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“Second Life, Second Morality?”, presented by Katleen Gabriels, Joke Bauwens and Karl Verstrynge ( Vrije Universiteit Brussel) at SLACTIONS - Life, imagination, and work using metaverse platforms 2010.
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Proceedings of the SLACTIONS 2010 International Conference
Life, imagination, and work using metaverse platforms
29
Second Life, Second Morality?
Katleen Gabriels Vrije Universiteit Brussel, IBBT-SMIT, Centre for Ethics E-mail: [email protected]
Joke Bauwens Vrije Universiteit Brussel, IBBT-SMIT E-mail: [email protected]
Karl Verstrynge Vrije Universiteit Brussel, IBBT-SMIT, Centre for Ethics E-mail: [email protected]
Abstract
This study is an examination of in-world morality of
frequent residents of Second Life. Given the lack of
systematic research on morality in non-gaming virtual
worlds, the authors conducted an explorative small-scale,
in-depth qualitative study with regular Second Life-
residents. Drawing on cyber-anthropology, cyber-
sociology and game studies, they explore to what extent
ideas and pictures of in-world moral behaviour differ
from moral categories and definitions used in ‘real life’
situations. Research findings show, firstly, that
communication and sanction mechanisms (e.g. gossip),
known from real life, are important means to create social
control and group cohesion in Second Life. Secondly, the
technologically mediated context intensifies and provides
new tools for social control (e.g. alternative avatar).
Thirdly, residents also make use of ‘out-world’ systems to
restrict or punish immoral behaviour (e.g. blogs,
discussion forums, web search engines). In general,
findings indicate that morality in Second Life is not
completely different from morality shown in ‘real life’. On
the other hand, they also point at distinctiveness in a
mediated environment because of specific technological
tools.i
Introduction
Although today millions of people are spending a
considerable amount of time in three-dimensional non-
gaming virtual worlds, little systematic research has
been done regarding the question of morality and its
distinctive nature in these particular worlds. The scant
attention given to morality in social virtual worlds is in
sharp contrast to the extensive studies on morality in
virtual games. Also, instead of researching on morality
in a profound way, much ink has flowed in popular
media discourses about the absence of morality in these
social virtual worlds. In those ‘panic waves’, the
freedom that users have to experiment without restraints
is often linked with the upsurge of immoral or amoral
behaviour (e.g., Kuipers, 2006). Many journalists and
commentators fear that everything seems to be allowed
and possible in social virtual environments. As the
number of people that have an avatar in one or more
social virtual worlds is increasing on a daily basis (e.g.,
Castronova, 2007) and the public debate on morality in
social virtual worlds is heavily framed in moral panic-
terms, the importance of academic knowledge on the
grounds and meanings of moral values and practices in
these worlds can hardly be overestimated.
Research Design: Questions and Methodology
The research presented here aims to provide a more
profound and evidence-based understanding of how
people reflect on and construct morality when they are
virtually engaging with each other. We focus on the
popular and widely known social virtual world Second
Life (SL). SL was created in 2003 by Linden Lab and is
defined as “an immersive, user-created online world”
(Au, 2008, p. x). Linden Lab does not impose a game-
oriented goal on its residents; they are free to choose
how to spend their time in-world. Exactly the freedom
to act and to experiment in a world that is believed to be
a second, different or so-called “otherworld” (Dibbell,
1993) is the starting point of our investigation. We
explore if people who often engage in SL experiment
with morality and to what extent they apply a different
morality than in real life. Social life has produced
different systems to restrict and punish immoral
behaviour in real life, so one can ask oneself if these
systems also stand in virtual worlds. Or to phrase the
question more radically: does it really matter that
immoral behaviour is limited or punished in virtual
worlds, as these worlds are only ‘virtual’ and thus not
rooted in actuality? Our specific focus in this study is
on the dynamics and mechanisms of social control: how
they are rooted in offline social conventions people
bring along when they dwell in SL, but also how they
are shaped and activated through the technological
design and tools of SL. In particular, the in-world
prevention, exclusion, and punishment of immoral
behaviour are discussed here.
