Tom Boellstorff's Coming Of Age In Second Life

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In Tom Boellstorff’s ethnology “Coming of Age in Second Life” the world of second life is explored. Second life is a three dimensional online world in which users interact. The world of second life is created with user-generated content, which means that users design different types of dwellings, and can customize many aspects about their avatars including gender, appearance, and body modifications. Boellstorff also talk about the idea of techne, which is human action, in second life, which engages with the world and thereby results in a different world. Boellstorff states on page 31 that, “it is in being virtual that we are human (Boellstorff, 2008, p. 31).’ He uses his research in second life to present an argument that despite drawing on …show more content…

Boellstorff speaks about using surveys and interviews, as well as participant observation to collect his information. Participant observation is a method of data collection in which the research participates in the community he or she wishes to study and record information about interactions and the surrounding culture. The unique aspect of Boellstorff’s participant observation is that while Boellstorff need to use his avatar, Tom, as a mediator between real life and second life to collect data. This mediator adds to the credibility of Boellstorff’s data because he established himself, through his avatar, as a trusted member of the Second Life …show more content…

This idea is reinforced when Boellstorff explains aspects of Second life that blend with aspects of real life. In chapter eight Boellstorff writes about the political economy of Second Life. He states that Second Life has a system of creationist capitalism. He describes this system on page 206, “…a mode of capitalism in which labor is understood in terms of creativity, so that production is understood as creation. Techne is the modality this creation takes; self-fulfillment becomes a means of production (Boellstorff, 2008, p. 206).” In other words users generate content in the game and then they sell their creations to other users for real life money, trade of goods or second life money. However, in order to build permanent objects residents had to own property. This creates a property-based economy, which made the idea of virtual property a measurable idea. Also, avatars could earn money by holding jobs. Boellstorff states that the highest paid job was a sex

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