ALSO BY LESLIE JAMISON
NONFICTION
The Recovering: Intoxication and Its Aftermath
The Empath;)' Exams: Essays
FICTION
The Gin Closet
MAKE IT
MAKE IT
ESSAYS
LESLIE JAMISON
Little, Brown and Company
New York Boston London
'
Sim Life
G idge Uriza lives in an elegant wooden house overlooking a glit-tering creek, its lush banks lined with weeping willows. Nearby meadows twinkle with fireflies. Gidge keeps buying new swimming
pools because she keeps falling in love with different ones. The current
specimen is a teal lozenge with a waterfall cascading from its archway
of stones. Gidge spends her days lounging in a swimsuit on her poolside
patio, or else tucked under a lacy comforter, wearing nothing but a bra
and bathrobe, with a chocolate-glazed doughnut perched on the pile of
books beside her. "Good morning girls," she writes on her blog one day.
"I'm slow moving, trying to get out of bed this morning, but when I'm
surrounded by my pretty pink bed it's difficult to get out and away like
I should."
In another life, the one most people would call "real," Gidge Uriza
is Bridgette McN eal, an Atlanta mother who works eight-hour days at
a call center and is raising a fourteen-year-old son, a seven-year-old
daughter, and severely autistic twins who are thirteen. Her days are full
of the daily demands of raising children with special needs: giving her
twins baths after they have soiled themselves (they still wear diapers,
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and most likely always will), baking applesauce bread with one to calm
him down after a tantrum, asking the other to stop playing the Barney
theme song slowed down until it sounds, as she puts it, "like some
demonic dirge." One day, she takes all four kids to a nature center for
an idyllic afternoon that gets interrupted by the reality of changing an
adolescent's diaper in a musty bathroom.
But each morning, before all that-before getting the kids ready for
school and putting in eight hours at the call center, before getting dinner
on the table or keeping peace during the meal, before giving baths and
collapsing into bed-Bridgette spends an hour and a half on the online
platform Second Life, where she lives in a sleek paradise of her own
devising. Good morning girls. I'm slow moving, trying to get out of bed this
morning. She wakes up at half past five in the morning to inhabit a life in
which she has the luxury of never getting out of bed at all.
W hat is Second Life? The short answer is that it's a virtual world that launched in 2003 and was hailed by many as the future of the internet. The longer answer is that it's a controversial landscape-
possibly revolutionary, possibly moot-full of goth cities and preciously
tattered beach shanties, vampire castles and tropical islands and rain-forest
temples and dinosaur stomping grounds, disco-ball-glittering nightclubs
and trippy giant chess games. In honor of Second Life's tenth birthday, in
2013, Linden Lab, the company that created it, released an infographic
charting its progress: 36 million accounts had been created, and their users
had spent 217,266 cumulative years online, inhabiting an ever-expanding
territory that comprised almost seven hundred square miles composed of
land units called "sims." People often call Second Life a game, but two
years after its launch, Linden Lab circulated a memo to employees insist-
ing that no one refer to it as that. It was a platform. This was meant to
suggest something more holistic, immersive, and encompassing.
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Second Life has no specific goals. Its vast landscape consists entirely
of user-generated content, which means that everything you see has
been built by someone else-an avatar controlled by a live human
user. These avatars build and buy homes, form friendships, hook up,
get married, and make money. They celebrate their "rez days," the on-
line equivalent of a birthday: the anniversary of the day they joined.
At church, they cannot take physical communion-the corporeality of
that ritual is impossible-but they can bring the stories of their faith to
life. At their cathedral on Epiphany Island, the Anglicans of Second Life
summon rolling thunder on Good Friday, or the sudden illumination of
sunrise at the moment in the Easter service when the pastor pronounces,
"He is risen." As one Second Life handbook puts it: "From your point
of view, SL works as if you were a god."
In truth, in the years since its zenith in the mid-2000s, Second Life
has become something more like a magnet for mockery. When I told
friends that I was working on a story about it, their faces almost always
followed the same trajectory of reactions: a blank expression, a brief
fl.ash of recognition, then a mildly bemused look. Is that still around?
Second Life is no longer the thing you joke about; it's the thing you
haven't bothered to joke about for years.
Many observers expected monthly-user numbers to keep rising after
they hit one million in 2007, but instead they peaked there-and have,
in the years since, stalled at about eight hundred thousand. And an
estimated 20 to 30 percent are first-time users who never return. Just a
few years after declaring Second Life the future of the internet, the tech
world moved on. As a 2011 piece in Slate proclaimed: "Looking back,
the future didn't last long."
But if Second Life promised a future in which people would spend
hours each day inhabiting their online identity, haven't we found our-
selves inside it? Only it's come to pass on Facebook, Twitter, and
Instagram instead. As I learned more about Second Life and spent
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more time exploring it, it started to seem less like an obsolete relic and
more like a distorted mirror reflecting the world many of us actually
live in. Perhaps Second Life inspires an urge to ridicule not because it's
unrecognizable, but because it takes a recognizable impulse and carries
it past the bounds of comfort, into a kind of uncanny valley: the promise
of not just an online voice but an online body; not just checking Twitter
on your phone, but forgetting to eat because you're dancing at an online
club; not just a curated version of your real life, but a separate existence
entirely. It crystallizes the simultaneous siren call and shame of wanting
a different life.
