And Type the TITLE of YOUR WORK in All Caps

Total Page:16

File Type:pdf, Size:1020Kb

And Type the TITLE of YOUR WORK in All Caps WHAT DREAMS MAY COME: RITUAL PERFORMANCE AS LEGITIMIZATION OF GENDERED INDIVIDUAL AND COMMUNITY IDENTITY IN SECOND LIFE by ALICIA BETH CORTS (Under the Direction of Marla Carlson) ABSTRACT Research into virtual worlds has overlooked how performance has influenced the categorization and standardization of gendered performance in these worlds. This dissertation investigates how the specific habitus of Second Life grew from its earliest days in 2002 until 2012. The original world was an open space of potentials, one in which a multitude of gender performances became available that played with commonly held first-life norms. Using Brian Massumi’s notion of the positional grid, this study demonstrates how early Second Life residents challenged the first-life binary positions of male/female, but how that same group came to need a way of reading gender despite the anonymity of other users and the veiling of the biological body. Rather than doing away with these new gender categories, residents of Second Life instituted ritual performances of birth and marriage as one means to regulate and control gender in this particular virtual world. Using participant observation, in-depth interviews, and archival research, the study traces the evolution of these performances and society has tightened controls surrounding birth and marriage to normalize them. This research points to ways that new virtual worlds may extend the possibility of gender play while cautioning that virtual citizens will find specific regulatory devices to control new gender performances. INDEX WORDS: Virtual worlds; Second Life; Identity; Gender studies; Gender and technology; Ritual performance; Avatar performance; Virtual communities; Online Identity WHAT DREAMS MAY COME: RITUAL PERFORMANCE AS LEGITIMIZATION OF GENDERED INDIVIDUAL AND COMMUNITY IDENTITY IN SECOND LIFE by ALICIA BETH CORTS B.A., Wheaton College, 1995 M.A.T., Bethel University, 2007 A Dissertation Submitted to the Graduate Faculty of The University of Georgia in Partial Fulfillment of the Requirements for the Degree DOCTOR OF PHILOSOPHY ATHENS, GEORGIA 2014 © 2014 Alicia Beth Corts All Rights Reserved WHAT DREAMS MAY COME: RITUAL PERFORMANCE AS LEGITIMIZATION OF GENDERED INDIVIDUAL AND COMMUNITY IDENTITY IN SECOND LIFE by ALICIA BETH CORTS Major Professor: Marla Carlson Committee: David Saltz Farley Richmond Chris Cuomo Electronic Version Approved: Maureen Grasso Dean of the Graduate School The University of Georgia May 2014 iv DEDICATION Soli Deo Gloria. v ACKNOWLEDGEMENTS I would never have finished this degree without the constant, unwavering support of the finest parents anyone could ever wish or hope for, Dr. John and Jo-Ann Corts. Without their cheerleading, I would have quit without hesitation. Their example taught me the habitus of our family, the deep and abiding love of faith and learning. Thank you, Mom and Dad. The same deep appreciation goes to the future Dr. Arnab Banerji, my dear WonderTwin. He was always ready to read my work, listen to me worry over what I was doing, and believe in my ability to finish. While attaining my degree is an amazing accomplishment, finding a brother is a far rarer treasure. Get it done, Dr. Banerji. We have other work to do. Dr. Marla Carlson has remained the constant encourager while simultaneously challenging me to do my very best work. She told me in my first year that I could switch to another professor if I wished, and I responded by saying I respected her as a scholar, artist, and human being. My faith was not misplaced. It is a great honor to have her as my major professor and mentor. The contributions of my committee have been invaluable to me. Dr. David Saltz, Dr. Farley Richmond, and Dr. Chris Cuomo are all scholars whom I look up to and admire, and their thoughts on my work have strengthened my scholarship and broadened my view of the world. I am forever in your debt. vi My joy of theatre can be directly traced to my college theatre family, Workout, and the many kindnesses and encouragements from Dr. M. James “Jimma” Young and Mr. Michael Stauffer. I know what excellent theatre looks like because of these men. I chase the bar they set for me every time I enter the holy place of the theatre, and I always will. I can never, ever say thank you enough. Carolyn Carter, Ms. Carolyn to the grad students she loves, has kept my heart singing with joy from the moment I entered the theatre building. Her drive to finish her GED and go on to Athens Technical College is the biggest inspiration I had during this process. I come away knowing her prayers and her smiles got me through this dissertation. To all my digital friends and guides in Second Life, I offer my sincere thanks. You showed me a fantastic world with grace and charm, and you taught me how to fly. Finally, my sincerest thanks to all of the friends and colleagues who have made my time at UGA worthwhile. To mention only a few, in no particular order: Shannon O’Neill, Angela Hall, Adron Farris, Roy Brooks, Amy Ingalls, Flint Buchanan, Scott Higgs, George Pate, Libby Ricardo, Tressa Preston, Matt Bowdren, Dr. Kris Biesinger, Evonne Jones, Tifany Lee, Lynwoodt B. Jenkins, Jennie Czuba, Josh Marsh, Jennifer Schottstaedt, Marzena Bukowska, and Kristyl Tift. Many thanks to all of you for the laughter, the joy, and the fun of my grad student experience. vii TABLE OF CONTENTS Page ACKNOWLEDGEMENTS .................................................................................................v CHAPTER 1 INTRODUCTION .............................................................................................1 Importance of Study .....................................................................................9 Conventions ...............................................................................................18 Methodology ..............................................................................................19 2 SECOND LIFE HABITUS ..............................................................................23 Freebies: Objects Moving Through Cultural Capital Designations ...........41 The Rocket Wars: Habitus Versus Rule-making .......................................47 Communicating Habitus and Cultural Capital ..........................................63 3 GENDERED PERFORMANCE REQUIRED: POTENTIALS, THE POSITIONAL GRID, AND THE LIMITS OF GENDER ....................................83 Birth ...........................................................................................................99 Marriage ...................................................................................................113 4 MARRIAGE RIGHTS: REGULATING INTIMACY ..................................131 Second Life Wedding Ritual ....................................................................134 Economic, Social, and Cultural Regulations ...........................................140 SunsetSky Magic and Blaser Xue ...........................................................152 Marriage Movement: Transgression in the Ritual ..................................165 Chevy Bravin and Barella ........................................................................166 viii Slag Loon and Plath Skytower .................................................................184 The Need to Regulate Gender ..................................................................209 5 BIRTH CONTROLS: RESTRICTING MOTHERHOOD ............................212 Economic, Social, and Cultural Regulations ...........................................213 Motherhood and Iconic Imagining...........................................................220 Medical Schools, Doctors, and the High Priest Role in Birth .................243 POP – Pregnant on Parade ......................................................................257 6 CONCLUSION ..............................................................................................278 REFERENCES ................................................................................................................293 APPENDICES A GLOSSARY ........................................................................................................303 B FORUM RESEARCH LIST ................................................................................308 C INTERVIEW AND FIELD NOTE DOCUMENTS ............................................317 1 CHAPTER 1 INTRODUCTION Virtual worlds offer a new place of performance and play. Users wander these landscapes in bodies with capabilities far beyond those of the biological body. Among these worlds, Second Life has carved a reputation for being a space where users have the highest degree of control. Second Life is a persistent virtual world, an environment "implemented by a computer (or network of computers) that simulates an environment" in a way that allows users to share information within a persistent space.1 Users in the physical world craft a highly detailed digital body called an avatar. By performing through that avatar, the user grows into a resident of the world who understands how society functions in the virtual space. An avatar is simply a digital representation of a body, but Mark Meadows describes a Second Life resident as a fully-present member of society capable of interacting with other avatars and moving within the environment.2 Millions of people have created an avatar and started the journey toward becoming a resident in virtual worlds, and Second Life, started in 2002 by Linden Lab, has several thousand residents online at any given moment. This
Recommended publications
  • Litigating Second Life Land Disputes: a Consumer Protection Approach
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Fordham University School of Law Fordham Intellectual Property, Media and Entertainment Law Journal Volume 19 Volume XIX Number 3 Volume XIX Book 3 Article 6 2009 Litigating Second Life Land Disputes: A Consumer Protection Approach. Paul Riley Fordham University School of Law Follow this and additional works at: https://ir.lawnet.fordham.edu/iplj Part of the Entertainment, Arts, and Sports Law Commons, and the Intellectual Property Law Commons Recommended Citation Paul Riley, Litigating Second Life Land Disputes: A Consumer Protection Approach. , 19 Fordham Intell. Prop. Media & Ent. L.J. 877 (2009). Available at: https://ir.lawnet.fordham.edu/iplj/vol19/iss3/6 This Note is brought to you for free and open access by FLASH: The Fordham Law Archive of Scholarship and History. It has been accepted for inclusion in Fordham Intellectual Property, Media and Entertainment Law Journal by an authorized editor of FLASH: The Fordham Law Archive of Scholarship and History. For more information, please contact [email protected]. Litigating Second Life Land Disputes: A Consumer Protection Approach. Cover Page Footnote Thanks to the Fordham IPLJ editorial board and staff for their diligence on this project. Special thanks to Professor Sonia Katyal, a great mentor and friend. The author also appreciates the constant love and support of Elizabeth and the rest of his family. This note is available in Fordham Intellectual Property, Media and Entertainment Law Journal: https://ir.lawnet.fordham.edu/iplj/vol19/iss3/6 VOL19_BOOK3_RILEY 4/21/2009 9:39:07 PM Litigating Second Life Land Disputes: A Consumer Protection Approach Paul Riley∗ A Secondary world may be full of extraordinary beings .
