“Estudio De Prácticas De Comunicación En Second Life”

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“Estudio De Prácticas De Comunicación En Second Life” “Estudio de prácticas de comunicación en Second Life” María Magdalena López de Anda Director: Dr. Raúl Trejo Delarbre Doctorado en Sociedad de la Información y el Conocimiento Universidad Abierta de Cataluña Tlaquepaque, Jalisco, México, Octubre 2015 1 Síntesis Investigamos prácticas de comunicación en el mundo virtual Second Life con el propósito de comprender desde un enfoque sociocultural a los participantes y sus estrategias situadas de intercambio simbólico, la lectura que hacen de las condiciones estructurales y la agencia con que intervienen las mismas. A través de una aproximación etnográfica de 2006 a 2009 que incluyó observación participativa, entrevistas, observación de usuarios desde fuera de la pantalla y análisis de productos secundarios; bordamos sobre conceptos clave para entender la construcción de sentido -tiempo1, espacio e identidad-; a los que antecede una introducción sobre el -desarrollo histórico de los mundos virtuales-, finalmente caracterizamos tres aspectos de la comunicación en Second Life: la construcción cooperativa del tema -comunicación dialógica-, la relación entre agencia/estructura –representación y copresencia- y los procesos de comunicación transmedia –machinima-. Nos queda claro que al discurrir sobre las prácticas de comunicación, contribuimos a configurar ciertas formas de comprensión de las mismas, es decir prescribimos discursivamente su concepción; por ello intentamos colocar aproximaciones que lejos de emitir juicios de valor sobre “la forma” de hacer comunicación, planteen preguntas en torno a cómo las transacciones simbólicas que tienen lugar en Second Life reproducen, mantienen, reparan o transforman nuestra visión de la realidad y de nosotros mismos, reflexionando así sobre el sujeto y su lugar en la constitución de lo social. Palabras clave: comunicación, Second Life, mundos virtuales, identidad, representación, tiempo, espacio, producción de sentido. 1 Las negritas se agregan para señalar que cada uno compone un capítulo del documento. 2 Índice general 1. Introducción ................................................................................................................................... 4 2. ¿Por qué estudiar la comunicación y por qué a través de Second Life? ....................................... 5 3. Preguntas de investigación ............................................................................................................ 6 4. Objetivo ........................................................................................................................................ 10 5. Del proceso y sus métodos, 10 años de arritmias, encuentros y renuncias. .............................. 11 5.1 Primeros acercamientos.......................................................................................................... 11 5.2 Navegar sin brújula ................................................................................................................. 13 5.3 La búsqueda por entender las prácticas ................................................................................. 14 5.4 De las prácticas a la reflexión teórico-metodológica sobre las mismas.................................. 23 6. Referencias ................................................................................................................................... 25 Capítulo 1. Relatos sobre el origen de los mundos virtuales……………………………………………………….29 Capítulo 2. Espacio y ciberespacio...…………………………………………………………………………………………….55 Capítulo 3. Tiempo……………………………………………………………………………………………………………………….83 Capítulo 4. Identidad…………………………………………………………………………………………………………………120 Capítulo 5. Apuntes para el análisis de prácticas de comunicación dialógica en mundos virtuales………………………………………………………………………………………….…………………………………………180 Capítulo 6. Narrativa audiovisual y mundos virtuales: machinima…….…………………………………….203 Capítulo 7. Representación y co presencia……………………………..…….………………………………………….231 3 1. Introducción La presente investigación gira en torno a la comunicación en Second Life SL, un “mundo virtual tridimensional” co-creado por usuarios (User- created 3d virtual world community). Desarrollado por la empresa Linden en 2003 (Carr & Pond, 2007), Second Life es un espacio digital de interacción social en el que cientos de miles de personas interactúan entre sí y con el “mundo/ambiente/sistema” a través de una representación corporal de sí mismos2, significante que se conoce como avatar (Castronova, 2003, p. 4). Second Life es considerado uno de los fenómenos más relevantes de la historia de la Internet (Mayans i Planells, 2008), quizá por la gran cantidad de usuarios que tiene registrados (el portal del Linden señala que en junio 2009 había cerca