The Experience of Embodied Space in Virtual Worlds

Author:

Bardzell Shaowen1,Odom William1

Affiliation:

1. Indiana University

Abstract

The article examines the mutually constituted relations among avatars, space, and artifacts represented in a Gorean community in Second Life. Combining virtual ethnography (i.e., participant observations and in-depth interviews) with the growingly important concept of experience design in human—computer interaction, the authors explore and unpack the spatial experiences of participants in the community and, with them, the grammar and symbolism of power and submission, of private and public, and consider body as a place for social inscription. The spatial experiences of these participants shed light on the nature of this community (both social and computer-mediated interactions) and help explain why virtual simulation of Gorean fantasy is such a compelling form of play and source of intimacy and emotion for thousands of Second Life residents.

Publisher

SAGE Publications

Subject

Tourism, Leisure and Hospitality Management,Urban Studies,Arts and Humanities (miscellaneous),Geography, Planning and Development,Cultural Studies

Reference22 articles.

1. Aarseth, E. (2004). Genre trouble: Narrativism and the art of simulation . In N. Wardrip-Fruin & P. Harrigan (Eds.), First person: New media as story, performance, and game (pp. 45-55). Cambridge, MA: MIT Press.

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