    [Show full text]
  • Report – ETH Zurich Study Tour Best Practices in the Use of Information and Communication Technologies in a University Environment
    Report – ETH Zurich Study Tour Best Practices in the Use of Information and Communication Technologies in a University Environment Canada and USA, November 6–13, 2004 - 2 - Table of contents Executive Summary 4 Visited Organizations 6 University of British Columbia, Vancouver 6 Microsoft Research, Redmond 11 University of California, Berkeley 13 The Internet Archive, San Francisco 18 Second Life (Linden Lab), San Francisco 21 Logitech, Freemont 23 Institute for the Future, Menlo Park 25 Stanford Center of Innovation in Learning (SCIL) 27 Google, Mountain View 29 Stanford University, Stanford 31 Computer History Museum 34 Program 35 List of participants 39 ICT Strategy 40 ETH Zurich as institution 40 Questions for the development of the ICT Strategy 40 - 3 - Executive Summary In November 2004, the Swiss Federal Institute of Technology Zurich (ETH Zurich) organized a study trip to leading universities and research labs in the USA and Canada to learn about best practices in the use of information and telecommunication technologies (ICT) to support teaching, learning, research and services. Our group was composed of 16 persons: professors and leading managers of the ETH Zurich and the University of Zurich. These persons are actively involved in two important activities of ETH Zurich: – ETH World – ETH World is a program to develop and introduce technologies for communication and cooperation independent of time and place. The program supports all members of ETH Zurich in their core business – teaching, learning, research and the associated management tasks. – Definition of a global ICT Strategy – ETH Zurich is developing a global strategy for the use of information and communication technologies (ICT) in education, research and services.
    [Show full text]
  • Is Business Ready for Second Life
    IS BUSINESS READY FOR LIFE? BY DAVID F. CARR ILLUSTRATION BY JAMES GARY Companies such as Toyota and American Apparel are setting up shop in the virtual world, but the site’s operator, Linden Lab, must now scale its infrastructure to meet demand. THEY STARTED GATHERING hours before the Town Hall meeting on Jan. 9 was scheduled to begin, anxious to grab a seat in the virtual auditorium: a lizard man, an armor-plated robot, a floating ball of energy, several dragons, and members of the Alliance armed forces in their best dress uniforms, along with many dozens of curvaceous women and preter- naturally buff men. Some paced in front of the stage, while others hovered in mid-air or sat typing text chat at each other on invisible keyboards. These Town Hall meetings are a tradition in Second Life, the virtual world operated by Linden Lab, a San Francisco startup, where users dress their avatars in clothes (or dragon getups) bought in virtual boutiques, participate in social dramas of their own making, and set up virtual businesses4 BASELINE MARCH 2007 31 WWW.BASELINEMAG.COM CASE DISSECTION: SECOND LIFE where they buy and sell virtual real estate adapted to serve real business purposes, using it as part of a program for keeping or hawk virtual clothes, houses, vehicles similar to the way the Web evolved from employees connected with each other and furniture. a medium for academics and hobbyists to and with IBM alumni, and as a virtual With more and more avatars filling one that supports corporate commerce meeting place to talk with customers, the same virtual space, the simulation and marketing.
