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--
COVER
--
LETTER
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PREVIEWS
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TRAVEL
Highway to Heaven
Negar Azimi and Sohrab
Mohebbi
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ART MARKET
Gold Rush
Antonia
Carver
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INFRASTRUCTURE
Conspiracy!
Mohammed
Yousri
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MUSEUM
Kingdom of the
Dolls
Sean Dockray
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WORK IN PROGRESS
Mohammed al-Riffai
Clare Davies
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WORK IN PROGRESS
Yoshua Okon
Magali
Arriola
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PROFILE
Jill Magid
Elizabeth
Rubin
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CURATORIAL
Tropical Malaise
Mirjam
Shatanawi
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TECHNOLOGY
Bidune
Anand
Balakrishnan
Glory
Binyavanga
Wainaina
Perfect Sound Forever
Mika Taanila
One Life to
Live
Gary Dauphin
Imaginary Gardens with Real Toads
Curtis Brown
Going Dutch
Eric Fassin
Free Love, Funny Costumes and a Canal at Suez
Marwa
Elshakry
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CENTERFOLD
The first Iranian in space
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Doctor Know
Hassan Khan and Haytham
El-Wardany
Let Them Eat Laptops: a moderated discussion
The Blue Nile
Sherif El
Azma
Drill Bits
Mohamed
Mansour
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ARCHITECTURE
TechnoSea
Neyran Turan
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MUSIC
The Haggis
Samosa
Sukhdev
Sandhu
Disorientalism
Michael C
Vazquez
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FILM
Body Tech
Bruce Hainley
Gentleman's Agreement
Tirdad
Zolghadr
Lens Flare
Antonia
Carver
Film festival reviews
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COOKING
Shirin Aliabadi and Farhad Moshiri
--
BOOKS
Chicago
Youssef Rakha
Reading 'Legitimation Crisis' in Tehran
George
Scialabba
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ONE LIFE TO LIVE
futurism/videogames/temporary autonomous
zones/warcraft/adultery
By Gary Dauphin

Screenshot
from Second Life by Dimitri Verstraeten, Bidoun screenshot
by Gary Dauphin
In January of 2007, Sweden announced its intention to
become the first country to open an embassy in a virtual
world, promising to establish "diplomatic representation"
inside the five-year-old online community Second Life.
Unlike more traditional online communities, where users
represent themselves to one another using text,
photographs, and profile pages, Second Life (2L for short)
is more of a spraw-ling videogame, its two million-plus
registered users (or residents, as they call themselves)
pursuing various forms of self-realization via
high-resolution avatars. 2L's residents interact with one
another in standard chat formats (2L's creators, San
Francisco based Linden Labs, promise in-world telephony in
future iterations); they dress themselves and craft
fanciful hairstyles; they engage in animated cybersex and
hold poker games, poetry readings, and constitutional
conventions. Residents walk, swim, or fly like digital
superpeople over a world of oceans, landmasses, and
archipelagos, the smaller islands of which are available
for rent from Linden and developable using a variety of
architectural coding languages, commerce and media engines,
and other tools of display, beautification, and
interaction.
Second Life is not the most populous virtual world-South
Korea's MapleStory role-playing game boasts more than 110
million members and can host several hundred thousand
simultaneous users during peak hours. It is neither the
oldest (dozens of virtual worlds have come and gone since
the late 1990s) nor the most profitable (as of this
writing, that title belongs to Blizzard's World of
Warcraft), but 2L is clearly the reigning champion of
fantastical virtual announcements. Over the past year, the
sound of journalists, futurists, and businesses clamoring
to get in on the new new thing has become deafening.
Conceptual artists have released artworks there, wire
services have set up 2L bureaus, and film festivals have
held screenings, showing films in virtual theaters. You can
either watch your avatar watch the film, or you can stream
the film directly to your screen. Outside, in the virtual
lobby, stars and directors update the old internet gambit
of the chatroom meet-and-greet by appearing, live in Second
Life via mingling avatar.
Honest-to-god Yankee dollars are directly converted into
Linden dollars (2L's internal currency) at a clip of over
$200.000 per day, even as thousands of square kilometers of
virtual land reap monthly "land use" fees for Linden Labs,
the privilege of metaphorical ownership substituting for
traditional subscription schemes. The Gap and Best Buy have
opened virtual showrooms, while thriving markets in virtual
real estate and high-end avatar construction have escaped
the gravity of 2L's internal economy to land on eBay and
PayPal. Some of that money flows downward to the usual
plethora of quasilicit hustles-escort services, for
example, where players pay to engage in naughty chat with
pneumatic avatars. The thriving sexual economy in turn
breeds scandal, as when it was revealed that Anshe Chung,
Second Life's richest avatar, had made her fortune as a 2L
escort and sex therapist, providing in-world, highly
demonstrative classes on what the press chastely termed
"virtual lovemaking." Gossip columnists quipped that at
least Chung had been a classy virtual ho, her fortune
having no genesis on any of 2L's numerous "rape play"
islands, where residents can become rapists, victims, or
bystanders for $220 Linden dollars.
