Untitled+Modalities+of+Constraint

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Second Life itself is a very interesting community upon which the modalities of constraint play a significant role. Second Life is an entirely user created virtual world. The rules, regulations, land, customs and culture are all chosen by the people who utilize the program. While the modalities of constraint within real life and circumstance are the product of a long history of interactions, Second Life parameters are being created instantaneously, in real time. This allows for great mobility, change and vast opportunity as well as great parallel at the simultaneously.

So the question is, to what capacity are the modalities of constraint within real life re-created in Second Life? By visiting several of the major sources of research from the previous case studies of several types of communities, considerable similarities can be observed. The following research is entirely ethnographical in type as conducting significant interviews can be deemed nearly impossible within Second Life. By paying careful attention to the rules, regulations and reading note cards (as well as attempting different actions) the defined boundaries of the modalities of constraint can be better illustrated.

**__Constraints in Vacation Communities__**
[|The Outer Banks Island]

Second Life vacation communities provide rest and relaxation for the weary avatar attempting to seek refuge from his/her/it’s stressful virtual existence. As such, vacation homes and beach front property are not only a grand status symbol, but also a wonderful opportunity to redefine the restrictions/constraints upon one’s home and life. The Outer Banks community, touting property with beautiful beaches and absolutely no one else to disturb the peace, is laced with far more rules than freedoms. But then again, with no one to disturb the peace individuals are left alone and alone on vacation is not much better any sort of disturbance. While individuals here are allowed to create whatever they like, they must first own the land on which they wish to create. As such, the landowners here are the only people with true power. Much like the early settlers of any foreign land, only the individuals with the capital to own land have the right to define the rules.

The function of law in Second Life was once incredibly open and unrestrictive at the inception of the Linden Lab project (the owners and creators of Second Life). However, recently a new commercial aspect of the program has been established to “protect” and promote greater economic sustenance. However, the creativity and original mission of Second Life as a community building virtual world has now bowed down to the all-mighty dollar, or in this case, Linden dollar. So while the law originally protected only the freedoms of individuals to determine what rules and restrictions they wished to place upon themselves, the law is now providing a far more resilient framework.

The architecture on the Outer Banks Island is perpetuated by its residents by placing extensive restrictions on their property as well as that which is contained on it. Walking around the island alone is a task. Avatars have taken claim and created property rights from their homes out in to the ocean and along the street. It is an exact parallel to real life regulation. It is easy, on this island, to imagine the neighbors yelling “stay off my lawn you darn kids”. But in Second Life, one does not need to yell. Rather, one must only modify the land and surrounding area such that the only person to have total access to it is the one who paid for it. Rather than this island being a community, it is merely several small segregated individualistic fortes of avatars keeping everyone else outside of their bubble.



The market within Second Life has a very unique function. Though Second Life is obviously a virtual world, its economy is no where near a simulation. Linden dollars are traded just as any other stock with Second Life with a constant fluctuating rate of exchange. Whether it is for clothes, skins, cars and other toys, giant genitalia, land or services, the purchasing power of the Linden dollar and the market is alive and well within this world. In the instance of The Outer Banks Island, product placement plays a significant role in the investment of real life capital. Companies like Coca-Cola, Doritos, Heineken and Budweiser (to name a few) have logos and virtual products posted all over the island. Though they are not actually selling anything of real life value, the mere existence of branding within Second Life goes to show it’s translatability as a far greater community builder and definer than purely an online game. The market is restrictive in that the means by which services and products are purchased and received directly affects how individuals conduct the business of virtual life.





Finally, the role of norms (what is/is not socially admissible) greatly impacts the way in which lives are led within vacation communities in Second Life. The typical white, suburban family of four is absolutely perpetuated in The Outer Banks Island. While very few people were around, the entire design of the island was “Leave it to Beaver” meets “Desperate Housewives”. With a very ‘look but do not touch’ atmosphere, the sterility of existence was stifling. One way in which this was created was by a sweet looking picnic set by the ocean. There was a nice, plaid blanket upon which was a basket filled with goodies and wine. Upon sitting down it became apparent that no modifications were allowed with any of the items at the picnic. The food was not movable, available to copy, changeable or usable. It was more like the plastic display food in furniture stores.



