Showing posts with label avatars. Show all posts
Showing posts with label avatars. Show all posts

Friday, March 13, 2009

Get a (Second) Life! Part III: Avatar Identity Theft?

Type in “online identity theft” in Google, and you’ll get a slew of results geared toward people who want to protect their real-life identities during their online escapades. What you won’t find is a whole lot about people who want to prevent their online identities from being stolen.

This mostly just shows the syntactic pitfalls of the Google search engine, but it also provides another implicit conclusion: online identities are just not that important.

Even other bloggers, like Ben Yoskovitz in his Instigator Blog, treat avatar identity theft as a marketing matter, with the conclusion that stealing from another’s “brand” in just in bad taste.

That’s it? “In bad taste?” Anyone who has been following my blog can probably agree that his stance is akin to blasphemy!

Let’s look at the implications of avatar identity theft in virtual environments like Second Life.

According to Jeremy Duffy a “computer guy” with a citizen technology web site, avatar identity theft is a serious issue. He says:

If someone gets your SL password, they can log in as you, from any computer, and do all sorts of nasty things. Pay your L$ to someone else. Say bad things to or about your girlfriend. Ruin your reputation. Never, ever, ever give your SL password to anyone, not even those closest to you. Don’t use easy-to-guess passwords, and change them frequently. And don’t allow friends and family members access to your computer.
In the immortal words of The Joker, “Why so serious?”

Well, users spend quite a bit of time making their avatars look exactly the right way. They spend real money to buy their avatars clothing, jewellery, houses and property, and put a lot of work into creating a virtual personality with which to interact with other Second Life residents.

So what happens when someone gets a hold of your password and turns your avatar into a Second Life prostitute? What if someone creates a clone of your avatar and makes it dress in attack other avatars?

Aside from the requisite outrage, users can actually feel violated if their avatars are stolen and made to do naughty things. They feel as if they were the ones who were made to do those things. In part, this is because so much of one’s self is tied up with your avatar’s identity. You put in your time and energy, your dreams and your desires, your personality and your hobbies into your avatar, and when it’s stolen, it’s emotionally almost as devastating as if your real-life identity had been stolen.
But what about if it’s the Second Life team that’s doing the stealing. That’s right—like Facebook’s bedevilled privacy policy, the Linden Lab Terms of Service grant them the right to do with your avatar whatever they see fit.

According to a Second Life blogger, Linden Lab can hijack your avatar and force it to do anything from endorsing the virtual environment to hawking Pepsi.

What ever happened to games that were just plain fun and didn’t carry the risk of one's identity being roughed up, pimped out and emotionally scarred?

Saturday, March 7, 2009

Get a (Second) Life!: Too Free or Not Too Free? That is the Question...

Well, folks, there’s a new kid on the block when it comes to online interactivity. It’s called Second Life—because we all know that when it comes to chocolate and identities, why have one when you can have two?

Actually, Second Life seems to offer users things that their first lives don’t—freedom to represent themselves in any way they want through their
avatars or digital representations of themselves. And we’re not just talking gender or age or weight or race; we’re talking completely fantastical fabrications that cross boundaries regarding everything from cultures to species.

But does Second Life really offer so much freedom?

Second Life is the brainchild of
Linden Lab, a San Francisco-based Internet company founded in 1999. Developed in 2003, Second Life is a virtual world that allows users to relate to each other in ways that mimic—and enhance—real life interactions. It boasts everything from classroom environments in which professors from such hallowed universities as Harvard and Colombia conduct lectures, to trendy clubs, fashion outlets, and even a Reuters news bureau. Second Life even has its own currency, the Linden dollar, which users can exchange for actual U.S. dollars.

The effects on online identity are mind boggling. While proponents of the virtual environment would have you believe that you have virtually unlimited freedom in constructing the online identity represented by your avatar, there are several constraints that make this impossible.

1. Name—The most obvious limitation, and quite often the first you come across, is the ability to chose your own name. Oddly enough, Second Life only allows users to choose a name based on a set list of last names which can be combined with a first name to form your avatar’s full name. This constraint means that while you are technically “free” to choose your name, which you cannot typically do in real life, your choice is limited by the possible name combinations Second Life provides. In a way, this relates to Marxist philosopher Theodor Adorno’s thoughts on ideology, namely that freedom to choose from that which is always the same is no freedom at all.

2. Appearance—While the possible appearances avatars can have seem virtually limitless, there are two very real constraints when it comes to matching your vision with (virtual) reality: online artistic ability and money. The simple fact is that, unless you’re an excellent graphic designer, you’ll probably have some difficulty trying to make your avatar look the way you want it to, especially if you’re going for a heavily customized avatar complete with wings and/or bunny ears. The other alternative is to buy “skins” which modify the appearance of your avatar from other Second Life users by way of Linden dollars. If you don’t have the cash, you’ll just have to be happy with what you’ve got.

3. Real-life constraints—As much as Second Life users like to keep their real lives separate from their second lives, to do so would really be impossible. Users are limited by the amount of time they are able to spend on their avatars based on real-life commitments such as jobs, education and families. Their personalities are also a factor, since it might be difficult for generally shy people to open up, even in a virtual environment. Finally, money is also a factor, since real U.S. dollars are used to buy the Second Life currency which allows users to shop, enter parties, buy real estate and so on.

We can see, then, that Second Life doesn’t offer the type of freedom that it suggests when it comes to identity formation. Rather, it offers only the illusion of freedom to people desperate to feel like they have some semblance of choice in their lives.

How a propos that there exists only an illusion of freedom in a place built as an illusion of reality.