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Yakoub Islam, June 2007

Features written about Second Life® generally have two kinds of introduction.
The first recalls a conversation with a man with a horse’s head floating in
mid-air, tagged by a revelation that it all happened in ‘virtual’ reality.
Number two narrates an ordinary event during which the author is shot by a
harpoon, with the same revelatory tag. The problem with these formulaic openers
is that almost everyone now knows what Second Life is – or thinks they do. But
the truth is, much of what has been reported on Second Life is based on a day or
two spent there by journalists who then never return. I’ve been a member of
Second Life since October 2006 and a regular visitor there ever since. It’s an
experience that has changed my life.
For those who have only heard rumours, Second Life (SL) is an interactive online
3-D virtual reality which currently boasts over 7 million citizens. Members of
Second Life (SL) are represented by 3-D figures called avatars who can edit
their physical appearance, move around, shop and interact with other users. What
makes it different from other online 3-D environments, such as World of
Warcraft, is that content is entirely user-created. The result is a multitude of
simulated realities conceived and constructed by members. A number of these
‘parcels’ are built for role play, and virtual sex and gambling are popular, but
substantial parts of Second Life are open to users who have better things on
their minds.
Linden Labs, owners of Second Life, have encouraged a now flourishing
not-for-profit sector and the result is over 60 US-based universities now have a
substantial presence in-world, including Harvard. Charities such as Greenpeace
have virtual stalls and religion is here, too: Christianity and Buddhism are
well represented in terms of virtual architecture, although a coherent Muslim
community has been slower to emerge. Yet ironically, the relatively late arrival
of a Muslim-owned religious project has been a boon for virtual Muslim culture.
At present, Chebi mosque is the hub of virtual religious activity on Second
Life. What surprises many people is that its architect is not a Muslim, but
avatar Marino Nuvolari, in real life an artist based in Spain with a passion for
Moroccan art. The result is a beautiful virtual interpretation of La Mezquita,
the great mosque of Córdoba, a cathedral since the Spanish Reconquista and
currently a world heritage site. Outside of the metaverse, the Cordoba mosque is
a topic of controversy following a letter from the Spanish Islamic Board to the
Pope late last year, requesting it be re-opened to Muslim worship. No such
problems on Second Life, where Marino welcomes everyone – with the result that
Second Life’s Muslim community is perhaps uniquely diverse, embracing Sunni,
Shi’a, Salafi and Ahmadiyya Muslims.
“What about the timing and legality of virtual worship?” I ask Marino. The
mosque includes animations that permit avatars to prostrate themselves and there
are plans to update this to make the movements fully emulate salah. “New world,
new problems.” He answers. Like Marino and like Second Life’s creator Philip
Rosedale, a few Muslims are wholeheartedly embracing this world’s previously
unimaginable possibilities. Yet such potential brings with it ethical and
religious issues, although fatawa on virtual religious practices will only be
taken seriously if concerned Muslim scholars choose to embrace what may be the
future of the Net.
The visceral link between virtual and real-life is hard to explain to outsiders.
For example, if someone invades my avatar’s ‘body space’, I experience anxiety,
just as I would if it were taking place in the real world, except that the
emotional impact is less intense because I am still conscious of experiencing
the virtual world from the safety of my PC. I am also protected by Linden Labs’
community regulations which prohibit the kind of excesses often associated with
Net-based chat. This experience of safe but tangible presence in the metaverse,
combined with the sense of identity which develops around one’s avatar, may well
be the key to Second Life’s potential.
“It’s no more virtual than talking to people on the telephone,” says avatar Zafu
Diamond, a British Buddhist known as John Palmer in real life. John is the
founder of Support for Healing, an organisation that offers in-world support for
people suffering from mental health problems. Whilst not offering a professional
counselling service, the regular group sessions held on his Second Life island
provide a “value added” for many already receiving therapy. The Buddhist
architecture and the busy yet tranquil beauty of the island’s terrain is
therapeutic in itself, attracting a regular stream of visitors from all faiths
and none.