In Hinduism, the concept of an avatar refers to the incarnation of a deity on earth. In Second Life, it's your body: an ongoing act of self-expression. From 2004 to 2007, an anthropologist named Tom
Boellstorff inhabited Second Life as an embedded ethnographer, nam-
ing his avatar Tom Bukowski and building himself a home and office
called Ethnographia. His immersive approach was anchored by the
premise that the world of Second Life is just as "real" as any other,
and that he was justified in studying Second Life "on its own terms"
rather than feeling obligated to understand people's virtual identities
primarily in terms of their offiine lives. His book Coming of Age in
Second Life, titled in homage to Margaret Mead's classic about adoles-
cent girls in Samoa, documents the texture of the platform's digital
culture. He finds that making "small talk about lag [streaming delays
in SL] is like talking about the weather in RL," and interviews an av-
atar named Wendy, whose creator always makes her go to sleep before
she logs out. "So the actual world is Wendy's dream, until she wakes
up again in Second Life?" Boellstorff recalls asking her, and then: "I
could have sworn a smile passed across Wendy's face as she said, 'Yup.
Indeed.'"
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One woman described her avatar to Boellstorff as a truer manifesta-
tion of her interior self. "If I take a zipper and pull her out of me, that's
who I am," she told him. Female avatars tend to be thin and impossibly
busty; male avatars are young and muscular; almost all avatars are
vaguely cartoonish in their beauty. These avatars communicate through
chat windows, or by using voice technology to actually speak. They
move by walking, flying, teleporting, and clicking on "poseballs,"
floating orbs that animate avatars into various actions: dancing, karate,
pretty much every sexual act you can imagine. Not surprisingly, many
users come to Second Life for the possibilities of digital sex-sex
without corporeal bodies, without real names, without the constraints
of gravity, often with elaborate textual commentary.
The local currency in Second Life is the Linden Dollar, and recent
exchange rates put the Linden at just less than half a cent. In the decade
following its launch, Second Life users spent $3.2 billion of real money
on in-world transactions. The first Second Life millionaire, a digital-
real-estate tycoon who goes by Anshe Chung, graced the cover of
Businessweek in 2006, and by 2007 the GDP of Second Life was larger
than that of several small countries. In its vast digital Marketplace, you
can still buy a wedding gown for 4,000 Lindens (just over $16) or a ruby-
colored corset with fur wings for just under 350 Lindens (about $1.50).
You can even buy an altered body: different skin, different hair, a pair of
horns, genitalia of all shapes and sizes. A private island currently costs
almost 150,000 Lindens (the price is fixed at $600), while the Millennium
II Super Yacht costs 20,000 Lindens (just over $80) and comes with more
than three hundred animations attached to its beds and trio of hot tubs,
designed to allow avatars to enact a variety of bespoke sexual fantasies.
Second Life started to plateau just as Facebook started to explode.
The rise ofFacebook wasn't the problem of a competing brand so much
as the problem of a competing model. It seemed that people wanted a
curated version of real life more than they wanted another life entirely.
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They wanted to become the sum of their most flattering profile pictures
more than they wanted to become a wholly separate avatar. But maybe
Facebook and Second Life aren't so different in their appeal. Both find
traction in the allure of inhabiting a selective self, whether built from the
materials oflived experience-camping-trip photos and witty observa-
tions about brunch-or from the impossibilities that lived experience
precludes: an ideal body, an ideal romance, an ideal home.
Bridgette McNeal, the Atlanta mother of four, has been on Second
Life for just over a decade. She named her avatar Gidge after what
the bullies called her in high school. Though Bridgette is middle-aged,
her avatar is a lithe twentysomething whom she describes as "perfect
me-if I'd never eaten sugar or had children." During her early days
on Second Life, Bridgette's husband created an avatar as well, and the
two of them would go on Second Life dates together, a blond Amazon
and a squat silver robot, while sitting together at their laptops in their
study at home. It was often the only way they could go on dates, because
their kids' special needs made finding babysitters difficult. When we
spoke, Bridgette described her Second Life home as a refuge that grants
permission. "When I step into that space, I'm afforded the luxury of
being selfish," she said, invoking Virginia Woolf: "It's like a room of
my own." Her virtual home is full of objects she could never keep in
her real home because her kids might break or eat them-jewelry on
dishes, knickknacks on tables, makeup on the counter.
In addition to the blog that documents her digital existence, with
its marble pools and frilly, spearmint-green bikinis, Bridgette keeps a
blog devoted to her daily "RL" existence as a parent. It's honest and
hilarious and full of heartbreaking candor. Recounting the afternoon
spent with her kids at the nature center, she describes looking at a bald
eagle: "Some asshole shot this bald eagle with an arrow. He lost most
of one wing because of it and can't fly. He's kept safe here at this retreat
we visited a few days ago. Sometimes I think the husband and I feel a
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little bit like him. Trapped. Nothing really wrong, we've got food and
shelter and what we need. But we are trapped for the rest of our lives by
autism. We '11 never be free."
When I asked Bridgette about the allure of Second Life, she said it
can be easy to succumb to the temptation to pour yourself into its world
when you should be tending to ofiline life. I asked whether she had ever
slipped close to that, and she said she'd certainly felt the pull at times.
"You're thin and beautiful. No one's asking you to change a diaper,"
she told me. "But you can burn out on that. You don't want to leave,
but you don't want to do it anymore, either."