We conducted a small-scale, in-depth qualitative study
in order to examine the in-world morality of frequent
residents. Drawing on a multi-method virtual
ethnographic research design, we interviewed devoted
SL-residents (N=14) and discussed their moral
experiences in SL, in order to gain an understanding of
the moral nature of social interactions in SL. We
conducted two focus group interviews and four
individual interviews. Starting from the idea that
interview contexts are always affected through the
interaction and relation between the interviewer and the
respondents (Fontana, & Frey, 2005), all interviews
were conducted by the same researcher in order to
control the effects of social dynamics as much as
possible. The interviews were semi-structured: the
interviewer started from an interview guide with a set of
Proceedings of the SLACTIONS 2010 International Conference
Life, imagination, and work using metaverse platforms
30
pre-determined topics, but equally left scope for
discussion (in the focus groups) and excursions (in the
individual interviews). Except for two electronic
interviews through Voice Over IP, all interviews were
face-to-face. However, given the availability of audio
and visual cues and the synchronous course of
communication, the VoIP interview comes close to
face-to-face interaction.
We used purposive sampling strategy to select the
respondents. Considering the importance of language in
interpretive research, all respondents in our study were
Dutch-speaking (13 Belgian and 1 Dutch participant).
Another characteristic important to our study was
familiarity with SL. All respondents first logged in
between January 2005 and June 2007 and were actively
engaged in SL since three to five years. The time that
they are in-world varies from 4 hours per week
(minimum) to 12 hours per day (maximum).
Apart from these characteristics, we aimed for a
heterogeneous sample in order to explore the diversity
and multiplicity of moral practices in SL. Dimensions
of variety in the sample were socio-demographics
(gender, age, education, SES), and the kind of
investments, expectations, and gratifications people
show in their SL visits and stays (see table 1 for
overview).
Table 1. Overview respondents (N=14)
Gender Year
of
Birth
Education Marital
status /
children
Self-
reported
primary
motivation
Main activity in-world
R1 F 1984 College Single / 0 Curiosity Creation, work
R2 M 1946 High school Married / 3 Curiosity Social
R3 M 1979 College Relationship /
0
Work Work
R4 F 1943 High school Widow / 2 Curiosity Social
R5 M 1947 College Married / 2 Leisure Social, SL real estate
R6 M 1965 College Married / 0 Curiosity Social, creation
R7 F 1953 University Married / 2 Curiosity Social
R8 M 1985 College Single / 0 Leisure Social
R9 M 1985 High school Single / 0 Curiosity Social, creation
R10 F 1972 High school Divorced / 5 Social
contacts
Social
R11 F 1959 University Married / 2 Curiosity Social, creation
R12 M 1966 College Married / 1 Curiosity Social
R13 M 1974 College Cohabitation
/ 2
Work Work
R14 M 1944 High school Married / 2 Leisure /
Because his
wife is also
active in SL
Social, creation
Explanation of the terms: Creation: the primary motivation to reside in SL is to build virtual SL-objects or to create SL-art (e.g. photography).
Leisure: SL is a form of relaxation and enjoyment, without any obligations. Social: the primary motivation consists of meeting friends, looking for a relationship or extending one’s social network.
Work: the primary motivation is professional; these residents are in SL because of their job and are being paid to be in-world.
Proceedings of the SLACTIONS 2010 International Conference
Life, imagination, and work using metaverse platforms
31
Results and Discussion
In agreement with other studies (Markham, 1998;
Turkle, 1995; Boellstorff, 2008), the respondents in our
study consider their involvement in a virtual world as
part of significant life experiences. As regular and
mature users who have been in-world since a number of
years, they all acknowledge the avatars as
representations of human beings and identities and not
as soulless objects. SL is a social virtual world to them
and for that reason they ascribe high significance to the
group and community they belong to. Furthermore, our
respondents consider SL not as a noncommittal game,
but as a real social world, which entails a serious
investment, whether in personal, emotional,
psychological or professional terms. In this context, we
noticed that our respondents talked about growing up in
SL. This process was described in terms of growing
avatar attachment, increasing recognition of the
commitments, rules and conventions in SL and,
especially, stronger settling in social groups.
For a comprehensible reflection on our findings, we
have inductively demarcated our results in three
different fields. First, we discuss the correlation
between motivations and main activities on the one
hand and perceptions of morally un/acceptable
behaviour on the other. Second, we elaborate on the
moral consequences of anonymity, traceability, and
sociality as experienced by SL-residents. Third, we
consider the types of social sanctions the SL-residents
we talked to discern and display when dealing with
practices they morally disapprove of.