de 8 millones de cuentas, con 700 mil usuarios activos y un promedio de 60 a 70 mil conectados simultáneamente), por permitir la auto creación de objetos, acciones y escenarios, ser tridimensional, dar cabida a diversas manifestaciones políticas y culturales, ofrecer código abierto a programadores, contar con un sistema económico que permite –aunque no garantiza- enriquecimiento3… Estas y otras razones, atrajeron la mirada de internautas, empresas, gobiernos, artistas e investigadores a Second Life4. Esta investigación busca describir y caracterizar diversas prácticas de comunicación dentro de Second Life, reconociendo en ellas la relación entre las formas de participación de los usuarios a través de sus avatares (roles, competencias, agencia), los contextos analógicos y socio técnicos que enmarcan las interacciones y el lenguaje como entidad mediadora en constante rearticulación de códigos. Second Life es conceptualizado de diversas formas, dependiendo del enfoque que tal formulación privilegie: Es conocido como un MMOG (Massively Multiplayer Online Game) por su característica multiusuario y el acceso a través de una conexión a Internet. Por la cualidad de inmersión5, se le conoce también como un Metaverse o Metaverso, término acuñado en la novela Snow Crash escrita por Neal Stephenson. El Metaverso es descrito como un mundo virtual tridimensional en el que personajes humanos juegan, trabajan, viven – una alusión 2 También se pueden comunicar por otras vías como mensajes en de salas de conversación con integrantes de grupos a los que el usuario esté adscrito y que no son necesariamente las personas a las que observa en ese momento a través de sus avatares. 3 Como el caso de Anshe Chung quien fuera nombrada en el 2006 por la revista Magazine BusinessWorld “la primer residente en un mundo virtual en convertirse millonaria en la vida real con un negocio virtual de bienes raíces”. 4 Es interesantísimo darle seguimiento al fenómeno de “creación de expectativas” comerciales y académicas sobre Second Life que a partir de la potencialidad -no la factibilidad y mucho menos la realidad- de ejemplos “modelados” e incipientes de lo que se podía hacer dentro de dicho espacio/escenario/ambiente -, atribuyeron al entorno ventajas que sólo se cristalizan por la práctica de los usuarios. Quizá no se le dio suficiente tiempo al análisis de las prácticas mismas (es como pensar que un celular con 230 funciones ha de ser analizado por lo que se puede hacer con cada una de ellas y no lo que realmente se hace “prácticas y sentido” con dicho aparato). Coincidimos con Scolari (2008) en que hubo un desencanto prematuro por parte de ciertos grupos académicos que rápidamente quitaron la mirada de Second Life para pasar a la “moda” – cualitativa y cuantitativamente emergente- de las redes sociales en Facebook, Hi5, Twiter. 5 La inmersión es sumergir a una persona o un objeto en agua. También es una expresión que sirve para referir la introducción o envolvimiento total en una situación, en un ambiente o en una actividad (ejemplo: el simulador de vuelo, logró la inmersión de todos) 4 anticipada al desarrollo de Internet- "El Metaverso [es] mi invención, lo que me ocurrió cuando decidí que las palabras (como "realidad virtual") fueron simplemente demasiado difíciles de utilizar" (Stephenson, 1992 en Sivan, 2007, p. 2) Como una “Comunidad Virtual” o una “Red social” por los vínculos y relaciones que los usuarios establecen en y a través de él (Czarnecki, 2008; Ducheneaut & Moore, 2004; Kolo & Baur, 2004 ; Manninen, 2002; Yee, 2008) Como “Mundo Persistente” o PSW (Persistent World), por tratarse de un espacio o que se mantiene en constante movimiento las 24 horas del día, los 365 días del año. Mientras algunos usuarios se desconectan, otros están activos e interactúan transformando el entorno que permanece o persiste dinámicamente. 2. ¿Por qué estudiar la comunicación y por qué a través de Second Life? Algunos supuestos que orientan esta investigación y que conviene hacer explícitos: - Entendemos la comunicación como “un proceso transaccional en el que tiene lugar el intercambio simbólico de información”(Pérez, 2012, p. 29), proceso mediante el cual “la realidad es producida, mantenida, reparada y transformada” (Carey, 1989). Esta aproximación, nos convoca a reflexionar sobre la construcción intersubjetiva de lo que consideramos nuestra realidad. - Los seres humanos tenemos una comprensión del mundo que se construye fundamentalmente a través de la experiencia mediada; los relatos de “otros” nos permiten emocionarnos, aprender y aprehender de lugares, personas, prácticas, valores… Más allá del soporte material de cada discurso, éstos proponen posiciones con las que negociamos sentido, nos adscribimos o tomamos distancia. - La digitalización y la convergencia de prácticas y escenarios mediados por
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