Second Life was invented by a man named Philip Rosedale, the son
of a U.S. Navy carrier pilot and an English teacher. As a boy, he
was driven by an outsized sense of ambition. He can remember standing
near the woodpile in his family's backyard and thinking, "Why am I
here, and how am I different from everybody else?" As a teenager in the
mid-'80s, he used an early-model PC to zoom in on a graphic represen-
tation of a Mandelbrot set, an infinitely recursive fractal image that kept
getting more and more detailed as he got closer and closer. At a certain
point, he realized he was looking at a graphic larger than the Earth. "We
could walk along the surface our whole lives and never even begin to
see everything," he explained to me. That's when he realized that "the
coolest thing you could do with a computer would be to build a world."
Just as Rosedale was beginning to envision Second Life, in 1999,
he attended Burning Man-the festival of performance art, sculptural
installations, and hallucinogenic hedonism that happens every summer
in the middle of the Nevada desert. While he was there, he told me,
something "inexplicable" happened to his personality. "You feel like
you're high, without any drugs or anything. You just feel connected
to people in a way that you don't normally." He went to a rave in an
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Airstream trailer, watched trapeze artists swing across the desert, and
lay in a hookah lounge piled with hundreds of Persian rugs. Burning
Man didn't give Rosedale the idea for Second Life-he'd been imagin-
ing a digital world for years-but it helped him understand the energy
he wanted to summon there: a place where people could make the world
whatever they wanted it to be.
This was the dream, but it was a hard sell to early investors.
Linden Lab was proposing a world built by amateurs and sustained by
a different kind of revenue model-based not on paid subscriptions,
but on commerce generated in-world. One of Second Life's designers
recalled investors' skepticism: "Creativity was supposed to be a dark art
that only Spielberg and Lucas could do." As part of selling Second Life
as a world rather than a game, Linden Lab hired a writer to work as an
"embedded journalist." This was Wagner James Au, who documented
the digital careers of some of Second Life's most important early build-
ers: an avatar named Spider Mandala (who was managing a Midwestern
gas station ofiline) and another named Catherine Omega, who was a
"punky brunette … with a utility belt" in Second Life, but ofiline was
squatting in a condemned apartment in Vancouver. The building had no
running water and was populated mainly by addicts, but Omega used a
soup can to catch a wireless signal from nearby office buildings so she
could run Second Life on her laptop.
Rosedale told me about the thrill of those early days, when Second
Life's potential felt unbridled. No one else was doing what he and
his team were doing. "We used to say that our only competition was
real life." He said there was a period in 2007 when more than five
hundred articles a day were written about their work. Rosedale himself
loved to explore Second Life as an avatar named Philip Linden. "I was
like a god," he told me. He envisioned a future in which his grand-
children would see the real world as a kind of "museum or theater,"
while most work and relationships happened in virtual realms like
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Second Life. "In some sense," he told Au in 2007, "I think we will see
the entire physical world as being kind ofleft behind."
Alice Krueger first started noticing the symptoms of her illness when she was twenty years old. During fieldwork for a college biology class, crouching down to watch bugs eating leaves, she felt
overwhelmed by heat. One day while she was standing in the grocery
store, it suddenly felt as if her entire left leg had disappeared-not just
gone numb, but disappeared. Whenever she went to a doctor, she was
told it was all in her head. "And it was all in my head," she told me,
forty-seven years later. "But in a different way than how they meant."
Alice was finally diagnosed with multiple sclerosis at the age of fifty.
By then she could barely walk. Her neighborhood association in Col-
orado prohibited her from building a ramp at the front of her house, so
it was difficult for her to go anywhere. Her three children were eleven,
thirteen, and fifteen. She didn't get to see her younger son's high-school
graduation, or his college campus. She started suffering intense pain
in her lower back and eventually had to have surgery to repair spinal
vertebrae that had fused together, then ended up getting multidrug-
resistant staph from her time in the hospital. Her pain persisted, and
she was diagnosed with a misalignment caused by the surgery itself,
during which she had been suspended "like a rotisserie chicken" above
the operating table. At the age of fifty-seven, Alice found herself house-
bound and unemployed, often in excruciating pain, cared for largely
by her daughter. "I was looking at my four walls," she told me, "and
wondering if there could be more."
That's when she found Second Life. She created an avatar named
Gentle Heron, and loved seeking out waterslides, excited by the sheer
thrill of doing what her body could not. As she kept exploring, she
started inviting people she'd met online in disability chat rooms to
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join her. But that also meant she felt responsible for their experiences,
and eventually she founded a "cross-disability virtual community" in
Second Life, now known as Virtual Ability, a group that occupies an
archipelago of virtual islands and welcomes people with a wide range
of disabilities-everything from Down syndrome to PTSD to manic
depression. What unites its members, Alice told me, is their sense of not
being fully included in the world.
While she was starting Virtual Ability, Alice also embarked on a real-
life move: to the Great Smoky Mountains in Tennessee from Colorado,
where she'd outlived her long-term disability benefits. ("I didn't know
you could do that," I told her, and she replied, "Neither did I!") When
I asked her whether she felt like a different version of herself in Second
Life, she rejected the proposition strenuously. Alice doesn't particu-
larly like the terms real and virtual. To her they imply a hierarchical
distinction, suggesting that one part of her life is more "real" than the
other, when her sense of self feels fully expressed in both. She doesn't
want Second Life misunderstood as a trivial diversion. After our first
conversation, she sent me fifteen peer-reviewed scientific articles about
digital avatars and embodiment.
Alice told me about a man with Down syndrome who has become
an important member of the Virtual Ability community. In real life his
disability is omnipresent, but on Second Life people can talk to him
without even realizing he has it. In the offiine world, he lives with
his parents-who were surprised to see he was capable of controlling
his own avatar. After they eat dinner each night, as his parents wash
the dishes, he sits expectantly by the computer, waiting to return to
Second Life, where he rents a duplex on an island called Cape Heron.
