TY - GEN
T1 - Docile avatars
T2 - 21st British HCI Group Annual Conference: People and Computers XXI HCI.But Not as We Know It, HCI 2007
AU - Bardzell, Shaowen
AU - Bardzell, Jeffrey
N1 - Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2007
Y1 - 2007
N2 - Second Life, a participant-created multi-user virtual environment (MUVE), gained sudden media acclaim in 2006. Prior to that, the world was developing many of the characteristics that have come into their own today, such as virtual fashion lines, a thriving virtual economy, scripted interactive furniture, vehicles, and toys. Perhaps not surprisingly, much of the early content was adult in nature, from cyberstrip clubs to kinky lingerie, sex animations, and interactive virtual genitalia. More surprising was the visibility and prevalence of the BDSM (bondage, discipline, and sadomasochism) subculture. In this paper, we report results from a two-year study of the BDSM subculture in Second Life, combining virtual ethnography and artifact analysis with recent HCI theories of experience design to understand how and why this complex phenomenon emerged from Second Life users. We contend that the participant-created world enables the construction of powerful aesthetic experiences, and that these experiences are made possible by the interweaving of visual, literary, and interaction aesthetics.
AB - Second Life, a participant-created multi-user virtual environment (MUVE), gained sudden media acclaim in 2006. Prior to that, the world was developing many of the characteristics that have come into their own today, such as virtual fashion lines, a thriving virtual economy, scripted interactive furniture, vehicles, and toys. Perhaps not surprisingly, much of the early content was adult in nature, from cyberstrip clubs to kinky lingerie, sex animations, and interactive virtual genitalia. More surprising was the visibility and prevalence of the BDSM (bondage, discipline, and sadomasochism) subculture. In this paper, we report results from a two-year study of the BDSM subculture in Second Life, combining virtual ethnography and artifact analysis with recent HCI theories of experience design to understand how and why this complex phenomenon emerged from Second Life users. We contend that the participant-created world enables the construction of powerful aesthetic experiences, and that these experiences are made possible by the interweaving of visual, literary, and interaction aesthetics.
UR - http://www.scopus.com/inward/record.url?scp=84860508778&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84860508778&partnerID=8YFLogxK
U2 - 10.14236/ewic/hci2007.1
DO - 10.14236/ewic/hci2007.1
M3 - Conference contribution
AN - SCOPUS:84860508778
SN - 9781902505947
T3 - People and Computers XXI HCI.But Not as We Know It - Proceedings of HCI 2007: The 21st British HCI Group Annual Conference
BT - People and Computers XXI HCI.But Not as We Know It - Proceedings of HCI 2007
PB - British Computer Society
Y2 - 3 September 2007 through 7 September 2007
ER -