| Photojournalist
Robbie Cooper's groundbreaking work “Alter Ego”
explores the personal and social identities being formed in online
virtual worlds at the beginning of the 21st century. Stunning portraits
of virtual world participants from the US, Europe and Asia are paired
with images of their “avatars”- the digital identities
that they create to interact with others online. Together with profiles
of the real world and virtual world characters, the work is both an
entertainment and a serious record of a phenomenon that is shaping
the future of online interaction. Described by Creative Review as
“brilliant- a fascinating study of modern identity and what
it means to be human in 2007”, the project has been featured
on BBC TV news, ABC TV news, as well as newspapers and magazines worldwide. |
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Robbie
Cooper has been a photojournalist for 15 years, working for publications
such as the (London) Sunday Times Magazine, Le Monde, Geo magazine
in Germany, The New York Times Magazine, GQ and Esquire. He has
covered stories on the civil war and famine in Somalia, diamond
dealing in Sierra Leone, elections in South Africa, Islamic fundamentalism
in Egypt, the French Foreign Legion and big game hunting in Zimbabwe
and Mozambique. Alter Ego has been exhibited internationally. |
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In 2003 I was prompted, by a chance meeting, to read a little about
the economies of virtual worlds. Otherwise known as “persistent
worlds”, these are computer games where the game world exists
online, players simply log in and out from wherever they are. An
economist by the name of Ted Castronova had done a study of a fictional
country inside the game “Ultima Online”, and worked
out that the GDP of this “country” was about the same
as Namibia's. The digital items that make up the game world
were being bought and sold for real money. The interaction of huge
numbers of people within the game world was creating effects that
we're all very familiar with in the real world. For example;
competition for social status, conflict, crime, resource depletion
and the formation of large gangs and groups within the games, who
impose their own internal order. These are not games that any one
person can win, but the urge to compete was fuelling a trade in
virtual game items, that today is worth more than a billion dollars
a year and is growing fast.
It
seemed both counter-intuitive and fascinating that people could
create wealth by playing computer games, and that the unreal, even
idealistic, world of a computer game could be penetrated by reality.
Over the next three years I met people who played games for a living
in sweatshops in China, a virtual estate agent who claimed to have
made a million real dollars, a man who re-mortgaged his real house
to buy a virtual nightclub and countless other people who live more
in the virtual world than the real one. The digital identities that
they created were often a reflection of their dreams or intentions
in the virtual world. Together, they spoke of the precarious balance
between hope and delusion that we all face in the modern world.
In the most extreme cases, people have killed others over virtual
game items, or died after playing for days without eating or sleeping.
A world that seems free of limitations can be extremely seductive.
Both to the players and to the creators of these “places”-
as Phillip Rosedale, creator of “Second life” told me,
“I wanted to create a digital version of reality, and specifically
wanted to make a place where many people could build things together
and generally explore their imaginations. As thinking beings, we
can imagine a world much better than the real one. Second Life lets
us actually build that imagined place.” |