He has turned the entire upper level into a massive aquarium, so he
can walk among the fish, and the lower level into a garden, where he
keeps a pet reindeer and feeds it Cheerios. Alice says he doesn't draw
a firm boundary between Second Life and "reality," and others in the
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community have been inspired by his approach, citing him when they
talk about collapsing the border in their own minds.
When I first began working on this essay, I imagined myself
falling under the spell of Second Life: a wide-eyed observer
seduced by the culture she had been dispatched to analyze. But being
"in-world" made me queasy from the start. I had pictured myself de-
fending Second Life against the ways it had been dismissed as little more
than a consolation prize designed for people for whom "first life" hasn't
quite delivered. Instead I found myself writing, Second Life makes me
want to take a shower.
My respect deepened intellectually by the day. I talked with a legally
blind woman whose avatar had a rooftop balcony from which she could
see the view (thanks to screen magnification) more clearly than she
could see the world beyond her computer. I heard about a veteran with
PTSD who gave biweekly Italian cooking classes in an open-air gazebo.
I visited an online version of Yosemite created by a woman who had
joined Second Life in the wake of several severe depressive episodes
and hospitalizations. She used an avatar named J adyn Firehawk and
spent up to twelve hours a day on Second Life, devoted mostly to
refining her curated digital wonderland-full of waterfalls, sequoias,
and horses named after important people in John Muir's life-grateful
that Second Life didn't ask her to inhabit an identity entirely contoured
by her illness, unlike internet chat rooms focused on bipolar disorder
that were all about being sick. "I live a well-rounded life on SL," she
told me. "It feeds all my other selves."
But despite my growing appreciation, a certain visceral distaste for
Second Life endured-for the emptiness of its graphics, its night-
clubs and mansions and pools and castles, their refusal of all the grit
and imperfection that make the world feel like the world. Whenever I
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tried to describe Second Life, I found it nearly impossible-or at least
impossible to make it interesting-because description finds its traction
in flaws and fissures. Exploring the world of Second Life was more like
moving through postcards. It was a world of visual cliches. Nothing
was ragged or broken or dilapidated-or if it was dilapidated, it was
because that particular aesthetic had been carefully cultivated.
Of course, my aversion to Second Life-as well as my embrace
of blemishes and shortcomings in the physical world-testified to my
own good fortune as much as anything. When I moved through the real
world, I was buffered by my (relative) youth, my (relative) health, and
my (relative) freedom. Who was I to begrudge those who had found in
the reaches of Second Life what they couldn't find offiine?
One day when Alice and I met up as avatars in-world, she took me to
a beach on one of the Virtual Ability islands and invited me to practice
tai chi. All I needed to do was click on one of the poseballs levitating
in the middle of a grassy circle, and it would automatically animate my
avatar. But I did not feel that I was doing tai chi. I felt that I was sitting
at my laptop, watching my two-dimensional avatar do tai chi.
I thought of Gidge in Atlanta, waking up early to sit beside a virtual
pool. She doesn't get to smell the chlorine or the sunscreen, to feel the sun
melt across her back or char her skin to peeling crisps. Yet Gidge must
get something powerful from sitting beside a virtual pool-pleasure
that dwells not in the physical experience itself but in its anticipation, its
documentation, and its recollection. Whatever categories of "real" and
"unreal" you want to map onto online and offiine worlds, the pleasure
she finds in going to Second Life is indisputably actual. Otherwise she
wouldn't wake up at half past five in the morning to do it.
F rom the beginning, I was terrible at navigating Second Life. "Body part failed to download," my interface kept saying. Second 69
LESLIE JAMISON
Life was supposed to give you the opportunity to perfect your body,
but I couldn't even summon a complete one. For my avatar, I'd chosen
a punk-looking woman with cutoff shorts, a partially shaved head, and
a ferret on her shoulder.
On my first day in-world, I wandered around Orientation Island like
a drunk person trying to find a bathroom. The island was full of marble
columns and trim greenery, with a faint soundtrack of gurgling water,
but it looked less like a Delphic temple and more like a corporate retreat
center inspired by a Delphic temple. The graphics seemed incomplete
and uncompelling, the motion full of glitches and lags. I tried to talk
to someone named Del Agnos but got no response. I felt surprisingly
ashamed by his rebuttal, transported back to the paralyzing shyness of
my junior-high-school days.
On that first day in-world, I teleported to a deserted island where
there was supposed to be an abandoned mansion and a secret entrance
to a "bizarre circus in the sky," but all I found was a busted lifeguard
station perched on stilts in the sea, where I was ( once again!) ignored
by a man who looked like a taciturn cross between a WWF wrestler
and a Victorian butler, with a silver-studded dog collar around his neck.
I ended up falling off a wooden ledge and bobbing in the gray rain-
pocked waves, under a permanently programmed thunderstorm. This
wasn't exactly the frustration of lived experience, in all the richness of
its thwarted expectations, but something else: the imperfect summoning
of its reductive simulation. It was like a stage set with the rickety
scaffolding of its facade exposed.
Each time I signed off Second Life, I found myself weirdly eager
to plunge back into the obligations of my ordinary life. Pick up my
stepdaughter from drama class? Check! Reply to my department chair
about hiring a replacement for the faculty member taking an unexpected
leave? I was on it! These obligations felt real in a way that Second Life
did not, and they allowed me to inhabit a particular version of myself
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as someone capable and necessary. It felt like returning to the air after
struggling to find my breath underwater. I came up gasping, desperate,
ready for entanglement and contact: Yes! This is the real world! In all its
vexed logistical glory!
