Wow. This Second Life stuff has really been eating up my own First Life…and not only that, but the ties between the two are getting closer and close. But, it’s for a good cause. I really believe this is the neatest thing in art going on right now.
First off, I was just offered a paid part time position -in Second Life- as a co-moderator for a weekly open art critique at the Luxor Gallery there. That should be fun!
Also, a snapshot I took of my gallery at Sunset in the game has been selected for showing in another gallery opening in-world soon that has a floor dedicated to Second Life art. It really is a neat picture (I wont post it here because it’s in a few places now..but it’s the really abstract one in my Flickr stream).
The formal request for art announcements are finally starting to go out: Ive sent them out to individuals and put out a discussion item on artdc. I really hope people take advantage of this…and if I get enough initial response, Im might send out a press release to the Washington Post and to the City Paper (I have to write one for class anyway!).
So, if you’re an artist from around DC and are reading this, please send in your submission asap!
Lastly, here are a series of questions I asked earlier today to outline why I think this is so cool:
People are finding out that their imaginations have become the sole limitation of their art! And, while we talk of “digital art” here and there created with Photoshop, Poser, and other tools, it really ultimately is the same art created a different way and has a disconnection with its audience: It still has to be printed or shown on screens and generally doesn’t touch the real world. A digital sculpture created in Photoshop lacks a real context and ability to interact with the real world.
But, in Second Life, real businesses exist. Real money exists. Real markets exist. They’re not functionally different than any real life businesses and the money is exchangeable at market rates for real US dollars. The only difference is that physics and location are no longer limiting factors.
What happens, then, to art itself, when a world is created where people exist, have jobs (I just got a part time job for real pay there!), lives, and buy and sell things with real money? Suddenly, that digital “not real” art becomes real and relevant to a society and culture – one that we’re all on our way to being incorporated into.
What happens, then, to people’s understanding of art, when they can get together, socialize, talk about art, touch it, be a part of the creation process, buy it, sell it, own it, give it away, display it…in a real time, social environment…all from the comfort of their own homes?
What happens, then, to the art of creation process when you realize that you can make anything you can imagine and people will be able to make it a part of a life that affects in real ways?
What happens, then, when the lines between real and unreal start, finally, to completely blur in ways that really impact our lives and businesses?