Thoughts on Second Life and Micronationalism
Posted: Fri Jan 15, 2010 7:12 pm
Introduction
Behold, I have returned from the strange lands that are Second Life, and with me I bring visions of wonder. For I have seen soaring towers that pierce the clouds, and great cavern-cities beneath the earth, and other creations, born of dreams, hitherto unknown in meatspace. But in all that great realm I have seen but few entities that call themselves micronations, and it was this thought that caused me to remember Shireroth and return home.
…Not that I’m giving up Second Life entirely, because it’s still a very interesting place and I’ve come to love it. But it has stirred up some thoughts in my brain about the parallels between Second Life and micronationalism, and how they might relate to one another.
Second Life: A Crash Course
For those not aware, Second Life is an online, three-dimensional virtual world, and is among the most popular of its kind. Users can roam the world through customizable avatars, create and modify items in-world for their own personal amusement or to sell to others, use in-world currency to purchase such items, rent or own land, construct homes, businesses and other buildings, and more. Tools and modifications made available by users also allow the implementation of roleplaying and battle schemes on a large scale.
The Second Life world is split up into square Regions, informally called “sims”, 256 meters on each side. Depending on the resources available to a user or group of users, they may own a portion of a Region, a whole Region, or even multiple Regions, which they may alter and govern more or less as they see fit. Users can belong to formally created Groups, each with different levels of membership, on which basis members can receive different levels of access to various features within a portion of land.
Micronations, Now in 3D!
One would think, therefore, that Second Life would be a perfect environment for the development of micronations, and for the implementation of features that forum-based micronations have either struggled with or have no simple way of using. A Second Life-based micronation would have territory defined, not by a map, but by boundaries that can be observed and crossed and which have real effect. It could have a landscape and architecture that could be designed, seen in situ, and interacted with, rather than reflected merely in art. It could have a real and functioning economy, one of the great holy grails of micronationalism, thanks to the in-world monetary system and the ability to make or acquire desirable goods. Its presence in Second Life would also bring with it the prospect of visits from the millions of other Second Life residents, along with the possible citizenships of those with enough interest.
It is therefore surprising to find that micronations, at least by that name, seem to have very little presence in Second Life; a few have created embassies or other public relations facilities, and even fewer are primarily Second Life-based. The reasons for this are likely difficult to establish short of a formal sociological study, but I suspect that each of the following plays some part:
-Culture. It has been remarked that residents of Second Life tend towards a strong individualism, which is not surprising given the unrestrained environment; it is possible that people would not see the point of an online country with its own government. Certainly not much government is actually needed, since property owners handle most local affairs.
-Lack of Territorial Ties. Second Life does not offer many opportunities to become tied to a particular place as part of a territorial nation. Although it is possible under certain circumstances to set a location as “Home”, in which a resident will automatically appear when entering Second Life, this can only be done in a place where the resident already owns the land (I do not yet know whether this extends to land owned by a group to which a resident belongs). Therefore, residents are more likely to feel attachment to their own property; and because, unlike real life, there is no physical requirement for a place to sleep or eat, even property is a convenience rather than a necessity.
-Critical Mass. Unless (or even if) the citizens of a micronation primarily resided on that nation’s territory, the nation could not rely on more than a fraction of its citizens being present at any one time, a problem made worse by the more usual issues of differing time zones and customary Internet access times; most citizens would likely be offline or out-of-world, or busy traveling elsewhere in Second Life, or living offsite. Although in-world meetings could be arranged in advance, there might otherwise be periods when the territory in question was mostly or entirely empty. For a micronation for whom acquiring citizens and maintaining activity is paramount, appearing to be inactive would be a disadvantage in such a real-time environment. This might be alleviated by continuing to maintain a forum for non-real-time communication (and indeed, regional management groups in general tend to do so), but the most reliable defense would be a very large number of active citizens.
-Expense. Owning and maintaining land in Second Life is not cheap, particularly not the whole-Region or Private Region plots that would almost certainly be necessary for a large functioning micronation. Because it is possible to exchange in-world currency for real-life currency and vice-versa, many landowners try to relieve the cost by founding or hosting businesses on their land to generate revenue; in the event that this was insufficient, donations from a micronation’s citizens or other benefactors might be required to make up the shortfall.
-Recognition and Nomenclature. Micronationalism, in the everyday, person-on-the-street sense, tends not to be a widely-known hobby, and regarded as (at best) eccentric by many who do know of it. Second Life residents to whom it might occur to try to found their own countries in-world might be discouraged by this knowledge, or might never have heard of micronations at all. Perhaps as importantly, it may mean that there are groups within Second Life that, although we might think of them as successful micronations, do not apply that label to themselves and cannot be found in a conventional search for “micronations”.
-Evolution. Following from the above point, it may be that there are nation-like entities native to Second Life that are sufficiently different from ours that they represent a separate path of evolution, but could still be defined in a micronational context. The same social phenomena that produced the micronations of our type and generation may no longer be at work (or are greatly changed), and given the context of Second Life, the same functional environment certainly is not at work. Although community bonds seem to be weak compared to those that would form the basis of a national identity, many residents nonetheless feel more drawn to certain places and the other residents that congregate there, and these sometimes form associated governmental structures. It could be argued that the lack of a certain focus around government and nation excludes them from the micronational family, but they may nevertheless fulfill the same impulses that micronations of our sector fulfill for us.
As for how existing forum-based micronations might interact with Second Life, I’ll come up with some deranged ideas on three possible paths: the use of Second Life to promote traffic to and participation in the forum, an expansion of the micronation to encompass both Second Life and forum life, and a more complete migration to Second Life with forums remaining as a non-real-time communications system. But I'll do it in a future post.