For others, Second Life provides a solution to social isolation of a different
order. Avatar Danni Ohara is married with a three year old child, but has
Asperger Syndrome - which makes social communication with people outside of her
understanding family problematic. With one of Second Life’s developers diagnosed
with the condition, this new world has become something of a magnet for ‘Aspies’
as people with the syndrome often prefer to be called. I met Danni not far from
the SL meeting house constructed by the Autism Liberation Front, which promotes
an understanding of autism and Asperger syndrome as a neurological difference
rather than a disease. She explained the advantages of this 3-D world to people
such as herself. “It is easier to socialize on SL, because there's less to think
about.” Danni told me. “Facial expressions, body language, tone of voice and so
on don't really exist in here.” People with Asperger’s find these kind of
non-verbal signals difficult to read.
The social aspect of Second Life has already attracted editor of American
Anthropologist, Tom Boellstorff, to write a book about the metaverse (in press),
focusing on general issues such as virtual identity, a tangent from his
prevailing research interest in Muslim communities. However, there is no
shortage of students keen to write dissertations on the burgeoning religious
scene in Second Life. Perhaps the most intriguing is Kimberly Knight (SL
Sophianne Rhode), a third year theology student at Emory University in Atlanta,
Georgia, who decided to aid her study by purchasing two islands and inviting
Christian, Jewish and Muslim avatars to purchase land under a covenant agreement
and build an interfaith community. The result is Koinonia, a Greek word meaning
“partnership” or “fellowship”.
“I seek to synthesize my ongoing theological and pedagogical training with
experiences as a participant observer of online communities,” explained
Kimberley, who is a member of the United Church of Christ, a US-based Christian
group that is part of a wider body of Christians committed to interfaith
dialogue. Core members of Koinonia have gone on to found an educational wing,
quirkily known as Qoheleth Un/Iversity of Interfaith Learning and Teaching
(QUILT), whose membership extends across the world, from the US to the UK to
Australia. Arranging in-world meetings can be tricky, but the spread across
time-zones has its upside: the group are currently planning a 24 hour “teach-in”
at QUILT’s new virtual schoolhouse.
The Muslim community on Second Life appears to be taking a similar direction.
Al-Andalus is a project led by avatar Michel Manen. His grand plan is to
recreate a 65000 square metre cityscape inspired by the Medieval Spanish Muslim
civilization of Andalusia, mirroring its multifaith character at the same time
as developing “a system of governance combining authentically islamic principles
and traditions with universal ideals of popular participation and human rights”.
This exciting project has around 40 core supporters, but as I write, the group
has only managed to raise 50% of the funds necessary to instigate the project.
As in real life, the visibility of Islam in-world has not been without
controversy. Manen’s project was particularly welcomed, coming as it did in the
wake of an allegedly politically motivated attack on virtual Muslims by avatar
Taras Balderdash, one of the game’s religious veterans. Balderdash appears in
Second Life’s official guide, but his attempt to smear Islam as being
“intolerant of other faiths” only resulted in his own supposedly multifaith
organisation collapsing in dispute and disarray. It’s a politics that doesn’t
wash in a world where the average user is in their mid-thirties and most likely
graduate educated.
“Our communities have a wonderful relationship and understanding of each other!”
Beth Odets’ avatar is just how I’d imagine a young, hip, Jewish artist would
look like in real life. And indeed, in real life, she is a hip Jewish artist.
The parcel she owns, Tragically Misunderstood Artists, buzzes with her whimsical
creations. Yet Beth is better known as the creator of Second Life’s first
synagogue or shul, a creation which has seen the Jewish community on Second Life
subsequently blossom along with a continued commitment to dialogue with other
faith groups. Their own community magazine, 2Life, focused on interfaith in its
third issue. My own contribution spoke of the need for dialogue between our
communities as a prelude to truth and reconciliation in Israel and the occupied
territories. I had no concern it would be published, although – as with every
group – the views of Jewish avatars are scattered across the political spectrum.
Yet again, the unique sense of safety in this metaverse precluded a disputive
response to diversity. Whether this ethos can be maintained, as Second Life
membership jumps skyward, remains to be seen.
Is Second life a glorified chat room or video game? As I write this, I am
sitting inside InfoIsland virtual library, a venture developed by a US library
project called Alliance Library System who also work on the moderated Second
Life Teen grid. By sitting at a virtual desk, I can access online news. I can
learn about faiths through streaming videos provided at the many SL places of
worship or via the nearby peace park with its lists of links to specialist
religious studies sites. The cultural potential of such dynamic online
environments is clearly huge. As technological developments enable 3-D worlds to
incorporate traditional websites, this ‘glorified chat room’ just might turn out
to be the future of the web. |