Research Questions:
(1) What is the barrier between virtual, online experiences & “real” ones? Is it only tangibility or something else?
(2) What substantial items/things/stuff can individuals carry away from virtual experiences, beyond emotional satiation?
(3) How can online and virtual experiences be legitimately conveyed as unique and valid experiences to others that have or have not held the same experiences.
Word Trios:
(1) Physicality, Satiation, Substantive
(2) Online, Growth, Finiteness
(3) Unique, Community, Transferable
Abstract/Statement of Purpose:
Is it possible to make tangible the virtual experiences individuals experience online or in virtual spaces? What physical thing can be gotten back from all of the effort, time, and energy put into the creation of an avatar or a thriving metropolis of virtual denizens? Characters made in World of Warcraft can be output as physical models, unique down to every detail of armor the player has accrued in their time online. Linden dollars can be exchanged for actual currency in Second Life, allowing individuals to have entire careers creating and doing business within the virtual world. A physical book will be created from the input from the Text Wall probe during the previous term in the Super Studio 2 course. These seem close, but there’s more to explore. That is where I want to venture.
Sketches:
http://people.artcenter.edu/~kcoats/mediaresponse1.html
http://people.artcenter.edu/~kcoats/compulsionengineers.html
Research:
Figure Prints - A company which outputs 3-dimensional, physical models of players’ characters in World of Warcraft. Demand is so high for such models that all customers must sign up for a monthly, random drawing to see if their order will be processed in that time.
http://www.figureprints.com/
LindeX - The official Second Life Linden Dollar exchange site. The exchange rate of Linden Dollars (L$) to the US Dollar remains relatively stable, around 250 L$ to $1.
http://secondlife.com/whatis/currency.php
The Walter Benjamin Research Syndicate - An on-line research resource for individuals interested in the writings and the ongoing critical theory (for my purposes, namely his idea of an artwork’s “Aura”) of Walter Benjamin.
http://www.wbenjamin.org/
Gamasutra feature article, “Compulsion Engineers” - An online article by Tynan Sylvester, in which he explores the innate compulsory behaviors which video games play toward & satisfy.
http://www.gamasutra.com/view/feature/3495/compulsion_engineers.php
Audience/Forum/Context:
Gamasutra - The video game industry standard for news; relaying everything from business developments, to design theory & critique, to historical developments of gaming genres.
http://www.gamasutra.com
Game Developers’ Conference - The annual “mecca” for the gaming industry. Speakers, exhibitors, and attendees come from all over the globe to meet at this U.S. conference.
http://www.gdconf.com/
Experimental Gameplay Workshop - A forum for the demonstration of innovative games. Gaming classics such as “We Love Katamari,” “Guitar Hero,” and “flOw” were first featured here.
http://www.experimental-gameplay.org/