Tom Boellstorff's Coming To Age In Second Life

Improved Essays
Introduction

Many people often think that there is only one real world that has many forms of culture, which is the one that we live in everyday. Tom Boellstorff, the author of Coming to Age in Second Life, is not one of those people. In this ethnography, Boellstorff challenges that there is more than one real world and that virtual worlds have culture just as places in the real world do. The topic of virtual worlds or virtual reality is becoming more and more prominent in this age of technology and this is a reason why Boellstorff chose it to research. The term virtual is defined as “something that is so in essence or effect, although not formally or actually.” (Pg. 19), for example, a person could create objects online that you can not physically touch, but you can
…show more content…
Boellstorff conducted his research in a game called Second Life between 2004 and 2007, under the name of Tom Bukowski, and his research was focused on looking at Second Life as a whole. Second Life is a type of massively multiple online game created b Linden Labs, that is modeled after the real world. The virtual world that Linden Labs created only included landscape features, such as islands, water, trees, etc., the rest of Second Life was created by users in the game. Before users can enter Second Life they must first create account, after the account is created the user selects a ‘avatars’ or characters, that they will control in the online world. The world of Second Life is totally modifiable, including your avatar, which in turn means you can be or create anything you wish. This ethnography has three goals that is wishes to portray to the reader. They include; a ethnographic portrait of Second Life, to demonstrate the potential of virtual ethnography, and lastly to receive a theoretical understanding of virtual

Related Documents

  • Improved Essays

    When a person imagines love, they think of a romance filled with activities such as hugging, kissing, and being together. However, for some people they are looking for their special someone online in a virtual world where they can only view a custom avatar and talk though a headset. MMORPG games such as World of Warcraft and Second Life has open a wave of online relationships with people looking for love in these fantasy worlds, despite the fact they may already be in a relationship in the real world. In the text “Lying, Cheating, and Virtual Relationships” by Dr. Cynthia Jones, Associate Professor of Philosophy at the University of Texas, she explains about the pro’s, con’s, and controversies of online relationships. Online relationships may…

    • 812 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    (SIP-A) The focus of virtual reality displaces the mind of people of what is truly reality. (STEWE-1) “ Nobody listens any more. I can't talk to the walls because they're yelling at me.…

    • 1253 Words
    • 6 Pages
    Improved Essays
  • Superior Essays

    The protagonist Theodore living in a modern technological era strolling in solitude while in a process of getting divorced, he writes love letters as a career for himself in his artistic media open cubical, in the meantime he acquires a female operating system that evolves, and falls in love with. The desire to understand another significant other brings out the best and the worse in you “But not all others are of equal significance in our lives, and therefore not all others are of equal impact on the development of the self. Any person is available to become part of one’s “generalized other,” but certain individuals, by virtue of the sheer volume of time spent in interaction with someone, or by virtue of the nature of particular interactions,…

    • 1535 Words
    • 7 Pages
    Superior Essays
  • Superior Essays

    The protagonist Theodore living in a modern technological era strolling in solitude while in a process of getting divorced, he writes love letters as a career for himself in his artistic media open cubical, in the meantime he acquires a female operating system that evolves, and falls in love with. The desire to understand another significant other brings out the best and the worse in you “But not all others are of equal significance in our lives, and therefore not all others are of equal impact on the development of the self. Any person is available to become part of one’s “generalized other,” but certain individuals, by virtue of the sheer volume of time spent in interaction with someone, or by virtue of the nature of particular interactions,…

    • 1535 Words
    • 7 Pages
    Superior Essays
  • Improved Essays

    To start off, I am not entirely the biggest sci fi enthusiast. I know nothing about pop culture or aliens and such. I think this is why I am so intrigued by Ready Player One already. It has a simple plot yet is filled with so many hidden complexities I have yet to learn about. Some parts of the book might as well be in a different language: Middle Earth.…

    • 633 Words
    • 3 Pages
    Improved Essays
  • Improved Essays

    In “The World Is All That Is The Case” by Lee Seigel, he argues that although the internet and technologies can have great benefits, its downside cannot be denied. The downside of the internet is that it blurs the line between a fantasy world and real life. The internet is encouraging people to create independent worlds for each other that make it even harder to simply be human and be aware of the world. Technologies are assimilating human existence to an economic model which has nothing to do with being human. It does not include human needs, desires, and experiences.…