At my first Second Life concert, I arrived excited for actual music in
a virtual world. Many SL concerts are genuinely "live" insofar as they
involve real musicians playing real music on instruments or singing
into microphones hooked up to their computers. But I was trying to do
too many things at once that afternoon: reply to sixteen dangling work
emails, unload the dishwasher, reload the dishwasher, make my step-
daughter a peanut-butter-and-jelly sandwich before her final rehearsal
for a production of Peter Pan. The concert was taking place on a
dock overlooking an expansive bay of sparkling blue water. With my
jam-sticky fingers, I clicked on a dance poseball and started a conga
line-except no one joined my conga line; it just got me stuck between
a potted plant and the stage, trying to conga and going nowhere. My
embarrassment, more than any sense of having fun, was what made me
feel implicated and engaged. In wondering what other people thought
of me, I felt acutely aware-at last-of sharing a world with them.
When I interviewed Philip Rosedale, he readily admitted that Second
Life has always presented intrinsic difficulties to users-that it is hard
for people to get comfortable moving, communicating, and building;
that there is an "irreducible level of difficulty associated with mouse
and keyboard" that his team "could never make easier." Peter Gray,
Linden Lab's director of global communications, told me about what he
called the "white-space problem"-having so much freedom that you
can't be entirely sure what you want to do-and admitted that entering
Second Life can be like "getting dropped off in the middle of a foreign
country."
When I spoke with long-term users, however, the stubborn in-
accessibility of Second Life seemed to have become a crucial part
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of their assimilation narratives. They looked hack on their early
embarrassment with nostalgia. Gidge told me about the time someone
convinced her that she needed to buy a vagina, and she'd ended
up wearing it on the outside of her pants. (She called this a classic
#SecondLifeProhlem.) A Swedish musician named Malin Osth-one
of the performers at the concert where I'd started my abortive conga
line-told me about attending her first Second Life concert, and her
story wasn't so different from mine. When she'd tried to get to the
front of the crowd, she'd ended up accidentally flying onto the stage.
Beforehand, she'd been sure the whole event would seem fake, hut
she was surprised by how mortified she felt, and this made her realize
that she actually felt like she was among other people. I knew what
she meant. If it feels like you are hack in junior high school, then at
least it feels like you are somewhere.
One woman put it like this: "Second Life doesn't open itself up to
you. It doesn't hand you everything on a silver platter and tell you
where to go next. It presents you with a world, and it leaves you to your
own devices, tutorial be damned." But once you've figured it out, you
can buy a thousand silver platters if you want to-or design the yacht
of your dreams, or build a virtual Yosemite. Rosedale believed that if
a user could survive that initial purgatory, her bond with the world of
Second Life would be sealed for good. "If they stay more than four
hours," he told me, "they stay forever."
N eal Stephenson's 1992 cyberpunk novel, Snow Crash, with its virtual "Metaverse," is often cited as Second Life's primary lit-erary ancestor. But Rosedale assured me that by the time he read the
novel he'd already been imagining Second Life for years. ("Just ask my
wife.") The hero of Snow Crash, aptly named Hiro Protagonist, lives
with his roommate in a storage locker, but in the Metaverse he is a
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sword-fighting prince and a legendary hacker. No surprise he spends so
much time there: "It beats the shit out of the U-Stor-It."
In one study of reported life satisfaction among Second Life users,
researchers concluded that because users reported such a large gap in
satisfaction between their virtual lives and their real ones it made sense '
that "some people may be strongly motivated to take refuge in digital
life rather than try to change their real life." But if you inhabit a happier
Second Life, does that make it harder to find satisfaction offiine-if that
actual life is constantly competing with a realm in which all fantasies
are possible?
Biro's double life in Snow Crash gets at some of the core fantasies of
Second Life: that it could invert all the metrics of real-world success or '
render them obsolete; that it could create a radically democratic space
because no one has any idea of anyone else's position in the real world.
Many residents of Second Life understand it as a utopia connecting
people from all over the world-across income levels, across disparate
vocations and geographies and disabilities-a place where the ill can
live in healthy bodies and the immobilized can move freely. Seraphina
Brennan, a transgender woman who grew up in a small coal-mining
community in Pennsylvania and could not afford to begin medically
transitioning until her mid-twenties, told me that Second Life had given
her "the opportunity to appear as I truly felt inside," because it was the
first place where she could inhabit a fem ale body.
In his hook The Making of Second Life, Wagner James Au tells the
story of an avatar named Bel Muse, a classic "California blonde" who is
played by an African American woman. She led an early team of build-
ers working on Nexus Prime, one of the first Second Life cities, and told
Au that it was the first time she hadn't encountered the prejudices she
was accustomed to. In the offiine world, she said, "I have to make a good
impression right away-I have to come off nice and articulate, right
away. In Second Life, I didn't have to. Because for once, I can pass." But
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this anecdote-the fact that Bel Muse found respect more readily when
she passed as white in Second Life-confirms the persistence of racism
more than it suggests the possibility of any liberation from it. Although
many users see Second Life as offering an equal playing field, free
from the strictures of class and race, its preponderance of slender white
bodies, most of them outfitted with the props of the leisure class, simply
reinscribes the same skewed ideals that sustain the unequal playing field
in the first place.
Sara Skinner, an African American woman who has always given her
avatars complexions similar to her own, told me the story of trying to
build a digital black-history museum in a seaside town called Bay City.