The Influence of Motives on Morality
The analysis of the interviews showed that motives for
participating in SL and main activities displayed in-
world regulate personal views on what residents believe
is un/acceptable behaviour. Respondents that are in SL
because of professional reasons (in table 1 labelled
under ‘work’ and ‘creation’) are aware that they are
being supervised and, this way, they make no
distinction between SL-behaviour and real life
behaviour. Throughout the interviews these respondents
showed themselves as less emotionally involved, as
their ties in SL are mostly work-related and their
activities focus on professional gratification to explore
the innovative use of SL and develop software. These
respondents accept telling untruths about age or gender
in SL easier than in real life. However, they do have a
problem with illegal issues, such as underage residents,
infringement of intellectual property or having sex with
a child or animal avatar. Also, telling untruths about
profession-related skills and experiences is deemed bad.
This professional-detached position contrasts
sharply with the approach taken by respondents who are
in-world for social reasons, which leads to higher
emotional investment. Respondents who are looking for
love or friendship, have more problems with lies about
age and gender, especially when they are looking for a
partner. Equally they believe that violations of Linden
Lab’s terms and conditions are impermissible. In
general, they hold the conviction that playing with
someone’s feelings must be punished. In their stories
they suggest that these basic principles influence their
in-world behaviour. They also believe that it is
permitted to make use of a wide range of technological
tools offered and enabled in SL. For instance, they do
not denounce spying on someone, whether by creating
an ‘alt’ (i.e. an alternative avatar), asking someone else
to do it, saving chatlogs, or making screenshots of
disclosing behaviour.
What all respondents have in common is the importance
they ascribe to SL-seniority: the longer someone is
online, the more trustable he or she is. They are
suspicious when someone pretends to be a noob, i.e. a
new SL-resident, but turns out to be very experienced
with the specific tools of SL (e.g. walking around,
teleport, scripts, textures…). All respondents indicate
that when you have built a close relationship with
someone and have invested time, emotions, and energy
in this person, lies are not accepted. There is also a
general belief that cheaters will eventually fail, for
instance by betraying themselves or by showing
discontinuity in their behaviour. Many respondents also
have the tendency to verify the truthfulness of a person
on the web, through search engines like Google or on
social networking sites like Facebook.
Anonymity, Traceability, and Sociality
The sense of anonymity and, related to that, the sense of
traceability have an effect on how in-world morality is
conceived of. Respondents that have linked their SL-
profile to information that makes the real life
connection explicit and traceability easier (e.g. name,
website…), show themselves more conscious about
how they present and represent themselves in SL.
Conversely, when you do not reveal real life
information and leave no traces of personal identity
data, it seems easier to disappear and to start again
(with an alt, i.e. an alternative avatar) because you have
no commitments. Still, the respondents in our research
all shared the idea that the tendency to remain
anonymous and untraceable was only tempting when
making its entry in SL. The ease of openly expressing
emotions, flirting, telling lies… hence, the appeal of
disengaged and uncommitted social interactions clashes
at a certain point in time with the socialisation process
residents go through. More particularly, respondents
that do not share links to real life information
experience stricter self-regulation when they become
embedded in a network. As they have been in-world for
an extensive period, they have invested resources like
time, energy, emotions, and money and they do not
want to put these at stake. During the years, our
respondents have collected a group of friends and
connections in-world and many of them have also met
in real life. Being embedded in a close network leads to
Proceedings of the SLACTIONS 2010 International Conference
Life, imagination, and work using metaverse platforms
32
social control (group cohesion, group regulation) and
regulates behaviour.
Therefore, our respondents, who have been in-world for
an extensive period, simply represent their actual
identity. Other academic research shows that people,
who often engage in virtual environments, including
digital games, prefer being themselves “rather than
experiment with new identities and personalities” (Yee,
2006, p. 15). Moreover, the respondents in our study
explained that they often share personal information in
intense conversations and that they are connected to
out-world (i.e. not in SL), social networks, both offline
(e.g. meetings in real life) and online (connections via
Skype, MSN, Facebook, different blogs and forums…).
For all these reasons, managing and controlling lies,
biased truths or fictionalized data about oneself is far
from easy.
Obviously, residents who work or create in-world are
also embedded in a network, albeit a professional or
business set of social contacts. To them, it is essential to
have and to maintain a good reputation, as a bad name
might result in a loss of clients or contacts. When they
are accused falsely, they defend themselves, either in-
world or on blogs and forums. Especially blogs are
important means to restore one’s reputation in the
group. Respondents also talk about others to learn more
about their reputation and to find out if they are
trustable to cooperate with.
Social Sanctions
Finally, the respondents in our study talked about the
different mechanisms they know and apply when
confronted with morally unacceptable practices. First of
all, it is important to note that the residents, and not
Linden Lab, seem to regulate these forms of
sanctioning. As an everyday, familiar and concrete
example of ‘unacceptable behaviour’, we discussed
with our respondents cheating in the most general
sense. In line with other studies on online communities
(e.g. teenagers and social networking sites, instant
messaging boards), the mechanisms virtual
communities use for sanctioning objectionable
behaviour are pre-eminently communicative (Reid,
1999; Baym, 2010).