    [Show full text]
  • Second Life - Wikipedia
    12/5/2017 Second Life - Wikipedia Second Life Second Life is an online virtual world, developed and owned by the San Second Life Viewer Francisco-based firm Linden Lab and launched on June 23, 2003. By 2013, Second Life had approximately 1 million regular users.[1] In many ways, Second Life is similar to massively multiplayer online role-playing games; however, Linden Lab is emphatic that their creation is not a game:[2] "There is no manufactured conflict, no set objective".[3] The virtual world can be accessed freely via Linden Lab's own client programs Developer(s) Linden Lab or via alternative Third Party Viewers.[4][5] Second Life users (also called Initial release June 23, 2003 residents) create virtual representations of themselves, called avatars, and are Stable release 5.0.9.329906 / able to interact with places, objects, and other avatars. They can explore the November 17, world (known as the grid), meet other residents, socialize, participate in both 2017 individual and group activities, build, create, shop and trade virtual property and services with one another. Preview release 5.0.2.323359 / February 3, 2017 The platform principally features 3D-based user-generated content. Second Platform Windows x86-32 Life also has its own virtual currency, the Linden Dollar, which is exchangeable (Vista or higher) with real world currency.[2][6] macOS (10.6 or Second Life is intended for people aged 16 and over, with the exception of 13– higher) 15-year-old users, who are restricted to the Second Life region of a sponsoring Linux i686 institution (e.g., a school).[7][8] License Open-source Built into the software is a 3D modeling tool based on simple geometric shapes, Website secondlife.com (h that allows residents to build virtual objects.
    [Show full text]
  • Defamation in Virtual Worlds Bettina M
    Brooklyn Law Review Volume 72 | Issue 4 Article 4 2007 Regulating Your Second Life: Defamation in Virtual Worlds Bettina M. Chin Follow this and additional works at: https://brooklynworks.brooklaw.edu/blr Recommended Citation Bettina M. Chin, Regulating Your Second Life: Defamation in Virtual Worlds, 72 Brook. L. Rev. (2007). Available at: https://brooklynworks.brooklaw.edu/blr/vol72/iss4/4 This Note is brought to you for free and open access by the Law Journals at BrooklynWorks. It has been accepted for inclusion in Brooklyn Law Review by an authorized editor of BrooklynWorks. Regulating Your Second Life DEFAMATION IN VIRTUAL WORLDS I. INTRODUCTION [W]e came out of the cave, and we looked over the hill and we saw fire. And we crossed the ocean and we pioneered the West, and we took to the sky. The history of man is on a timeline of explorations and this is what’s next.1 Second Life, a three-dimensional virtual world created by Linden Research, Inc. (“Linden Lab”), is perhaps the first attempt by Internet users and programmers to make the digital realm of The Matrix2 come to life.3 In Second Life, users will find the sun, wind, buildings, paved streets, grass, rivers, seas, mountains, islands, and countries, all recreated to look and “feel” as if users were actually living in cyber reality.4 Thus, by introducing the laws of physics and real-world topography to the virtual space, this platform5 is the closest thing to a parallel universe that the Internet currently offers.6 But Second Life provides even more than what the real world is able to: in this virtual world, one may encounter vampires, 1 The West Wing: Galileo (NBC television broadcast Nov.
    [Show full text]
  • Virtual Property Revisited
    The Case for Virtual Property By Michaela MacDonald (Submitted in partial fulfilment of the requirements of the Degree of Doctor of Philosophy) The Case for Virtual Property 2 Declaration I accept that the College has the right to use plagiarism detection software to check the electronic version of the thesis. 21/02/2016 ____________________________________ The Case for Virtual Property 3 Abstract Virtual assets should be treated as a species of property. Users of virtual environments have legitimate expectations about acquiring legal interests in virtual assets as they would in their physical counterparts under similar circumstances. There are two sources of these expectations. Firstly, the architecture of virtual environments, the existence of virtual economies, and the property-like characteristics of virtual assets. Secondly, providers’ representations and conduct either explicitly authorise or tolerate virtual asset transactions. As a result, issues of title and ownership arise. The existing legal framework fails to deal properly with these issues. Currently applicable laws, such as contract, intellectual property or consumer protection law, do not recognise users’ expectations as legitimate. However, property law could provide the necessary answers by treating virtual assets as part of the law of property. The theoretical foundations of property law inform us about the origins, justifications and consequences of property rights, as well as their role in allocating valuable resources and resolving social conflict. The concept of virtual property entails property rights in virtual assets, which as durable, separable things of independent value. In consequence, a new category of virtual property would resolve the different and unjustified treatment of virtual assets. Virtual property recognizes and protects users’ legal interest in virtual assets, based on their legitimate expectations.