Another avatar (playing a cop) immediately built walls and eventually,
ironically, a courthouse that blocked her museum from view. The cop
avatar claims it was a misunderstanding, but so much racism refuses
to confess itself as such-and it's certainly no misunderstanding when
white men on Second Life tell Sara that she looks like a primate after she
rejects their advances; when someone calls her "tampon nose" because
of her wide nostrils; or when someone else tells her that her experience
with bias is invalid because she is a "mixed breed." She plans to rebuild
her museum somewhere else.
Au told me that though he was initially deeply excited by the premise
of Second Life, particularly the possibilities of its user-generated con-
tent, he ended up disappointed by the fact that most people turned
out to be primarily interested in clubbing like twentysomethings with
infinite money. Rosedale told me he thought the landscape of Second
Life would be hyper-fantastic, artistic, and insane-full of spaceships
and bizarre topographies, Burning Man on virtual steroids-but what
emerged looked more like Malibu. People were building mansions and
Ferraris. "We first build what we most covet," he told me, and cited
an early study by Linden Lab that found the vast majority of Second
Life users lived in rural rather than urban areas. They came to Second
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Life for what their physical lives lacked: the concentration, density, and
connective potential of urban spaces-the sense of things happening all
around them, and the possibility of being part of that happening.
Swedish entrepreneur Jonas Tancred joined Second Life in 2007, after his corporate headhunting company folded during the reces-sion. Jonas was graying and middle-aged, a bit paunchy, but his avatar,
Bara Jonson, was young and muscled, with spiky hair and a soulful vibe.
What Jonas found most compelling about Second Life was not that it let
him role-play a more attractive alter ego; it was that Second Life gave
him the chance to play music, a lifelong dream he'd never followed. (He
would eventually pair up with Malin Osth to form the duo Bara Jonson
and Free.) Offiine, Jonas might stand in front of a kitchen table covered
with a checkered oilcloth, playing an acoustic guitar connected to his
computer. But in Second Life, Bara would be rocking out in front of a
crowd of supermodels and Mohawked bikers.
Before a performance one night, a woman showed up early and asked
him, "Are you any good?" He said, "Yes, of course," and played one of
his best gigs yet, just to back it up. This woman was Nickel Borrelly;
she would become his (Second Life) wife and eventually, a couple of
years later, the mother of his (real-life) child.
Offiine, Nickel was a younger woman named Susie who lived
in Missouri. After a surreal courtship full of hot-air-balloon rides,
romantic moonlit dances, and tandem biking on the Great Wall of
China, the pair had a Second Life wedding on Twin Hearts Island-at
"12 p.m. SLT," the electronic invitations said, which meant noon
Standard Linden Time. During their vows, Bara called it the most
important day of his life. He did not specify which life he meant, or if
the truth of his statement reached across both of them.
After he and Nickel got married, Bara's Second Life musical career
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started to take off. Eventually he was offered the chance to come to New
York to make a record, one of the first times a Second Life musician had
secured a real-life record deal. It was on that trip that Jonas finally met
Susie offiine. When their relationship was featured in a documentary a
few years later, she described her first impression: "Man, he looks kinda
old." But she said that getting to know him in person felt like "falling
in love twice."
Susie and Jonas's son, Arvid, was born in 2009. By then Jonas was
back in Sweden because his visa had run out. While Susie was in the
delivery room, he was in his club on Second Life-at first waiting for
news, and then smoking a virtual cigar. For Susie, the hardest part was
the day after Arvid's birth, when the hospital was full of other fathers
visiting their babies. What could Susie and Jonas do? Bring their avatars
together to cook a virtual breakfast in a romantic enclave by the sea,
holding steaming mugs of coffee they couldn't drink, looking at actual
videos of their actual baby on a virtual television, while they reclined
on a virtual couch.
Susie and Jonas are no longer romantically involved, but Jonas is
still part of Arvid's life. He Skypes with them frequently and visits the
States as often as he can. Jonas believes that part of the reason he and
Susie have been able to maintain a strong parenting relationship in the
aftermath of their separation is that they got to know each other so well
online before they met. In this framing, Second Life wasn't an illusion
but a conduit that allowed them to understand each other better than a
real-life courtship would have. Jonas describes Second Life as a rarefied
version of reality, rather than a shallow substitute for it. As a musician,
he feels that Second Life hasn't changed his music but "amplified" it,
enabling a more direct connection with his audience, and he loves the
way fans can type their own lyrics to his songs. He remembers everyone
"singing along" to a cover he performed of"Mmm Mmm Mmm Mmm"
by the Crash Test Dummies, when so many people typed the lyrics that
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their Mmms eventually filled his entire screen. For Jonas, the reality and
beauty of his creations-the songs, the baby-have transcended and
overpowered the vestiges of their virtual construction.
0 f the more than thirty-six million Second Life accounts that had been created by 2013, only an estimated six hundred thousand people still regularly use the platform. (Approximately two hundred
thousand more people try out the platform each month but don't come
back.) That's a lot of users who turned away. What happened? Au sees
the simultaneous rise of Facebook and the plateau in Second Life users
as proof that Linden Lab misread public desires. "Second Life launched
with the premise that everyone would want a second life " Au told me ' ) "but the market proved otherwise."
When I asked Rosedale whether he stood behind the predictions he'd
made during the early years of Second Life-that the locus of our lives
would become virtual, and that the physical world would start to seem
like a museum-he didn't recant. Just the opposite: he said that at a
certain point we would come to regard the real world as an "archaic,
lovable place" that was no longer crucial. "What will we do with our
offices when we no longer use them?" he wondered. "Will we play racquetball in them?"