First, there is sanction through inflated communication.
This means that the deceived person will inform others,
often close friends, about what has happened. Although
the respondents state that they only do this when the
damage is worth mentioning, they equally suggest that
it is more accepted in SL to make commotion about less
grave harm. Clearly, this form of punishment is closely
linked to reputation, i.e. punishing the cheater by gossip
to ruin his or her reputation. Respondents point out that
this happens on a regular basis and is conventional in
SL.
Second, punishing unacceptable behaviour also takes
place through non-communication. This means that all
contact will be broken in a quiet way, for instance, by
ignoring the harm doer or by muting him or her, which
is technologically possible in SL. This way, chances are
high that the harm doer will eventually become an
outcast and disappear.
Finally, the respondents in our study agree on the
principle that victims of serious harm will exclude the
harm doer from his community and banish him from the
communicative sphere, i.e. punishment by
excommunication. The cheater will be pilloried, not
only in-world but also on blogs and forums.
Although these three mechanisms recall practices in
tribal societies as has been dealt with within
anthropology, evolutionary psychology and moral
sciences, the communication and information
technological tools of SL enable an intensification and
stronger coordination of social sanctioning. Compared
to real life, it becomes easier for the deceived persons to
start an active, almost organized campaign against the
cheater. It is striking how much technological tools
affect social behaviour, and more specifically forms of
punishment. If there are proofs, for instance
incriminating (disclosing) screenshots or chatlogs, they
are distributed by the deceived ones. It is important to
point at the significance of the blogosphere here: the
reputation of the harm doer is actively damaged on
different blogs, not only to give a clear signal to the
cheater, but also to warn others for him or her. There
are also forms of group punishment to make clear that
the harm doer is no longer allowed in the group, for
instance by collectively removing him or her out of the
friend list or by banning him or her from sims.
Conclusion
This research, albeit explorative, local and small-scale,
has aimed to contribute to a better understanding of
lived experiences and meanings. Our results show that
SL is not an isolated world in which “no such things as
morals exist”(Meadows, 2008, p. 78) nor a separated
world for which users create a second morality.
Following our results, SL can be looked upon as a
microcosm of real life, which is in line with other
scientific research, as substantial evidence demonstrates
that people behave in a similar way in virtual
environments as in real life situations (e.g., Yee et al,
2007). Avid users of virtual worlds state that their
virtual experiences are not isolated from their real life
experiences, and moreover, they state that both worlds
affect each other (Yee, 2006). Similar to actual life,
activities in virtual worlds include various types of
social interaction like hanging out with friends,
collaborating in groups, establishing intimate
relationships, and starting love affairs. As a
consequence, several aspects of human sociality occur
in SL, because residents take real life social
conventions and conduct with them. However, as social
virtual worlds like SL are technologically designed and
constructed, the question how moral practices are
Proceedings of the SLACTIONS 2010 International Conference
Life, imagination, and work using metaverse platforms
33
contingent on, activated by or disabled through
technology needs also to be taken into consideration
when discussing the social and moral meaning of life
experiences in social virtual worlds.
As mentioned before, the public debate on morality in
social virtual worlds is heavily framed in ‘moral panic’-
terms. Many express their worries about these worlds
without constraints where people are believed to have
the freedom to cross moral boundaries. Interestingly,
our data put these panics into perspective, as we see that
different kinds of social mechanisms restrict
unrestrained immoral behaviour. Being traceable, being
embedded in a network, group cohesion, social control,
amongst others, lead to both self- and group-regulation.
Also, our respondents are ‘normal’ people as opposed
to deviant and pathological. This contrasts with the
stereotypical portrayal of a frequent user of virtual
worlds in various popular media: ugly, isolated,
alienated, escapist, failed in his or her first life…
Obviously, we must point out that we have been dealing
with residents who were willing to participate and to
open up about experiences that have been heavily
stigmatized in various discourses. In the future, the
cultural and social diversity of SL-residents, SL-groups,
SL-sims… will need to be taken more into account in
order to reveal similarities and differences. Also, the
question of how to study continuity and discontinuity
between so-called first life and second life morality
keeps bringing with it methodological challenges.
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i A longer analysis of this study will be available as a
book chapter: Gabriels, K., Bauwens, J., & Verstrynge,
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