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York University
ANTH 2120
Othon Alexandrakis

Boelstorff's analysis of Second Life is definitely very relevant in the current technological age. He explores the relationship between humans and technology and creativity and humans. He refutes the idea of an “Information Age” ( Boelstorff aimed to Human, technology and creativity through creation of tools and the use of tools, (techne), that makes us human Knowledge space Age of Techne vs. “InformationAge” crafting rater than knowing. Homo faber vs. Homo sapien every human mind is a locus of virtual experience where what goes on in the minds of men, however remote they may be, can be investigated virtual human “Second Life is part of real life” gap between virtual and actual Second life is a culture, one with many subcultures holistic understanding of the constitutive intersectionality of cultural domains. Focusing on gender, ethnicity, class religion, language additive manner rather than constitutive matter (what do they mean) contemporary conditions of globalization, migration and technology make it seemingly sel-evident that cultures are not now hermetically sealed entities people around the world understand that they belong to cultures that are discrete even if boundaries are porous. Dubbing foriegn movies, virtually matched up, where translation seeks to eliminate any distinction between the original and its translated product, dubbing is predicated upon productively sustaining the gap between a dubbed soundtrack and the moving lips which it can never unify. Both of these cases speak to juxtapositions of cultural discrete-ness and cultural interchange in an era of globalization. Second life is a distinct virtual world and at the same time as having a porous “membrane” 1. online content (forums, blogs webpages) surrounding sl 2. relationship between sl and the actual world 3. relationship between sl and other virtual worlds and cideo games cybersociality on its own terms rather than as a signifier for another mode of socialit what if we see virtual worlds as meaningful in themselves “culture of simulation” “They don't simulate anything. They approximate aspects of reality enough for the purposes of immersion- but that's all” (Barthe 2004:474) Simulation and Virtual reality each suggest a sign system in which cultural objects are divorced from their references”, they are distinct. Reality is that which, when you stop believing in it, doesn't go away. By that definition virtual worlds are real There are examples of simulation within second life. Aculture that did not prioritize simulating or “mirroring” reality. But assumed human creativity produced its own realities. Fictions, product of techne, not always intentional vs. Design (always intentional)
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