The only people present on the island were individuals wearing brand names such as Laoste and Burberry. They all refused to speak to anyone outside of their home and vehemently ignored any attempt at conversation and or social interaction. It appears on this deserted island, isolation was the norm. With no furries or subversive culture in sight, the necessity to move on to the next island was crucial.



[|Vacation Island] Vacation Island is not much better. With only three homes on the property, each their own mini island, very little activity was present. The architecture was so strict that each home had a protective barrier around it extending in to the ocean. Neither walking near the homes nor swimming in the ocean around the homes was permitted. The only way to maneuver around the island was to sit on the one vacant property or to stay idle flying in mid-air.



Pictures were prohibited except for the vacant property of only the vacant property. If any portion of the protected property was in the shot, the picture was prohibited. In order to create and or modify items on the island, one must first be a landowner. Even on the vacant property the rights of modification and building belong only to the current owner. As part of the community the vacant land also had a copy of the community covenant that had to be read and agreed upon by all participating individuals for even the possibility of eligibility to purchase the land. Essentially, this is a virtual community designed to be exactly like real life with the same shunning of those who do not own finite property. So what then is the point? The point is to use material wealth, even of a virtual nature, to impress and attract other avatars to not only be one’s friend but also to grow one’s popularity and self-esteem.



It appears that the market is alive and well on this island. Though commercialization has not yet reached its shores (due to the low number of residents) it is certain with these kinds of current restrictions Coca-Cola and its entourage of competitors is not far behind. The community covenant is strictly enforced and the protection of each property is paramount.

The norms are much like The Outer Banks. Middle-class, white, suburban life is completely paralleled in Second Life and it seems to be exactly what its constituents want; no outsiders allowed. So long as the rules are followed explicitly (according to the covenant) residents are able to maintain their right to live on their land that they purchased. Restrictions are no longer just for the land and the safety of its inhabitants, the rules are being imposed on the personal lives of its community members.

**__Constraints in Social Activist Communities__**
[|Camp Darfur]



How does virtual social activism manifest the modalities of constraint while attempting to cause real life change? This depends entirely on the issue at hand. Within the Second Life community of Camp Darfur avatars are allowed to fly around the island, swim in the surrounding ocean and take pamphlets along the way. However, only individuals with administrative power are allowed to create/modify anything on the island. The realm and purpose of law in Second Life does not so much provide these freedoms of creativity for individuals visiting islands like Camp Darfur. Rather, Second Life law protects the land owners as well as the corporate organizers of the program and allows them to create their own subcultures and rules accordingly.

The architecture within Camp Darfur extensively limits what its visitors can do while there. Avatars are allowed to fly, look, touch et cetera but cannot modify, copy or take anything except the pamphlets. The architecture still allows individuals to also take pictures of everything. In order to upload the pictures, an individual must pay $10 Linden (as is the case with most islands), but sending the picture through e-mail is free. The market is relatively inactive on Camp Darfur. Individuals are asked to donate at several different locations. However, no obligatory spending of money is required to fully utilize the island (minus, of course, administrative rights for change and modification). So while the market is very active and influential among different communities, it seems not to be within the realm of social activism.

The norms of Camp Darfur are not nearly as strict and finite as those within the vacation communities. All genders, combinations of genders, races and individuals with different sexual orientations are welcome. However, subversive sexual culture manifested in naked individuals and individuals performing erotic sex acts around the island are subject to ejection. So while the open-mindedness of helping save the world and welcoming spirit to all different types of individuals, some actions are certainly outside the boundaries of accepted norms.

