[iDC] Henry Jenkins' response to the iDC discussion about SecondLife

Trebor Scholz trebor at thing.net
Mon Mar 12 00:12:45 EDT 2007


You can now read Henry Jenkins' response to the iDC discussion about Second Life on his blog. 
To understand his comments in context go to:

http://www.henryjenkins.org/2007/03/my_main_question_to_jenkins.html#more

(He invites you to leave comments). 

Jenkins writes:

All of these examples work because Second Life does not perfectly mirror the reality of our First Lives, yet we could point to countless other more mundane and everyday ways that
Second Life and other multiverses can and are being used to facilitate meetings in real world organizations, including those which result in all kinds of real world political effects.

That said, as Steven Shaviro notes on the iDC discussion list, there are some limits to the kinds of politics that can be conducted through Second Life at the present time:

    Overall, Second Life is connected enough to "first life," and mirrors it closely enough in all sorts of ways, that we can pretty much do "there" the same sorts of things -- especially
collaborative, social things -- that we do "here."... A protest against the Iraq war in Second Life is little more than an empty symbolic gesture; but one might cynically argue,
especially given the tendency of the media to ignore them, that real-world protests against the war , however many people they draw, are at this point little more than empty
symbolic gestures either.

    On the other hand, I don't think that one could find any equivalent in Second Life of political organizing that takes place in "first life": if only because the people in Second Life
are a fairly narrow, self-selected and affluent, group. 

This goes back to the debate we've been having here about whether Second Life participants constitute a niche or an elite. Either way, the inhabitants of Second Life certainly are
not a representative cross section of the society as a whole and there are many people who are excluded through technological or economic barriers to being able to participate in
this world. These factors limit the political uses that can be made of SL: they make it hard for us to insure that a diversity of opinions are represented through the kinds of political
deliberations that occur here; they makes it easy for participants to ignore some real world constraints on political participation, starting with the challenges of overcoming the
digital divide and the participation gap; they make it hard to insure the visibility of online political actions within mainstream media.

That said, I don't think we can discount the political and personal impact that these online experiences may have on the residents of SL. We simply need a broader range of models
for what a virtual politics might look like and need to understand what claims are being made when we debate the political impact of these virtual worlds.

Another list participant, Charlie Geer, goes a lot further in dismissing the value of Second Life. He takes issue with my claim that the participatory culture represented on SL is
worth defending. Here's part of what he wrote:

    It would seem to me obvious that trying to make some sense of and find ways of mitigating the violence and injustice in the complex world and culture we already necessarily
inhabit, not least bodily, is far more pressing and considerably more worth defending than any supposed capacity to 'design and inhabit our own worlds and construct our own
culture'. This seems to me to be at best a license for mass solipsism and at worse something like the kind of thinking that undergirds much totalitarianism, as well as an evasion of
our responsibilities to the world as we find it. Such a fantasy seems to be at play in both the relentless construction and assertion of identity', a drive that militates against proper
social solidarity, and thus plays into the hands of those sustaining the status quo, as well as the fantasy entertained by the Bush government that the Middle East can just be
redesigned as if in some video game

    Apart from anything culture is not something that can simply be constructed. It is something we are thrown into and which we can only at best try to negotiate our relationship
    with. Culture necessarily involves other people and prior existing structures. Has Jenkins considered what it would mean if everyone felt free to 'construct their own culture'.
Even if
    such a thing were possible, it is certainly not desirable, especially if we have any hope to produce a properly participatory culture.

    Frankly as far as I am concerned SL is really just a kind of cultural pornography, and is to the real business of culture what masturbating is to sex with another person. I like
    masturbation as much as the next man, or indeed woman, but I don't make the error of mistaking for something it isn't. Apart from anything else it lacks precisely the element
    that sex has, that of involving a proper, embodied, responsibility to someone else and to the potential consequences of the act itself. 

There are lots of misperceptions embedded in these comments. To start with, I was not suggesting that we should be concerned with SL to the exclusion of concern with the real
world. But I do see the struggle to preserve participatory culture as a fundamental political struggle in the same way that the right to privacy or the efforts to defend free speech
are foundational to any other kind of political change. We are at an important crossroads as a society: on the one hand, we have new tools and social structures emerging that allow
a broader segment of the population than ever before to participate in the core debates of our time. These tools have enormous potential to be used for creative and civic purposes.
On the other hand, we are seeing all kinds of struggles to suppress our rights to deploy these new tools and social structures. Even as we are seeing a real promise of expanding
free speech, we are seeing real threats to free speech from both corporate and governmental sources. We should be working to broaden access to the technologies and to the skills
and education needed to become a full participant rather than having to defend the new communication infrastructure against various threats from government and business.

Gere understands what's going on in Second Life primarily in individualistic rather than collaborative terms. It would indeed be meaningless to describe a world where everyone
constructs their own culture. Culture by definition is shared. But it is not absurd to imagine a world where everyone contributes to the construction of their culture. It is not absurd
to imagine different projects in SL as representing alternative models for how our culture might work. Indeed, the virtual world allows us not only to propose models but to test
them by inviting others inside and letting them consider what it might feel like to live in this other kind of social institutions. I think of what goes on there as a kind of embodied
theory. And I think what is interesting is that these are intersubjective models that are indeed being taking up and tested by communities large and small.

In each of the examples I cited above, participants are learning how to work together with others through the creation of a shared virtual reality. We certainly need to spend more
time exploring how we can connect what happens in these worlds back to our everyday lives but that doesn't mean that what occurs in a symbolic space is devoid of a real world
social and political context.

Often, real world institutions and practices constrain our ability to act upon the world by impoverishing our ability to imagine viable alternatives. This is at the heart of much of the
writing in cultural studies on ideology and hegemony. SL offers us a way to construct alternative models of the world and then step inside them and experience what it might feel
like to live in a different social order. I think there are some very real possibilities there for political transformation.



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