Fei, RMB City, 2009. Courtesy of the internet.<br />

[Above] Cao Fei, RMB City (Naked Idol), 2010. Courtesy of the internet.<br />

Interestingly, when people speak, their words appear on the screen like sub-titles and<br />

their hands simulate a typing motion. Conversations between Muzza and some of the<br />

eye-catching characters she encounters diverge from the philosophical to the practical.<br />

At one point a resident named “Bonnie” even begins to discuss her feelings about “SL”<br />

(Second Life), in contrast to “RL” (real life), and her discontentment with its “fakeness.”<br />

Another replies that despite having the ability to choose one’s own skin, “people are<br />

who they are,” regardless of which version of life they are interacting in. To that, someone<br />

named “Sensei” adds, “Second Life is one more screen upon which we cast the<br />

shadow of our self.”<br />

Questions of whether people are afforded a certain freedom to be more true, more<br />

themselves, or less so, continue for some time. Then, as Segal explains in her account<br />

of the experience, by using Second Life’s search engine and typing in “Love,” she and<br />

Roga are suddenly transported to a sex park with flowering trees and large close-up<br />

photos of women in an ecstatic state of pleasure plastered on white marble walls. Roga<br />

awkwardly and somewhat abruptly begins a flirtation with a horse-man that quickly<br />

turns into the kind of soft-core cyber sex many of us probably remember having in<br />

obscure chat rooms in the mid-1990s.<br />

Discussing “digital” art and culture seems to be a relevant distinction to make because,<br />

though our lives are deeply intertwined with the Internet, we still maintain lives outside<br />

its ever expanding, but nonetheless, inherent frame. However, digital has a much more<br />

innate meaning to a certain community, so much so that no division between “real life,”<br />

where interpersonal relationships are nurtured, and “going online” need exist.<br />

This is Second Life, where daily activities from eating, to group meetings and lectures,<br />

concerts, personal grooming, travel, and sex, all occur digitally. Neither the first or the<br />

largest virtual community of its kind, Second Life has become by far the most popular<br />

since its inception in 2003. For many users, its existence informs/intimates a totally<br />

separated way of living for individuals who seem to prefer spending their time in a<br />

fantastical environment rather than day-to-day “reality.” What may be surprising to<br />

learn, is that for the past few years real life has continued to merge with Second Life<br />

for the express betterment of institutions, colleges, universities and other pedagogically<br />

minded groups and clubs.<br />

Today there are ten countries with official Embassies in Second Life, including the Republic<br />

of Maldives, Sweden and Israel, among others. There are close to one hundred<br />

higher education institutions, including Harvard, that have virtual campuses within the<br />

sprawling 29,000 regions that make up the Main Grid (Agni) area of Second Life, with<br />

each region approximating 256 meters squared. There, students are able to congregate,<br />

create forums and socialize in ways that are similar to those taking place on<br />

actual campuses, while allowing international students and any number of guests to<br />

participate in these usually privileged discussions. Further, classes are extended into<br />

the digital world of Second Life, and <strong>issue</strong>s raised by its rules and unique abilities are<br />

introduced within real classrooms. In a study conducted in 2007 at the University of<br />

Maryland University College (UMUC) by Joanna Zhang, an Instructional Support Specialist,<br />

findings showed that not only is the practice of integrating college courses and<br />

Second Life growing, but that more and more educators are finding successful results<br />

from experimenting with teaching and learning activities within Second Life. Still other<br />

pioneers are developing interactive learning materials by taking advantage of the building,<br />

programming and scripting features in the game.<br />

Since so many educational models seem to be thriving within Second Life, and for many<br />

art is yet another, if less conventional, educational tool, it’s no surprise that contemporary<br />

artists are attracted to the kinds of characters and worlds available for manipulation<br />

within its realm. Does creating an art project within Second Life qualify one as a<br />

digital artist? Perhaps this is a question best put to Chinese artist Cao Fei, creator of<br />

an art-focused destination in Second Life called RMB City.<br />

However, prior to RMB City, which was publicly launched in 2009, Cao worked mainly<br />

with photography, video, performance and installation, and would therefore not be<br />

considered a digital or “new media” artist by most. Though RMB City, as an ongoing art<br />

project, exists exclusively in Second Life, one could argue that it’s more a geographical<br />

and cultural project about China than one which investigates the world of digital media.<br />

The city, which is actually an island unto itself, consists of a people’s factory, a new<br />

village and a slum building. It was designed specifically to incorporate many of the most<br />

iconic architectural characteristics of various cities within China: Beijing’s Monument to<br />

the People’s Heroes (atop which rotates a large a Ferris Wheel), the Three Gorges Dam<br />

from Tiananmen Square, the Grand National Theater, the rusted Herzog & de Meuron<br />

Bird’s Nest from the Olympic Stadium, Rem Koolhaas’s CCTV headquarters building,<br />

Shanghai’s new Oriental Pearl TV Tower and the Filial Piety Temple of Guangzhou.<br />

RMB City functions simultaneously as a destination for more than twenty million registered<br />

Second Life gamers, or “residents” as they are often referred to, but also as a<br />

hub for research and artistic production. Cao, whose avatar is named “China Tracy,”<br />

organizes events at RMB, like mayoral speeches, interviews and Naked Idol, which is a<br />

popular body contest for avatars.<br />

Suddenly Roga’s lover disappears. She and Muzza move on to a desolate location to<br />

visit an art gallery, in the form of a translucent oblong bubble where virtual iterations of<br />

Segal’s photos and installation work are on view. Muzza’s camera captures two artists<br />

discussing the question of individuality and their sensation of its lacking during moments<br />

of “true creativity.” One of them interestingly notes, “So, as artists, we succumb<br />

to our multiplicity.” Other works in the virtual exhibition complement the particular<br />

context of Second Life in which they find themselves, including a rope noose hanging<br />

from the ceiling, a swarm of bees, a large, porous, mesh wall piece that spells out TIME,<br />

and an oversized, dirty ESC (escape) button built into the wall. Aside from Segal’s<br />

photos and the noose, none of this work could possibly exist in a real gallery and it’s<br />

easy to see how such an immersive space so quickly becomes truly representational<br />

and theatrical, even more so than sites for exhibition and spectacle that exist in real life.<br />

It’s not difficult to understand why Second Life would be a fruitful and compelling place<br />

for experimental artists, whether or not they identify with categorizations such as<br />

digital or new media. There is an openness and an ultra public way of interacting that<br />

residents have created to liberate themselves from conventions of daily life. It allows<br />

artists to interject art and discourse into common encounters in ways that do not<br />

often happen in people’s daily lives. Interestingly, its imbrications with the real world<br />

seem to be endlessly multiplying, which may perhaps be normalizing its ulterior nature,<br />

eventually forcing residents who use Second Life as an escape to go deeper “underground”<br />

within the grid.<br />

To those of us who do not identify as gamers, such a world already seems like it is populated<br />

and perpetuated by “outsiders,” people who would prefer not to socialize within<br />

what are considered “normal” public zones. While projects such as Cao’s and Segal’s<br />

seem to prove this, as both engage in somewhat unconventional behavior, they also<br />

prove that gaps between real life and Second Life continue to be both pronounced and<br />

bridged. Now that real world institutions like Universities and Embassies are injecting<br />

themselves into Second Life, it seems likely that some of its liberating modes of excess<br />

and identity transformation may spill over into real life.<br />

Miri Segal, BRB, 2007, video still. Courtesy of the internet.<br />

Miri Segal, BRB, 2007, video still. Courtesy of the internet.

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