[|Gay and LGBT Resource Center]



The Gay and LGBT Resource Center provides services and information to its visitors for free as well as a relaxed atmosphere to meet other avatars in Second Life who live with the same real life issues. The architecture here is the least imposing of all of the different communities studied. Permissions do not prevent individuals from expressing most of their creative desires on the island. Visitors can touch, modify, alter and copy nearly all objects. Be it for personal or public use, all avatars are created equal here. Individuals are allowed to fly the entire expansion of the island as well as utilize any and all modes of transportation present (such as the hot air balloon). Without permission or administrative assistance, individuals are free to entirely express themselves through whatever medium they see fit.

The market is also, like Camp Darfur, relatively non-existent here. Visitors are asked to donate if they can to help continue to provide free resources for all. However, nothing is for sale and no one is required to spend money in order to receive any of the benefits. Services are offered for free to all individuals participating in them. But as said, in order for these services to continued on their free first-come-first-serve basis, gifts are required.



The suggested norms here are more to deal with personal interaction rather than as the management of status symbols (like in vacation communities). Any sort of dress, language, and or personal expression is valid so long as it does not infringe upon the rights of others nor impose new restrictions on other persons. This is one of the few places within Second Life that most anything goes. Granted, some subversive sexualized actions are not permitted if they are considered particularly offensive. However, individuals are warned before ejection and notified that their action is outside the realm of acceptable behavior. Generally speaking, individuals are free to not only create objects and their own environment here, but also allowed to create whatever sort of persona they desire.

**__Constraints within Business Culture Communities__**
//A&S Sports Club// Though this was on the islands that Lumpy studied, access is not granted to all individuals. Upon entrance, if one does not have permission one will be removed instantaneously. As such, the research to be gathered at this location is minimal at best. However, being driven out immediately gives good indication of how the modalities of constraint might be translated in to the rest of the island.

The architecture here is quite evident. It is so highly censored that individuals merely coming to visit are immediately expelled from the island. Regardless of a person’s moral fiber within the system, or track record of complying with social norms in an environment, all individuals without special permission from the island’s land owner/creator are removed. This would seem to say that the rest of the island is more than likely locked down with modification protections denying others the ability to participate in the creative process.

As far as the market is concerned, Lumpy provided great information in regards to the types of commerce that are engaged in on A&S Sports Club Island. It appears that the market is in full swing offering much shopping with little personal interaction. Rather than the purchasing experience of discussing product qualities, questions and concerns with the person who produced it (or is at least selling it), individuals in Second Life merely participate in the transaction of funds.

The norms imposed are entirely related to the market. However the inhabitants of the island relate to create a greater opportunity for the exchange of funds is most important. Moral fiber and social ideas of acceptability come second to expanded participation and growth of the community economics.

[|Café Ambrosia Dance Club and Shopping]



Within Café Ambrosia Dance Club and Shopping complex commerce is strategically integrated in to every aspect of the community. Similar to the concept of corporatism from Naomi Klein’s //Shock Doctrine//, culture is seemingly married to capitalism and the traditions of sales. Notably, the bulk of the shopping available within Second Life is for female avatars. The examples and models for different types of clothing are all fashioned upon the stereotypical ideal female. These models create significant signaling to all female avatars within Second Life as to how they should dress and what they should look like. Blond hair, large breasts (that look as though they have been surgically enhanced) as well as a super slender body shape are the rule not the exception. The clothing that these “ideal” women are supposed to wear is all very tight-fitted and revealing so as to best flaunt the assets which they have purchased or been able to code their way in to owning. Women in Second Life are supposed to be the subversive male ideal. The norm is disrespect for females and the rule is fetishization.

As far as the architecture is concerned, permissions and creativity are all very limited. All items bought on Café Ambrosia Island are non-transferable, unable to be modified, copied or shared, and finally, the price is not negotiable. Negotiating requires inter-personal communication. The mere transaction of funds allows individuals to purchase most anything without advice or assistance from any one else.

Obviously, though it is not advertised as such, the market takes precedence here. Shopping culture and the further attempts to exploit women are of the up most importance. Women’s clothing, accessories, skins et cetera are the most highly valuable as women are more willing to purchase many different items for the greater opportunity to change their entire appearance throughout their experiences in Second Life.