While it's clear what Chung gets out of being a resident of
2L, as measured by the stored value of her Linden dollars,
it doesn't take a Luddite to wonder what an entity like
Sweden will get for the trouble of establishing a virtual
outpost. As wire service reports explained, the proposed
embassy "would not provide passports or visas," instead
being designed to "instruct visitors how to obtain such
documents in the real world." So said Olle Wästberg,
director of the Swedish Institute. The embassy will "inform
people about Sweden and broaden the opportunity for contact
with Sweden easily and cheaply." Practically speaking,
then, the new "embassy" will give the Swedes (and
prospective Swedophiles) nothing that they can't already
find at www.swedenabroad.com.
The proposed 2L embassy, then, will serve no purpose other
than to let Sweden shout "First!" into the historical
ether. How sad for Sweden that the first political entity
to set up virtual shop in 2L was not a forward looking
Scandinavian nation but the Youth Wing of the French
National Front. The December 2006 arrival of the French
racists associated with Jean-Marie Le Pen, far from calling
into question the foundations of consensus reality,
followed a trajectory familiar to anyone who has ever
participated in that oldest of virtual interactions, the
email flame war. The group's virtual headquarters on
Porcu-pine Island soon became the site of an escalating
cycle of protest that, a few weeks later, spilled into an
all out and thoroughly surreal cyberwar. Second Life
blogger James Wagner Au offered the following
testimony:
It's unclear when the shooting started, or who fired the
first shot (several witnesses claim [National Front]
security forces assaulted them with "push guns," weapons
capable of flinging a Resident across the island like a
ragdoll), but in the final days of last week, at least, the
assault raged from both sides... a ponderous and dreamlike
conflict of machine guns, sirens, police cars, "rez cages"
(which can trap an unsuspecting avatar), explosions, and
flickering holograms of marijuana leaves and kids' TV
characters, and more... One enterprising insurrectionist
created a pig grenade, fixed it to a flying saucer, and
sent several whirling into National Front headquarters,
where they'd explode in a starburst of porcine
shrapnel.
Reaction to the fracas (whose signature image became the
aforementioned exploding pig) ranged from the amused to the
eye-rolling, as at the US technology blog Valleywag, which
opined that "whatever your politics or personal thoughts
about virtual playground Second Life, after reading [Au's
account], it will be hard to avoid thinking of the service
as little more than a romper room for retards." Valleywag
exists largely to translate the interests of technology
companies and venture capitalists into snark, but there is
a sense in which Second Life actually is a kind of rom-per
room for forms of unrestrained, unbridled hype. Consider
this description of life in virtual worlds by futurist
Howard Rheingold from his book, The Virtual Community:
Similar to the way previous media dissolved social
boundaries related to time and space, the latest
computer-mediated communications media seem to dissolve
boundaries of identity as well... I know a respectable
computer scientist who spends hours as an imaginary ensign
aboard a virtual starship full of other real people around
the world who pretend they are characters in a Star Trek
adventure. I have three or four personae myself, in
different virtual communities around the Net.
I know a person who spends hours of his day as a fantasy
character who resembles "a cross between Thorin Oakenshield
and the Little Prince" and is an architect and educator and
bit of a magician aboard an imaginary space colony. By day,
David is an energy economist in Boulder, Colorado, father
of three; at night, he's Spark of Cyberion City-a place
where I'm known only as Pollenator.
These words could easily have come from any contemporary 2L
enthusiast, but they were actually written by Rheingold ten
years ago (hat-tip: Clay Shirkey), this in reference to
online experiences that were even then paltry in comparison
to those readily available on a Nintendo or Playstation,
like the early Final Fantasy games.
The virtual excitements of the current moment certainly
point us in useful directions when it comes to thinking
about the dream of the transformative second life-a
parallel universe where increased peace, safety, agency,
wealth, well-being, power, beauty, and/or pleasure awaits.
But then, so have a host of other indicators and trendlets
going back to, say, Mikhail Bakhtin's medieval carnival, or
Peter Lam-born Wilson's observations (written under the
pseudonym Hakim Bey) on "pirate utopias of the sea-rovers
and Corsairs of the eighteenth century." According to
Wilson/Bey, the-se pirate utopias not only constituted an
"information network" that spanned the globe hundreds of
years before the first packet ever made a 2L avatar dance,
they also created "temporary autonomous zones" where the
various strictures of the era's first lives could be
shrugged off.
Primitive and devoted primarily to grim business, the net
nevertheless functioned admirably. Scattered throughout the
net were islands, remote hideouts where ships could be
watered and provisioned, booty traded for luxuries and
necessities. Some of these islands supported "intentional
communities," whole mini-societies living consciously
outside the law and determined to keep it up, even if only
for a short but merry life.
It's hard to imagine anything occurring in 2L being so well
remembered in a year, let alone in 200 years.
