Sunday, 27 January 2013

The Sim-ulacra


A ‘simulacrum’ is described in the Oxford English Dictionary as “an image or representation of someone or something, “an unsatisfactory imitation or substitute”. This term of course could be used to describe the world of simulated role-playing gaming which is becoming increasingly popular. Players interact with one and other through the use of avatars which they use to represent themselves in these virtual worlds. These real-time role-playing games are based on absolute fantasy yet to many these worlds feel as real and for some perhaps even more fulfilling than real life. This is hyper-reality at its best – or worst, rather.  Something that feels very real but is in fact a figment of the imagination of someone who has nothing better to do than spend their time wishing for a life more exciting than their own. In these worlds users assign meaning to their virtual lives, they work together and even form friendships with other users. There are of course different types of real time interactive role-playing games, some are rule based worlds in which characters interact with one and other in real time to ultimately complete a set of challenges in order to finish the game. ‘World of Warcraft’ is a perfect example of this, too many passionate and fanatical players this fantasy is as real as life itself. I must admit while my time in the “World of Warcraft” was brief it’s really not for everyone. When there are people dedicating almost all of their spare time and even some of their real-life money toward their social interactions in the gaming word (That’s right! people actually send their really money off in exchange for ‘World of Warcraft’ money which they can spend in the game) it really is an online life; a fitting example of Howard Rheingold’s theory of collaboration within new virtual communities.

Of course there are role-playing games which are entirely social interaction based without any set rules or objectives other than those dreamt up by the user's imagination. ‘Second Life’ is a stellar example of when a game world can become as complex as own lives. Again users navigate their way through a limitless world of fantasy cultures, customs, relationships and drama. Players can take on any representation of themselves they wish to within ‘Second Life’. With the option of assigning their avatar an occupation; they can even go as far as having a child with another user who they’ve built a entirely virtual relationship with. Controversially, in 2010 a South Korean “girl starved to death while her parents raised a virtual child on an online game” (a game similar to ‘Second Life’). This could be seen as a very sad representation of ‘the third order’ of Baudrillard’s ‘Hierarchy of Simulation’ in that “it masks the absence of a basic reality”, it is pure hyperrealism. Perhaps the strangest phenomenon of ‘Second Life’ is in the way it reflects our consumerist society. This hasn’t gone unnoticed in the corporate world, with real life retailer Adidas among other real world businesses opening stores in ‘Second Life’ so that users can spend on accessorising within the virtual world. While this style of gaming is enjoying popularity and is clearly very addictive for some, it is more than more than likely a form of escapism for many people. It is not something that we will all need; after all it is hard to believe anybody would have a need for a second life if they feel fulfilled with their first.



http://www.youtube.com/watch?v=b72CvvMuD6Q
http://www.3pointd.com/20060914/virtual-adidas-store-sells-second-life-shoes/  
http://onlineres.swin.edu.au.ezproxy.lib.swin.edu.au/1738063.pdf

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