Behold, I have returned from the strange lands that are Second Life, and with me I bring visions of wonder. For I have seen soaring towers that pierce the clouds, and great cavern-cities beneath the earth, and other creations, born of dreams, hitherto unknown in meatspace. But in all that great realm I have seen but few entities that call themselves micronations, and it was this thought that caused me to remember Shireroth and return home.
…Not that I’m giving up Second Life entirely, because it’s still a very interesting place and I’ve come to love it. But it has stirred up some thoughts in my brain about the parallels between Second Life and micronationalism, and how they might relate to one another.
Second Life: A Crash Course
For those not aware, Second Life is an online, three-dimensional virtual world, and is among the most popular of its kind. Users can roam the world through customizable avatars, create and modify items in-world for their own personal amusement or to sell to others, use in-world currency to purchase such items, rent or own land, construct homes, businesses and other buildings, and more. Tools and modifications made available by users also allow the implementation of roleplaying and battle schemes on a large scale.
The Second Life world is split up into square Regions, informally called “sims”, 256 meters on each side. Depending on the resources available to a user or group of users, they may own a portion of a Region, a whole Region, or even multiple Regions, which they may alter and govern more or less as they see fit. Users can belong to formally created Groups, each with different levels of membership, on which basis members can receive different levels of access to various features within a portion of land.
Micronations, Now in 3D!
One would think, therefore, that Second Life would be a perfect environment for the development of micronations, and for the implementation of features that forum-based micronations have either struggled with or have no simple way of using. A Second Life-based micronation would have territory defined, not by a map, but by boundaries that can be observed and crossed and which have real effect. It could have a landscape and architecture that could be designed, seen in situ, and interacted with, rather than reflected merely in art. It could have a real and functioning economy, one of the great holy grails of micronationalism, thanks to the in-world monetary system and the ability to make or acquire desirable goods. Its presence in Second Life would also bring with it the prospect of visits from the millions of other Second Life residents, along with the possible citizenships of those with enough interest.
It is therefore surprising to find that micronations, at least by that name, seem to have very little presence in Second Life; a few have created embassies or other public relations facilities, and even fewer are primarily Second Life-based. The reasons for this are likely difficult to establish short of a formal sociological study, but I suspect that each of the following plays some part:
-Culture. It has been remarked that residents of Second Life tend towards a strong individualism, which is not surprising given the unrestrained environment; it is possible that people would not see the point of an online country with its own government. Certainly not much government is actually needed, since property owners handle most local affairs.
-Lack of Territorial Ties. Second Life does not offer many opportunities to become tied to a particular place as part of a territorial nation. Although it is possible under certain circumstances to set a location as “Home”, in which a resident will automatically appear when entering Second Life, this can only be done in a place where the resident already owns the land (I do not yet know whether this extends to land owned by a group to which a resident belongs). Therefore, residents are more likely to feel attachment to their own property; and because, unlike real life, there is no physical requirement for a place to sleep or eat, even property is a convenience rather than a necessity.
-Critical Mass. Unless (or even if) the citizens of a micronation primarily resided on that nation’s territory, the nation could not rely on more than a fraction of its citizens being present at any one time, a problem made worse by the more usual issues of differing time zones and customary Internet access times; most citizens would likely be offline or out-of-world, or busy traveling elsewhere in Second Life, or living offsite. Although in-world meetings could be arranged in advance, there might otherwise be periods when the territory in question was mostly or entirely empty. For a micronation for whom acquiring citizens and maintaining activity is paramount, appearing to be inactive would be a disadvantage in such a real-time environment. This might be alleviated by continuing to maintain a forum for non-real-time communication (and indeed, regional management groups in general tend to do so), but the most reliable defense would be a very large number of active citizens.
-Expense. Owning and maintaining land in Second Life is not cheap, particularly not the whole-Region or Private Region plots that would almost certainly be necessary for a large functioning micronation. Because it is possible to exchange in-world currency for real-life currency and vice-versa, many landowners try to relieve the cost by founding or hosting businesses on their land to generate revenue; in the event that this was insufficient, donations from a micronation’s citizens or other benefactors might be required to make up the shortfall.
-Recognition and Nomenclature. Micronationalism, in the everyday, person-on-the-street sense, tends not to be a widely-known hobby, and regarded as (at best) eccentric by many who do know of it. Second Life residents to whom it might occur to try to found their own countries in-world might be discouraged by this knowledge, or might never have heard of micronations at all. Perhaps as importantly, it may mean that there are groups within Second Life that, although we might think of them as successful micronations, do not apply that label to themselves and cannot be found in a conventional search for “micronations”.
-Evolution. Following from the above point, it may be that there are nation-like entities native to Second Life that are sufficiently different from ours that they represent a separate path of evolution, but could still be defined in a micronational context. The same social phenomena that produced the micronations of our type and generation may no longer be at work (or are greatly changed), and given the context of Second Life, the same functional environment certainly is not at work. Although community bonds seem to be weak compared to those that would form the basis of a national identity, many residents nonetheless feel more drawn to certain places and the other residents that congregate there, and these sometimes form associated governmental structures. It could be argued that the lack of a certain focus around government and nation excludes them from the micronational family, but they may nevertheless fulfill the same impulses that micronations of our sector fulfill for us.
As for how existing forum-based micronations might interact with Second Life, I’ll come up with some deranged ideas on three possible paths: the use of Second Life to promote traffic to and participation in the forum, an expansion of the micronation to encompass both Second Life and forum life, and a more complete migration to Second Life with forums remaining as a non-real-time communications system. But I'll do it in a future post.