TOMBSTONES
For the last several years, Joseph DeLappe has regularly
logged into America's Army, a free online
first-person-shooter combat simulation owned and operated
by the United States Army. Built by American gaming
companies and maintained by the Department of Defense as a
recruiting tool, America's Army features team-based combat
missions in "real" fields of action such as Iraq and
Afghanistan. "Dead in Iraq," DeLappe's intervention into
America's Army's field of play, involves typing in the
name, age, service branch, and date of death of each US
serviceperson who has died in Iraq.
I enter the game using my login name, "dead-in-iraq," and
proceed to type the names using the game's text messaging
system. As is my usual practice when creating such an
intervention, I am a neutral visitor as I do not
participate in the proscribed mayhem. Rather, I stand in
position and type until I am killed. After death, I hover
over my dead avatar's body and continue to type. Upon being
reincarnated in the next round, I continue the cycle.
DeLappe's virtual actions are astounding. Although his tone
and claim to memorial elides the fact, "Dead in Iraq" is a
direct assault on America's Army and its players, which
include active military personnel and Iraq veterans as
well. As a hack, "Dead in Iraq" is more profound than any
attack on a virtual National Front, for the simple reason
that attacking the Le Penites is at worst akin to defacing
an advertisement. Subverting America's Army runs the risk
of injuring someone psychically, of course, and perhaps for
a good cause, but injuring nonetheless.
As Julian Dibbell suggested in My Tiny Life, his 1993
analysis of an online sexual assault, under the right
conditions an attack on the "second," psychic body can be
nearly as devastating as attacks on the first, given the
virtual identities created by users of online technologies
and the time and effort they put into creating and
inhabiting them. Demolishing a virtual headquarters is, by
contrast, a crime against intellectual property and
(may-be) commerce. Instead of leading us deeper into the
pixilated hearts of networked men and women, the battle for
Porcupine Island leads us back to courtrooms and position
papers, into ongoing debates about copyright, graffiti,
hacking, and so on, which will follow their own appointed
trajectories with or without Second Life.
CHINA, THE ORIGINAL FUTURE
If Second Life is a kind of romper room, where is the
future actually being lived? The intuition of the 1980s
cyberpunk novel was that the virtual world spoke Japanese.
But it is in Korea that videogame players have achieved the
fame of professional athletes, and it is in China that more
than 250 million active videogame players line up at
cybercafes in search of diversion from life in the People's
Republic. Mostly that virtual nation seems largely
interested in playing and profiting from games. Over the
last few years, no gaming symposium has been complete
without mention-half awed, half hysterical of Chinese World
of Warcraft (WoW) sweatshops, where part-enslaved,
part-employed "players" sit (chained?) to computers and
"farm" monsters for gold and loot, which is then laundered
into US dollars thanks to lazy American gamers via the
magic of eBay and the like.
Lately, Chinese virtual currencies have begun to affect the
value of the nation-state's real-world economy. Recent
fluctuations in the yuan were blamed on increased trade in
the QQ, a phantom currency introduced by Tencent, China's
largest instant messaging platform, as a sort of "frequent
flyer" incentive allowing the purchase of virtual
tchotchkes. As the number of subscribers approached the 200
million mark, users began exchanging QQs to pay off debts
or transact person-to-person purchases, while online
gambling companies soon started accepting bets and making
payouts in QQs. (Needless to say, it has long been possible
to purchase cybersex in QQs.)
When compared to Second Life or even World of Warcraft, the
virtual worlds of East Asia bring to mind Wilson/Bey's
pirate utopias, being technologically primitive and devoted
primarily to banal business; but it is in them that the
seeds of future relations and habits are likely growing to
fruition. Consider this sequence of virtual, perhaps
apocryphal, events found on a Chinese blog:
• A man takes care of his recently unemployed
wife.
• The unemployed wife plays WoW in her newly found
free time.
• The man discovers his wife's chat logs, in which
she talked to another lover.
• She met her lover through Yanshan University's
[online WoW players club/guild] the Sentinel Union.
• In fact, her lover is the president of the
guild.
• The husband confronts his wife; he is brought to
tears and loves his wife too much to leave her.
• The husband writes a forum post and tells the other
man to stay away.
• The other man replies, "If you have guts, you come
for me!!"
• A group of 1000+ people, angered by the lover,
gather in WoW.
• The 1000+ rabble wage war against the Sentinel
Union, their goal, "the condemnation of the Sentinel
Union's president."
These are the sorts of scenarios that keep men and women,
each for their own reasons, up late into the night
wrestling with their own private possibilities and
nightmares. Imagine what Chinese government officials must
make of such events. Imagine how the world would gasp had
Sweden announced that it would be opening an embassy in the
World of Warcraft in the form of a 5000-strong Swedish
guild-say, "Knights of Malmo"-staffed by consular
employees. "Player characters in the new Swedish guild will
fan out throughout the Azeroth to personally instruct
visitors how to obtain visas and to act as a link to
web-based information about our country," Swedish Institute
director Olle Wästberg might declare.
"And, of course," Wästberg would continue, "should any
deserv-ing player require them, our swords are
theirs."
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