    [Show full text]
  • Virtual Worlds FINAL for Website
    A Virtual Fortune: Consumer Protection for Banking and Consumer Fraud in Virtual Worlds Written By: Janet Lo Public Interest Advocacy Centre 1204 – ONE Nicholas St Ottawa, Ontario K1N 7B7 December 2011 Published January 2012 With Funding from the Industry Canada's Contributions Program for Non-profit Consumer and Voluntary Organisations Copyright 2011 PIAC Contents may not be commercially reproduced. Any other reproduction with acknowledgment is encouraged. The Public Interest Advocacy Centre (PIAC) Suite 1204 ONE Nicholas Street Ottawa, Ontario K1N 7B7 Canadian Cataloguing and Publication Data A Virtual Fortune: Consumer Protection for Banking and Consumer Fraud in Virtual Worlds ISBN 1-895060-95-8 2 Acknowledgment The Public Interest Advocacy Centre received funding from Industry Canada's Contributions Program for Non-profit Consumer and Voluntary Organisations. The views expressed in the report are not necessarily those of Industry Canada or the Government of Canada. Thanks also to Laman Meshadiyeva, Michael Anderson, Andrew Conway, and Andrew Pozzobon for their research assistance with this project. 3 EXECUTIVE SUMMARY Virtual worlds are sometimes described as “massively multiplayer games” (MMGs) or “massively multiplayer online role-playing games” (MMPORGs). MMGs leverage the scale of the internet to involve thousands of people at once in a shared gaming experience. Some virtual worlds offer a fantasy world wherein players must engage in quests to achieve power and wealth, such as Entropia Universe, EVE Online, and World of Warcraft. Other virtual worlds give its users the opportunity to create, innovate and monetize their creations in these worlds. Such worlds do not have a goal and rather provides a platform for users to explore and create.
    [Show full text]
  • The Potential of End-User Programmable Worlds: Present and Future
    The Potential of End-User Programmable Worlds: Present and Future Organizer & Moderator Organizer & Panelist Jessica Hodgins Amy Bruckman Carnegie Mellon University Gerogia Institute of Technology [email protected] [email protected] Panelist Panelist Panelist Paul Hemp Cory Ondrejka Vernor Vinge Harvard Business Review Linden Labs San Diego State University [email protected] [email protected] [email protected] In Vernor Vinge's 1981 science fiction classic True Names, in 1997, her MSVS from the Media Lab's Interactive Cinema a global multi-user virtual world underlies the functioning Group in 1991, and her BA in physics from Harvard University in of government and business. Some control this world in a 1987. In 1999, she was named one of the 100 top young literal-minded filing cabinet sort of fashion, and others with innovators in science and technology in the world (TR100) by more colorful metaphors. Either style of interaction is a Technology Review magazine. In 2002, she was awarded the Jan form of end-user programming. The power of cyberspace Hawkins Award for Early Career Contributions to Humanistic Research and Scholarship in Learning Technologies. More lies in the creativity and programming talent of its information about her work is available at inhabitants. http://www.cc.gatech.edu/~asb/ Has that day arrived? Some view end-user programmable Paul Hemp is a senior editor at Harvard Business Review, where virtual worlds like Linden Labs' Second Life as a he edits and writes articles on a variety of topics. He is the author meaningful step in that direction.
    [Show full text]
  • Next Generation Media: the Global Shift
    Next-Generation Media: The Global Shift A Report of the Forum on Communications and Society Richard P.Adler Rapporteur Communications and Society Program Charles M. Firestone Executive Director Washington, DC 2007 To purchase additional copies of this report, please contact: The Aspen Institute Publications Office P.O. Box 222 109 Houghton Lab Lane Queenstown, Maryland 21658 Phone: (410) 820-5326 Fax: (410) 827-9174 E-mail: [email protected] For all other inquiries, please contact: The Aspen Institute Communications and Society Program One Dupont Circle, NW Suite 700 Washington, DC 20036 Phone: (202) 736-5818 Fax: (202) 467-0790 Charles M. Firestone Patricia K. Kelly Executive Director Assistant Director Copyright © 2007 by The Aspen Institute The Aspen Institute One Dupont Circle, NW Suite 700 Washington, DC 20036 Published in the United States of America in 2007 by The Aspen Institute All rights reserved Printed in the United States of America ISBN: 0-89843-469-6 07-005 1595CSP/07-BK Contents FOREWORD, Charles M. Firestone ............................................................vii NEXT-GENERATION MEDIA:THE GLOBAL SHIFT, Richard P. Adler Introduction ......................................................................................... 3 From Mass to Personal, From Push to Pull ........................................ 4 The State of the Internet ............................................................... 8 Life in Online Communities ....................................................... 11 The Net, Community,
    [Show full text]
  • Smart Internet Technology Crc