However, the projection and the enforcement of norms here are even more interesting than the market. As mentioned, the ideal of the blond-haired, large-breasted, thin and uninhibited woman is clearly suggested and enforced. Every location, regardless of its description, generally has a commercial section selling anything and everything to its female consumers. The only island that seems to stray from this notion are the activist and religious islands. It is nearly impossible to locate clothing that is discreet, functional as well as fun within Second Life. Female avatars have a far more difficult time locating clothing that actually matches their personalities other than the suggested norm of the exhibitionist.

As far as normative actions are concerned, upon entering the Café Ambrosia Dance club many women were around dancing as suggestively as is humanely possible (via real world or virtual world). One particular avatar, dressed very modestly, climbed on to the dance stage along with the club ‘staff’ and began to use one of the “pose balls” to dance on and around a stripper pole. This female avatar was not only boo-ed but rushed off the stage. Several of the club ‘staff’ told her that she was (a) not dressed appropriately for the club and (b) not a ‘staff’ member and only staff members are allowed to dance on the pole and to choose who else should be allowed to dance on the pole. This was a physical example of the enforcement of fetishized female dress code on Café Ambrosia Island.

Interestingly, within several different islands the shopping district female models often had a wedding ring on their fingers. Ridiculously large ‘bling’ suggestively points to her level of being the ideal woman: the physical norms are sufficiently met and she is married! This is the true ideal. A woman that clearly cannot have a career wearing a mini skirt with a slit showing the crack of her buttocks as well as a shirt in which not even one of her breasts could fit, this is the female avatar that can only exist in Second Life as in real life she would be in jail for at least suspicion of turning tricks. The real world may wish certain qualifications, such as those listed above, were the norms of the community. Being that these are not and cannot be the standards of all women everywhere in the real world, they are more easily transferable, suggested and enforced in a virtual world where acceptance in to the community can be purchased by all.



This leads to a further discussion of the notion of gender being a performance in real life and as such is translated in to a performance in Second Life. Individuals are expected to “act” a certain way. In Second Life, avatars can act a certain way through using “pose balls” which are gender specific and by purchasing the suggested clothing, skins, genitalia and images. No one is left out of the community because the ideals to become part of the community are readily available. Just as real life gender is a set of norms that are suggested and enforced through community and social inclusion, so are the norms within Second Life.



**__Common Constraints within the Different Communities__**
As has been discussed above, the different communities within Second Life impose different levels of the modalities of constraint and in various ways. Often, the modalities of constraint parallel those of the real world. In general, the vacation communities are the most severely monitored and controlled by lack of freedom and restriction of creativity permissions. Closely following the vacation communities are the business communities. The rights to change, modify, share and copy what one has purchased are entirely revoked in a virtual world where the consumer has every possibility of creating for himself/herself whatever he/she would like without the need to visit a shop or speak with a shop owner.

On the other end of the spectrum, social activist islands like the Gay and LGBT Resource Center offer greater creativity, participation and rights to its visitors. These kind of social activist islands look for the involvement and membership of their visitors to help further more significant social change within the real world. Though no true change can be made through a social activist site in-world, education and the expansion of interest and support can greatly resonate in the real world and aid in the gathering of funds and action.

**__Conclusions__**
These three different communities, though limited, help to extrapolate and elucidate the purpose, need and reason for virtual communities. Social inclusion in the real world can be just as marginalizing, if not more so, than a virtual world. Individuals often create what they are seeking elsewhere. Creativity is the spawn of deficiency and desire. As Lessig writes in //Free Culture// on page 124:

"These constraints can thus change, and they can be changed. To understand the effective protection of liberty or protection of property at any particular moment, we must track these changes over time. A restriction imposed by one of the modality might be erased by another. A freedom enabled by one modality might be displaced by another." (Lessig, 124)

While the restrictions of the modalities of constraint are very present in Second Life, they are also far more malleable. Community changes can be invoked overnight without grand disruption of life. As such, Second Life is the intended extension of what is absent in the real world: increased freedom and greater mobility of community creation.

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