Lotte: Now the Orgy is Over

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The study explores the intersections between embodied flesh and digital (re)presentations by examining how participants experience virtual sex on Second Life. The researchers explore how and to what extent Second Life avatars mediate personal desires and fantasies with others who, collaboratively, construct sexual adventures in forms of playful deviance that allow for the emergence of secret sexual selves, as well as how those sexual adventures are ultimately fashioned and experienced in a “diffused life” that is neither of Second Life nor of first but a tightly bound combination of the two. Despite the enormous freedom of Second Life residents for seemingly boundless creative self-expression, the researchers conclude that these experiences are more bound to and confined within disciplined practices than they first appear.


Second life residents build the worlds they explore and occupy, making it a never-changing milieu of self-expression and creativity. It is a free client program where residents interact with and through avatars. If so desired Avatars can shift shapes endlessly (e.g. at one moment a dragon, robot and another moment tall or short etc.). Indeed if "the essential mode of hypermodernity is excess" (Aubert 2005:14), then few other excesses compare with the pornucopia (https://en.wiktionary.org/wiki/pornocopia#English) of Second Life sex: Straight sex, gay sex, trans sex, incest, orgies, masturbation, furries, sex toys, consensual rape, BDSM, sexual torture, bestiality, water sports, exotic dancing, prostitution, nudism. Any and all possible forms of sexual activity, some of which - not unlike Sade's 120 Days of Sodom ([1905] 1966) - are fantastically beyond the realm of what can be done in flesh.


The text "Now the Orgy is Over" focusses exclusively on sex, which, by all indications, is a significant element of Second Life. It explores the intersections between embodied flesh and digital (re)presentations by examining how participants experience virtual sex in second life. The world around sex in Second Life is big. And a big part of it is 'sexual scripting'. As Gagnon and Simon (1973:19) suggest, much sexual behaviour is scripted. In second life this is absolutely true. You need to 'buy' certain objects that come with menu's that allows you to have animated sex. Sex-engine animations they are called. This also works the same for genitals. One needs to acquire them as the avatars or not fitted with them.



But second life is more then mere 'toon sex' - it is a dramatic affect. Burke's (1969) famous Pentad identifies the five key elements of drama; act, scene, agent, agency, purpose. The act names what took place, in thought or in deed. The scene is the background of the act, the sitauation in which it occured. The agent is what kind of person performed the act. Agency refers to how or by what means the agents act. Purpose refers to why the agents act and what they want from the interaction.


The key erotic element of Second Life Sex is the decisive act of communication.