JVWR Newsletter

JVWR updates and newsletter.

Name:
E-mail:


JVWR Previous Issues

Vol. 1, Issue 1 - Virtual Worlds Research: Past, Present & Future

   Editor:

  • Jeremiah Spence, University of Texas at Austin, USA

 

Vol. 1, Issue 2 - Consumer Behavior in Virtual Worlds

   Guest Editors:

  • Natalie Wood, Saint Joseph′s University, USA
  • Caja Thimm, University of Bonn, Germany

 

Vol. 1, Issue 3 - Cultures of Virtual Worlds

   Guest Editors:

  • Mia Consalvo, Ohio University, USA
  • Mark Bell, Indiana University, USA

 

Vol. 2, Issue 1 - Pedagogy, Education and Innovation in Virtual Worlds

   Guest Editors:

  • Leslie Jarmon, University of Texas at Austin, USA
  • Kenneth Y.T. Lim, Nanyang Technology University, Singapore
  • B. Stephen Carpenter, II, Texas A&M University, USA

 

Vol. 2, Issue 2 - 3D Virtual Worlds for Health and Healthcare

   Guest Editors:

  • Maged M. Kamel Boulos, University of Plymoth, UK
  • Susan Toth-Cohen, Thomas Jefferson University, USA
  • Simon Bignell, University of Derby, UK

 

Vol. 2, Issue 3 - Technology, Economy and Standards in Virtual Worlds

  Guest Editors:

  • Yesha Y. Sivan, Shenkar College & Metaverse Labs, Israel
  • Jean H.A. Gellissen, Philips Research, Netherlands
  • Robert Bloomfield, Cornell University, USA

 

Vol. 2, Issue 4 - Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds

  Guest Editors:

  • Mandy Salomon, Smart Services CRC, Australia
  • Serge Soudoplatoff, ESCP-EAP / Hetic, France

 


Creative Commons License

CrossRef Member

Avatars Are For Real: Virtual Communities and Public Spheres

Eiko Ikegami, Piet Hut

 

Abstract

Using the historical example of Tokugawa Japan (1603-1867), we point out how artistic circles provided a “virtual world,” a kind of early modern “second life.” This world gave their participants the opportunity to escape from the vertical, hierarchical, feudal structure through the creation of horizontal public spheres, in loosely coupled networks based on the strength of weak ties. In an often playful way, these aesthetic circles provided alternative forms of sociability to premodern Japanese people. This in turn had a serious impact on the formation of political modernity in Japan. We explore parallels with the virtual world of Second Life. There, too, new public spheres are being carved out, in equally playful and largel apolitical ways, that may yet have profound and unforeseen consequences for society at large. We illustrate our analysis with two novel examples of communicative spheres in Second Life, the Meta Institute for Computational Astrophysics and a broadly interdisciplinary initiative called Play as Being. In conclusion, we see the need for a theoretical revision of the notion of “public sphere” beyond its conventional usage. As the virtual worlds of Tokugawa, Japan and Second Life illustrate, the strength of weak-tie networks can form the basis for public spheres in a surprisingly large spectrum of times, locations and cultures.

Full Text: PDF