death of an avatar – death in virtual worlds
DESCRIPTION
Presentation from the Death, Dying and Disposal 11 conference held at The Open University, Milton Keynes, UK, in September 2013. The presentation considers the implications when death is introduced into an immersive environment. It draws on a virtual ethnographic study carried out over four years in Second Life and Teen Second Life™. It shows that there are different types of death within virtual worlds, some permanent and some transient, some wholly virtual, others reflecting a situation in the physical world.TRANSCRIPT
Death of an avatar
Rebecca FergusonIET, The Open University
Virtual worldshave no Ctrl+Z
Personal experience
2009: The gross revenues of the third-party gaming services industry were around US$3 billion
2009: Around 100,000 people worldwide earned their primary income by harvesting virtual resources and providing in-world services
2011: Residents of Second Life held in-world assets worth US$29.3 million
2013: About twice the population of Gibraltar
http://www.gridsurvey.com/economy.phpLehdonvirta, V., & Ernkvist, M. (2011).
Knowledge Map of the Virtual Economy, The World Bank
Virtual futures
Personal experienceAwareness of deathaffects how we live
our lives
A
A eulogy for ‘one of the largest youth-led communities the world had ever seen, online or off, in charge of its own activities and economy’
Significant loss
SBereavement“She was like
a mother to us”
New issues for counselling
“People don’t want to acknowledge the possibility that they’ve been duped because to do so would be to face the possibility that someone in whom they invested a
great deal emotionally was a liar, a cheat, and a fraud […] I have a great deal of sympathy for the ‘bereft’. They're being put through emotional hell, when it’s becoming
increasingly likely that someone they loved is more interested in filling that lonely void in their own lives
than the feelings of others.”http://bit.ly/1cqDFAM
Ethical issues
Memorials
Ezra died October 2008, at the age of 12… his pet dog remains well fed and cared for by the passing community of World of Warcraft players
Medicine
Typology of Second Life death
Physical-world life – Physical-world death Permanent / temporaryPhysical-world life – Virtual-world death Permanent / temporaryVirtual-world life – Physical-world death Permanent / temporaryVirtual-world life – Virtual-world death Permanent / temporary
Physical death
Permanent People who lived and died in the physical world are memorialised in the virtual world
Physical death
Temporary Fictional characters such as Hamlet, who have lived and died many times in the physical world, are celebrated within the virtual world
Virtual death
Permanent Avatars are deleted against the wishes of their owners – eg when a virtual world closes
Virtual death
Temporary Individuals stage the death of their avatars for comic or tragic effect, but can revive them later
Physical life
Physical death
Permanent A iving person animates the avatar of a dead individual, perhaps to claim virtual-world cash or resources
Physical death
Temporary Dead people are brought back to life as non-player characters or bots, eg in historical simulations
Virtual death
Permanent Avatars are created to play the part of dead bodies, as in emergency training
Virtual death
Temporary Non-player characters are placed in simulations where they may be killed whenever the simulation is run
Virtual life
Physical-world life Physical-world permanent death
Field tripsExploration of issuesPrompt to creativity
Physical-world life Physical-world temporary death
Field tripsExploration of art and literaturePrompt to creativity
Virtual-world life Physical-world temporary death
Field tripsHelps bring sites to lifeDifferent perspectives
Virtual-world life Virtual-world temporary death
http://projects.ict.usc.edu/force/cominghome/checkpoint.php
SimulationsEmergency training
Familiar from games
New challenges for education
http://projects.ict.usc.edu/force/cominghome/checkpoint.php
Physical-world life Virtual-world permanent death
Death of an avatar is significant if that avatar is the family breadwinner
4. Physical-world life Virtual-world temporary death
• Stimulus for creativity
• Meanings of death• Gothic literature• Horror genre
– but also raises questions about the identity and real-life existence of the avatars we meet
Virtual-world life Physical-world permanent death
What are the ethics and etiquette associated with death?
How do we claim an avatar’s resources when its owner is dead?
Death in virtual worlds
Raises issues connected with • Loss• Bereavement• Counselling• Memorials• Medicine
Poses new challenges in relation to • Ethical behaviour• Property rights• Employment rights• Protection of information
Ferguson, R. (2012). Death of an avatar: implications of presence for learners and educators in virtual worlds. Journal of Gaming and Virtual Worlds, 4(2), 137-152.
Gibbs, M., Mori, J., Arnold, M., & Kohn, T. (2012). Tombstones, uncanny monuments and epic quests: memorials in World of Warcraft. Game Studies, 12(1)
Klastrup, L. (2008). What makes World of Warcraft a world? A note on death and dying. In H. G. Corneliussen & J. Walker Rettberg (Eds.), Digital Culture, Play and Identity: A World of Warcraft Reader (pp. 143-166). Cambridge, Mass: MIT Press.
Lombard, M., & Ditton, T. (1997). At the heart of it all: the concept of presence. Journal of Computer-Mediated Communication, 3(2), 1-42.
Relevant reading
Second Life:Marie Arnold
Fox Phlox