I pressed him on this. Did he really think that certain parts of the
physical world-the homes we share with our families for example ) '
or the meals we enjoy with our friends, our bodies leaning close across
tables-would someday cease to matter? Did he really believe that our
corporeal selves weren't fundamental to our humanity? I was surprised
by how rapidly he conceded. The sphere of family would never become
obsolete, he said, or the physical home, where we choose to spend time
with the people we love. "That has a more durable existence," he said.
"As I think you'd agree."
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* * *
A licia Chenaux lives on an island called Bluebonnet, a quaint for-ested enclave, with her husband, Aldwyn (Al), to whom she has been married for six years, and their two daughters: Abby, who is eight,
and Brianna, who is three, although she used to be five, and before that
she was eight. As a family, they live their days as a parade of idyllic
memories, often captured as digital snapshots on Alicia's blog: scouting
for jack-o' -lantern candidates at the pumpkin patch, heading to Greece
for days of swimming in a pixilated sea. It's like a digital Norman Rock-
well painting, an ideal of upper-middle-class American domesticity-
an utterly unremarkable fantasy, except that Abby and Brianna are both
child avatars played by adults.
When Alicia discovered in her early thirties that she couldn't have
biological children, she fell into a prolonged depression. But Second
Life has offered her a chance to be a parent. Her virtual daughter
Abby endured a serious trauma in real life at the age of eight ( the
specifics of which Alicia doesn't feel the need to know), so she plays
that age to give herself the chance to live it better. Brianna was raised
by nannies in real life-her parents weren't particularly involved in
her upbringing-and she wanted to be part of a family in which she'd
get more hands-on parenting. Perhaps that's why she kept wanting to
get younger.
Alicia and her family are part of a larger family-role-play community
on Second Life, facilitated by adoption agencies where children and
potential parents post profiles and embark on "trials," during which
they live together to see whether they are a good match. Sara Skinner,
the would-be founder of a virtual black-history museum, told me about
parenting a four-year-old son played by a man deployed in the armed ser-
vices overseas. He often logged on with a patchy connection, just to hang
out with Sara for a few hours while his service flickered in and out.
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Sometimes adoptive parents will go through a virtual pregnancy, using
"birth clinics" or accessories called "tummy talkers," package kits that
supply a due date and body modifications, including the choice to make
the growing fetus visible or not; as well as play-by-play announcements
("Your baby is doing flips!") and the simulation of a "realistic delivery,"
along with a newborn-baby accessory. For Second Life parents who go
through pregnancy after adopting in-world, it's usually with the under-
standing that the baby they are having is the child they have already
adopted. The process is meant to give both parent and child the bond
of a live birth. "Really get morning sickness," one product promises.
"Get aches." Which means being informed that a body-that-is-not-
your-corporeal-body is getting sick. "You have full control over your
pregnancy, have it EXACTLY how you want," this product advertises,
which does seem to miss something central to the experience: that it
subjects you to a process largely beyond your control.
In real life, Alicia lives with her boyfriend, and when I ask whether he
knows about her Second Life family, she says, "Of course." Keeping it
a secret would be hard, because she hangs out with them on Second Life
nearly every night of the week except Wednesday. (Wednesday is what
she calls "real-life night," and she spends it watching reality television
with her best friend.) When I ask Alicia whether she gets different
things from her two romantic relationships, she says, "Absolutely." Her
boyfriend is brilliant but he works all the time; Al listens to her ramble
endlessly about her day. She and Al knew each other online for two
years before they got married ( she says his "patience and persistence"
were a major part of his appeal), and she confesses that she was a
"total control freak" about their huge Second Life wedding. In real
life, the man who plays Al is a bit older than Alicia-fifty-one to her
thirty-nine, with a wife and family-and she appreciates that he has
a "whole lifetime of experiences" and can offer a "more conservative,
more settled" perspective.
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After their Second Life wedding, everyone started asking whether
Alicia and Al planned to have kids. (Some things remain constant across
virtual and actual worlds.) They adopted Abby in 2013 and Brianna a
year later, and these days their family dynamic weaves in and out of
role-play. When Brianna joined their family, she said she wanted more
than "just a story," and sometimes the girls will interrupt role-play to
say something about their adult lives offiine: guy trouble or job stress.
But it's important to Alicia that both of her daughters are "committed
children," which means they don't have alternate adult avatars. While
Alicia and Al share real-life photos with each other, Alicia told me,
"the girls generally don't share photos of themselves, preferring to keep
themselves more childlike in our minds."
For Christmas a few years ago, Al gave Alicia a "pose stand,"
which allows her to customize and save poses for her family: she
and Al embracing on a bench, or him giving her a piggyback ride.
Many of Alicia's blog posts show a photograph of her family looking
happy, often accompanied by a note at the bottom. "Btw, if you want
to buy the pose I used for this picture of us," one says, "I put it up
on Marketplace." In another post, beneath a photograph of her and
Al sitting on a bench, surrounded by snowy trees, cuddling in their
cozy winter finery, Alicia admits that she took the photo after Al had
gone to bed. She logged his avatar hack on and posed him to get the
photo just as she wanted.
