
We are faced daily with choices about how much like ourselves our avatars should be, whether choosing a profile picture for Twitter or determining how much to reveal in the "First Life" tab of a Second Life profile.
I've been studying the effects of digital anonymity since 1996. One of my most widely read and cited articles,
a 2001 cover story for the Village Voice, examines this issue:
"Just as playing Dungeons & Dragons doesn't turn a kid into a wizard, pretending to be a homicidal maniac online doesn't make a man a killer. But determining what it does make him is one of the biggest ethical dilemmas facing modern society."
Eight years later, this question remains unanswered.
The Creation of AvatarsSome avatars are created for recreation and others are representational figures for serious use. Some serve both functions.
Narrative role-playing is fascinating, especially when participants stick to the story to maintain the suspension of disbelief. World of Warcraft is one of many immersive games in which players create a character, become immersed in an environment created for specific tasks and eventually, level up within that framework. Other types of more personal and professional interactions might take place during the game, and players may choose guilds and affiliations based on real world ties, but World of Warcraft remains a game.
Upon registering for Second Life, participants also choose avatar names, which, for many, creates the impression that Second Life is a game. However, as Wagner Au
noted in New World Notes today, Second Life residents are weary of the insinuation that Second Life is a game. While it is a spectacular environment in which to create games and many forms of entertainment and learning adventures, it is also filled with serious, sophisticated projects that involve identifiable participants and
exercises that can save real lives.
Split IdentitiesGartner just released a report on how avatars should present for business, since they are "creeping" into business environments. (
Read SL resident Crap Mariner's funny response). Gartner recommends a split between avatars for personal and private use. Having an alternate avatar (or two, or three) can be a lot of fun and very helpful.
But what's wrong with using one identity for work and play?
The most common argument against being forced to create multiple avatars is that people aren't expected to shed their daytime identities when going home at night in the physical world, so why should people who work virtually have to switch in and out of various bodies? But people in the real world
do switch between modes. In his landmark book and film
The Corporation, Joel Bakan illustrates this very clearly by describing the manner in which regular, "good" people who have Sunday brunch and read to their kids can commit by day to what he calls the "pathological pursuit of profit and power."
This split implies that workers can be separated from their personal identities while under the banner of a brand and then ostensibly liberated from the brand's tether during non-work hours. The evaporation of the boundary between work and play has rendered this distinction difficult to maintain, which can have positive, far-reaching consequences on the global culture and economy as people from all over the world interact in an exploratory way within the digital culture. Play leads to work, work leads to play, and people are happier and more "themselves" within the emerging culture. On the other hand, there's no way to separate professional activities from private ones. And what if your avatar has a name that's associated with a company that you leave?
Leveling Up Into the Great BeyondSome people attempt to construct the identities they wish they could have in the physical world, whether through fashion, giant muscles, new groups of friends or even a spectacular virtual beach house overlooking a golden, glowing, simulated sunset. Some people lack mobility in the physical world and a virtual world levels the field for interactions. Some live in isolated areas and virtual worlds connect them to new people. Some obtain degrees. Other become themselves in ways that could not have been predicted during the first few steps in an unfamiliar avatar body.
In many ways, I have experienced this myself. When Eureka Dejavu was registered, I had no idea that she would transform into my representative for business relationships with so many individuals, companies, universities, think-tanks and global organizations of all kinds. I didn't realize that my own life in the physical world would change so much as a result of the people I would meet and the things I would discover about myself. Despite the fact that we have different names and she's seven feet tall, Eureka Dejavu is as much me as I am.
Some people develop serious issues as a result of too much time in Second Life and not enough time taking care of themselves or the people in their physical lives, but that's not surprising. People become addicted to all kinds of things. Yesterday,
Irena Morris announced that she had deleted her Second Life avatar, Eshi Otawara. Her goodbye letter to her friends from Second Life ends with the words: "Wish me luck in recovery from identification with an avatar."
In the end, Eshi Otawara was one of the many lovely creations Irena Morris offered her clients and fans, but she was not Irena Morris. Her letter illustrates the idea that as we grow and change, we have the opportunity to
delete identities that once represented us or even helped us grow to a new place in our lives. We can upgrade ourselves, for real world transformation. I have a feeling that down the road, Irena might be one of the many people for whom Second Life was a training ground for leveling up in the physical world, either
physically, emotionally or
spiritually.
UPDATE: Amanda Linden wrote an
excellent post on the subject of professional avatars. My collaborator Joshua Fouts recently secured his real name for his business avatar (though I've noticed Schmilsson Nilsson nearby a lot). I'm going to keep Eureka Dejavu as my business avatar, but I love the idea of people using their own names in Second Life because it's much easier to keep track of real life identities that way.