    SMART INTERNET TECHNOLOGY CRC User-led Innovation: A New Framework for Co-creating Business and Social Value Version: General Distribution Date of Publication: January 2008 Authors: Darren Sharp & Mandy Salomon Faculty of Life and Social Sciences Swinburne University of Technology Established and supported under the Australian Government’s Cooperative Research Centres Programme Acknowledgment The authors wish to collectively thank all of the interviewees who so generously gave of their time, and their thoughts, for this report. The interviewees responded in person, or by email, or in recorded telephone conversations. Many were overseas and agreed to be interviewed at difficult times for them. Every endeavour has been made to fully acknowledge the views of those external experts and local practitioners who were consulted and quoted for the compilation of this report. Disclaimer This report is a deliverable for the Next Generation Internet Users project and contains references, comments and projections regarding the topic of User-led Innovation. The recipient acknowledges that these references, comments and projections reflect assumptions by Smart Internet Technology CRC Pty Ltd concerning the future, which may or may not prove correct. Smart Internet Technology CRC Pty Ltd and its respective directors and officers expressly disclaim any liability, representations or warranties express or implied contained in this User- led Innovation report or any omissions from it. This disclaimer extends to any other information whether written or not, provided at any time to a partner, researcher or student by or on behalf of Smart Internet Technology CRC Pty Ltd. © Smart Internet Technology CRC Pty Ltd 2008. All Rights Reserved.
    [Show full text]
  • The Visual Culture of the Virtual World Second Life Teems With
    THE POSTNATIONAL SODALITIES OF SECOND LIFE: AN ICONOGRAPHIC APPROACH BY JONATHAN W. KINKLEY B.F.A., Art History, University of Illinois, Urbana-Champaign, 2003 THESIS Submitted as partial fulfillment of the requirements for the degree of Masters of Art History in the Graduate College of the University of Illinois at Chicago, 2009 Chicago, Illinois This work is licensed under the Creative Commons Attribution-Noncommercial 3.0 United States License. To view a copy of this license, visit http://creativecommons.org/licenses/by- nc/3.0/us/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA. ACKNOWLEDGMENTS I would like to thank my thesis committee—Drs. Peter Hales, Patricia Kelly, and Jason Leigh— for your insights, time, and encouragement. I am in awe of your interdisciplinary talents and inspired by your leadership in the humanities and the sciences. Lastly, the critical eye of my brilliant wife, Melissa, has greatly strengthened my writing. JWK ii PREFACE My primary interest in Second Life and other virtual worlds is the myriad questions that their presence demands—particularly regarding the visual—and the breadth of possible answers to these questions. If you can look like anyone or anything, what do you look like? If there are no constraints of physics, like gravity or weather, and no limit on resources, what does the virtual built environment look like? Who are the pioneers and governors of virtual space? Who are its architects? What do these spaces tell us about our future? With these questions come the inevitable judgments of virtual space by technology evangelists, Luddites, and those in-between.
    [Show full text]
  • December 9, 2013 Spies Infiltrate a Fantasy Realm of Online Games By
    December 9, 2013 Spies Infiltrate a Fantasy Realm of Online Games By MARK MAZZETTI and JUSTIN ELLIOTT Not limiting their activities to the earthly realm, American and British spies have infiltrated the fantasy worlds of World of Warcraft and Second Life, conducting surveillance and scooping up data in the online games played by millions of people across the globe, according to newly disclosed classified documents. Fearing that terrorist or criminal networks could use the games to communicate secretly, move money or plot attacks, the documents show, intelligence operatives have entered terrain populated by digital avatars that include elves, gnomes and supermodels. The spies have created make‐believe characters to snoop and to try to recruit informers, while also collecting data and contents of communications between players, according to the documents, disclosed by the former National Security Agency contractor Edward J. Snowden. Because militants often rely on features common to video games — fake identities, voice and text chats, a way to conduct financial transactions — American and British intelligence agencies worried that they might be operating there, according to the papers. Online games might seem innocuous, a top‐secret 2008 N.S.A. document warned, but they had the potential to be a “target‐rich communication network” allowing intelligence suspects “a way to hide in plain sight.” Virtual games “are an opportunity!” another 2008 N.S.A. document declared. But for all their enthusiasm — so many C.I.A., F.B.I. and Pentagon spies were hunting around in Second Life, the document noted, that a “deconfliction” group was needed to avoid collisions — the intelligence agencies may have inflated the threat.
    [Show full text]