Second Life plays host to 12 hours of machinima, music and art at PopArt Lab starting today at 12:00 p.m. SLT/PST. I was asked to open the event with a few brief remarks:
Art and Our Humanity in Virtuality
Thanks for inviting me. Exciting to be here.
I’ll start by saying that for me, Second Life changed everything. How I thought about business, art, community, creation and consumption. I arrived in Second Life expecting a game, and instead I came to a new understanding of how the future might look.
By now we all know that digital media has turned us all into producers of content, and has made the consumption of media nearly instantaneous. This typically means that there are two things we do: we create. Which means we blog, we make a video and post it to youTube, we design a magazine, we take photos and post them on Flickr. Or we consume. Which means watching all of that content. Catching a funny cat video on youTube or watching a band on mySpace or wherever.
But what’s equally important is the lack of distance between the creator and the consumer. And nowhere is this more visible than in Second Life. Geographic distances have no meaning, and the person consuming media or art comes face-to-face with the person creating it.
I’ve been thinking, lately about social media. And I’d make two observations:
1. Social media has turned each of us into a broadcast network. Facebook isn’t just about connecting us to friends so we can poke them and send status update. What it gives us is a broadcast platform. We each have our own little cable network on Twitter or Facebook or in Second Life.
2. Social media still rests on CONTENT in order to be relevant. As other people chase the gold at the end of the social media rainbow, remember that without something to TALK about, social media is like a bunch of avatars in an empty sim.
And so we come at the question of media as a consumer with knowledge of creation, as a user with his or her own broadcast network, and as a creator with a knowledge that the proximity to their audience creates a heightened need for artistic integrity.
And in Second Life, we find the perfect joining of these three things. And oddly enough, we find in virtuality a greater humanity and truth than we often do in other media.
In a virtual world, you can pretend to be someone you aren’t and yet you can never run far from yourself. You can explore a new way of presenting your identity by being male when you’re female, by being a furry when you’re human…and yet even when we stray far from our physical selves, we still return to who we are.
We are not just broadcasters of content, we are broadcasters of our individual truths. We don’t just create machinima or music, we create images of the future and of our own humanity.
The unique thing about Second Life is that it reminds us that the impact of our virtuality is a deeper understanding of how media and content is created, how powerful the experience of creation and content can be, and that we each have a responsibility to tell our own stories, to resist corporations or platform owners laying claim to our personal narratives.
While we live or work alone in our quiet corners of the Grid, we share a culture which understands that our shared future, even though it may be virtual, is still entirely human.
And so I applaud the courage of those working artistically in virtual spaces and, indeed, the courage of those living, playing or exploring them. Because you’re demonstrating that although technology may include ubiquity, social networks, algorithms and instant connectivity, you are at the forefront of remembering that our future can also emerge in full recognition of our fundamental humanity.
Congratulations to today’s opening and I hope you all enjoy a tremendous experience.
funny,
we said all that about the PC/mac and the Internet in the early 90s… when we DID have control over the content we broadcasted…. we didnt need adobes,a small isp, googles,facebooks, lindens, etc TOS to say what we could make or sell after we paid them for tools or storage of OUR works.
your present, others past..and the future… well.,:)
the resist the corporations line is “cute” but the “truth” of the last 20 years of digital media is not exactly humanity positive in the face of mechanized- virtualized corporations-
back to the show.
I didn’t say we won the war Cube, but I’ll leave it to the artists instead of the prognosticators and pundits to get us there.
http://www.huffingtonpost.com/omri-marcus/the-future-of-tv_b_540104.html
the war is won?;)
Sometimes the Pundits win the war.
artists need to have enough freedom to create in. if all that is left is “gov speak” as in nazi germany or the ex soviet union. or Commercial Speak as being solidified by Google/Facebook/ Linden lab, then the idea of the “arts” or “artists” is really just a historically joke….
so far france has given us the prime time Milgram experiment game show…Japan, sacrificial Virgin TV game shows, and Ill assume itll be the good ole USA to bring us non healthcared- deathmatches by 2013—-
brought to you by the Jupiter 6 – cube
enjoy yhe show.
I usually think of Second Life more as a platform for creationthan a means of broadcast or sharing. But as I read your article, I realized that although my “audience” views my work via blogs, Vimeo, Flickr,etc., most who comment or interact with me via social networks use avatar-based identities, developed through Second Life. I posted earlier this week on virtual creators as Folk Artists. http://botgirl.blogspot.com/2010/04/second-life-creatives-as-digital-folk.html
From the start of the 3D movement, we didn’t realize that we are all real time cameramen. Once we found out we we were, we then looked for the broadcaster in each of us.