    • 825 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    It is an environment as real as the world. It becomes and is the truth.’” (Bradbury 80). In modern society, technology has not come far enough to take people through such an advanced experience. Though it may be getting there it still has a long way to go.…

    • 1032 Words
    • 5 Pages
    Improved Essays
  • Improved Essays

    In “Connectivity and Its Discontents”, Sherry Turkle argues that, with our growing reliance on technological communication in our personal and professional lives, we are losing intimacy with people. She claims that we are engaged with the device more than on people. “These days, whether you are online or not, it is easy for people to end up unsure if they are closer together or further apart.” (231). I agree with Turkle that, as ways of communicating with technology advances, the more we are becoming disconnected with real-life experiences.…

    • 1283 Words
    • 6 Pages
    Improved Essays
  • Great Essays

    The Positive Effects of Gaming Facing reality can be a much less daunting task when a person has a healthy outlet, such as video games, that allows them to satisfy various unfulfilling aspects of their life. There are many positive effects of gaming on those who participate, because video games allow people to interact with each other, allow people to truly be themselves, help people accomplish things that they would not be able to do in real life, offer gamers opportunities to be accepted, and promote positive messages. Many people find it extremely difficult to make social connections in the real world, because they are simply uncomfortable around other people.…

    • 1742 Words
    • 7 Pages
    Great Essays
  • Improved Essays

    Rhetorical Analysis The launch of the internet had an enormous impact on American history, which brought diverse ways for people to interact with one another. James Comey said, “Technology has forever changed the world we live in. We’re online, in one way or another, all day long. Our phones and computers have become reflections of our personalities, or interests, and our identities.…

    • 1110 Words
    • 5 Pages
    Improved Essays
  • Great Essays

    All of this adds to the individualization of video games. Games are not created with the intent of being shared between multiple physical people. At most, they are created with the intent of it being shared between two physical people. But for the most part, games are designed to be used by one player who then interacts with other players…

    • 1593 Words
    • 7 Pages
    Great Essays
  • Decent Essays

    Moral Effects Of Avatar

    • 177 Words
    • 1 Pages

    Avatars create people to socialize in virtual reality which can create many meaning experiences for people. Such as making friends from other places in the worlds, and even find love which has effects in our virtual and reality. It is extremely true that breaking it down simply, it is my body and my choices. We all have bodily control rights, that gives us the power to go against unwanted harm or damage to oneself. Which is exactly the same for avatars, my avatar my choices towards consent, harm and damage such as virtual rape.…

    • 177 Words
    • 1 Pages
    Decent Essays
  • Improved Essays

    A world filled with fantasies and pleasure that the real world can’t give you. Jane is an incredible person she creates her own video games and she has written many of her own books. She is a world-renowned designer of an alternate reality, she believes that “game designers are on a humanitarian mission — and her #1 goal in life is to see a game developer win a Nobel Peace Prize” (McGonigal pg.1). For example, the author Jane McGonigal, wrote “Be a Gamer, Save the World,” published on January 22, 2011, in the Wall Street Journal, and she argues that we all think that playing video games is a way to escape reality, but gamers could change the world. Jane McGonigal effectively uses statistics and facts, and she successfully uses ethos and logos…

    • 991 Words
    • 4 Pages
    Improved Essays
  • Great Essays

    Why The Extensive Use Of Video Games Is Bad For Your Health There has been a lot of controversy about the effects video games can have on a person 's health. Many argue that they stimulate the brain and increase intelligence. But others point out the negative side effects that the majority of gamers choose to ignore. Though everyone may not visibly suffer from any problems, that doesn’t necessarily mean that they won’t eventually. A lot of these issues are permanent; few are temporary.…

    • 1310 Words
    • 5 Pages
    Great Essays
  • Superior Essays

    Virtual World Case Study

    • 1036 Words
    • 5 Pages

    6.Describe the awareness/presence of VIRTUALWORLDS in Alibaba platform. 6.0 Introduction of virtual world Virtual world is performed by computer through networked computers. Virtual worlds define as computer-based community environment that designed by any individual with their personal avatars. Users make a command to avatars and avatars performs the action.…

    • 1036 Words
    • 5 Pages
    Superior Essays