To me, posing illuminates both the appeal and the limits of family
role-play on Second Life. It can be endlessly sculpted into something
idyllic, but it can never be sculpted into something that you have not
sculpted. Though Alicia's family dynamic looks seamless-a parade of
photogenic moments-a deep part of its pleasure, as Alicia described
it to me, seems to involve its moments of difficulty: when she has
to stop the girls from bickering about costumes or throwing tantrums
about coming home from vacation. In a blog post, Alicia confesses
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that her favorite time each evening is the "few minutes" she gets alone
with Al, but even invoking this economy of scarcity-appealing for
its suggestion of obligation and sacrifice-feels like another pose lifted
from real-world parenting.
Last year Alicia and Al adopted two more children, but found it
problematic that the new kids wanted "so much, so fast." They wanted
to call Alicia and Al "Mom" and "Dad" right away, and started saying
"I love you so much" from the very beginning. They had a desire
for intense, unrelenting parenting, rather than wanting to weave in
and out of role-play, and they constantly did things that demanded
attention-losing their shoes, jumping off the roof, and climbing trees
they couldn't get down from. Basically they behaved more like actual
kids than like adults pretending to be kids. The adoption lasted only
five months.
There's something stubbornly beautiful about Alicia's Second Life
family, all four of these people wanting to live inside the same dream.
And there's something irrefutably meaningful about the ways Alicia
and her children have forged their own version of the intimacies they've
been denied by circumstances. But their moments of staged friction ( the
squabbling, the meltdowns) also illuminate the claustrophobia of their
family's perfection. In their ability to court the ideals of domesticity
too easily, Second Life families effectively short-circuit much of the
difficulty that constitutes domestic life. Your virtual family will never
fully reach beyond your wildest imagining, because it's built only of
what you can imagine.
0 ~e evening duri~g the earliest days of ~y Second Life ~?lora-tion, I stood with my husband outside a barbecue Jomt in (offiine) Lower Manhattan and asked him: "I mean, why isn't Second
Life just as real as 'real life'?" At first, he said nothing. He just reached
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over and pinched my arm. (Quite hard, actually.) Then he said: "That's
why it's not as real."
His point wasn't just about physicality-the ways our experiences
are bound to our bodies-but about surprise and disruption. So
much of lived experience is composed of what lies beyond our agency
and prediction, beyond our grasp, beyond our scripts. So much
dwells in surprise, in otherness, in missteps and unforeseen obstacles
and the textures of imperfection: the grit and grain of a sidewalk
with its cigarette butts and faint summer stench of garbage and taxi
exhaust, the possibility of a rat scuttling from a pile of trash bags, the
lilt and laughter of nearby strangers' voices. Second Life promises
another reality but can't fully deliver the rifts and fissures that give
reality its grain. In Second Life, landscapes often look like Thomas
Kinkade paintings, sex exists in the imagination, parenting happens
when you choose to log on. A 2011 study found that people attributed
more idealized personality traits to their Second Life partners than
to their offiine partners-ranking them higher in extroversion, con-
scientiousness, agreeableness, and openness. Intimacy between two
avatars isn't "unreal," but its reality is different from what happens
when two people find themselves enmeshed in a relationship in the
physical world-when the self has to stand behind the words she
has spoken or the secrets she has disclosed, when she has to inhabit
the daily constancy of her home.
In the perfected landscapes of Second Life, I kept remembering
what a friend had once told me about his experience of incarceration.
Having his freedom taken from him meant not only losing access
to the full range of the world's possible pleasures, but also losing
access to the full range of his own possible mistakes. Maybe the price
of a perfected world, or a world where you can ostensibly control
everything, is that much of what strikes us as "experience" comes
from what we cannot forge ourselves, and what we ultimately cannot
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abandon. Alice and Bridgette already know this, of course. They live
it every day.
In Second Life, as elsewhere online, aft stands for "away from
keyboard," and during the course of his ethnographic research, Tom
Boellstorff sometimes heard residents saying that "they wished they
could 'go afk' in the actual world to escape uncomfortable situations, but
knew that this was not possible; 'no one ever says "afk" in real life.'"
This sentiment inspired what Boellstorff calls the "afk test": "If you can
go 'afk' from something, that something is a virtual world." Perhaps
the inverse of the afk test is a decent definition of what constitutes
reality: something you can't go afk from-not forever, at least. Philip
Rosedale predicted that the physical world would become a kind of
museum, but how could it? It's too integral to our humanity ever to
become obsolete, too necessary to these imperfect, aching bodies we
use to lumber through it.
Did I find wonder in Second Life? Absolutely. When I sat in a wicker
chair on a rooftop balcony, chatting with the legally blind woman who
had built herself a house overlooking the crashing waves of Cape Seren-
ity, I found it moving that she could see the world of Second Life better
than our own. When I rode horses through a virtual Yosemite, I knew
that the woman leading me through the pines had spent years on dis-
ability, isolated from the world, before she found a place where she no
longer felt sidelined. That's what is ultimately liberating about Second
Life-not its repudiation of the physical world, but its entwinement
with that other world, their fierce exchange. Second Life recognizes the
ways that we often feel more plural and less coherent than the world
allows us to be.
Some people call Second Life escapist, and often its residents
argue against that. But for me the question isn't whether Second Life
involves escape. The more important point is that the impulse to escape
our lives is universal, and hardly worth vilifying. Inhabiting any life
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always involves reckoning with the urge to abandon it-through day-
dreaming; through storytelling; through the ecstasies of art and music,
hard drugs, adultery, a smartphone screen. These forms of "leaving"
aren't the opposite of authentic presence. They are simply one of its
symptoms-the way love contains conflict, intimacy contains distance,
and faith contains doubt.
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