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A (virtual) world without limits: aesthetic expression in Second Life

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This article describes work by contemporary artists taking advantage of the possibilities for new forms of art creation in the realm of online virtual worlds. The virtual world most conducive to artistic creation is Linden Lab's Second Life (2003-present), which is based primarily on player-created content. Because of this, Second Life has become a virtual crucible for new concepts and forms of artistic work. Moving swiftly beyond conventional art forms, artists in Second Life are redefining the jurisdictional sphere of art, and creating things not possible in the physically circumscribed world, from preternatural objects to the creation of one's own self within the virtual space.

Keywords: Second Life; art; digital artist; metaverse; remediation; virtual worlds

Document Type: Research Article


Affiliations: University of Southern California, Institute for Creative Technologies, and SMARTLab, University of East London.

Publication date: 2010-08-01

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  • The Journal of Gaming and Virtual Worlds focuses on theoretical and applied, empirical, critical, rhetorical, creative, economic and professional approaches to the study of electronic games across platforms and genres as well as ludic and serious online environments.
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