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     May 11, 2008

      
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2008 March / April
Feature

Faking it
Second Life—a 3-D virtual environment—offers its "residents" a chance to invent a whole new life for themselves. Can it deliver on that promise?

Of the more than 11 million people signed up as "residents" of Second Life, roughly half a million spent at least an hour a day in that world in December. Through avatars they create to represent themselves, residents visit art galleries, shop for virtual goods, go to concerts, have cybersex, worship, attend classes, have conversations, and buy and sell real estate. Residents also design clothing and buildings, write poems and books, compose music, and make paintings and movies. Others enjoy the way Second Life allows them to meet and converse with people all over the world. It's left to the participants to work out how realistically they present themselves. The Vatican has taken on the task of saving souls there, and Sweden has opened a virtual embassy to sign up residents to become real-life tourists in Sweden.

Second Life isn't a game. There is no overall goal and no way of ranking your success. "You are the one who determines what Second Life means to you," writes Philip Rosedale, the founder and CEO of Linden Lab, which created Second Life. "Do you enjoy meeting people online, talking to them, and doing things together in real time? Welcome to Second Life. Do you enjoy creating stuff and making it come alive? Welcome to Second Life. Do you enjoy running a business and making money—real money? Welcome to Second Life." Entrepreneurs can earn Linden dollars—the currency of Second Life—and, indeed, convert them into U.S. dollars at an exchange rate of around 260 Linden dollars to the U.S. dollar. Established enterprises such as Coca-Cola, Sears, IBM, and Toyota are open for business in Second Life, and other businesses are rushing to follow.

Second Life offers the possibility of a virtual world that is more exciting than the real one. But at what cost? In Star Trek: Generations, Captain Picard tries to enlist the aid of Captain Kirk, who has recently retired to a holodeck-like virtual world. Picard finds Kirk jumping challenging chasms on a handsome horse. He reminds Kirk, however, that although the horse and scenery are magnificent and the chasms daunting, the whole set-up is virtual so there is no real risk. Thus, no courage is required and no thrill and satisfaction can result. After thinking it over, Kirk returns with Picard to the risky real world.

A few philosophers have sought to describe better possible lives than those offered by our current world. Martin Heidegger tried to capture what life at its best was, and might again be, by studying the enchanted world of the Homeric Greeks and their relation to their gods. Friedrich Nietzsche imagined a world after the death of God in which higher human beings whom he calls "free spirits" would engage in constant creativity, enjoying transformation for its own sake. Now, for the first time, philosophers have access to a "real" virtual world in which one can take up residence, investigate other styles of life, and compare their satisfactions and disappointments.

The drawbacks of our own world are obvious. We are bounded by fallible individual and group perspectives, experience physical and mental suffering, and sense the vulnerability of all we care about. We can try heroically to confront the world we are thrown into, face up to our situation, and struggle to live in a way that accepts and incorporates our vulnerability without despair. But as the 17th-century existential philosopher Blaise Pascal pointed out: "Men are not able to fight against death, misery, ignorance, [so] they have taken it into their heads, in order to be happy, not to think of them at all." Pascal calls this escapist approach "diversion" and gives as examples of diversions billiards, tennis, gambling, and hunting.





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