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Full Length Paper
Mystic Places in Cyberspace: Second Life
Ayse Nil Kirecci, Maltepe University, Istanbul, Turkey
Department of Public Relations and Publicity
anilaksoy@maltepe.edu.tr +902166261050/2730
Accepted 8 April 2011
When we look at products that use mystic elements and the marketing activities related to them, we see
that mysticism has become a passion for individuals and this passion has become an opportunity for
marketers. Accordingly, when we look at the process in reverse, we might as well say that this is a
tendency created by marketing activities and instilled into individuals’ lives. Although, it is indisputable
that the notion of mystic experiences originated in the East, it is equally true that the commodities
charged with the so-called mystical qualities and meanings including services associated with these
experiences have become a natural part of all of our daily lives like they have always been there in the
first place. Most of these have become part of our beliefs, habits, and discourses and have entered into
our present life styles in various ways. Technologies in general, an indispensable part of our lives, or
even internet-based-services in particular make use of this attractiveness of mysticism. When we think
about the associations of mysticism, although it might seem hard to relate the concept to technology,
virtual reality an important feature availed by the internet technology provides the infrastructure for the
mystic experiences in question. The most pervasive example of this is the use of internet technology to
spread mystic experiences on the internet, extend it to as many users as possible, and make the
products that have mystical qualities catch on. This paper is a research on Second Life, a cyberspace
that is used as the basic means to make mystical elements spread on the internet. Second Life comes
before us as an alternative to the real life on cyberspace and its approach and perspective is examined
via a creative theory on mystic places by Chamberlain: topomystica. This focuses the paper in revealing
the mystic elements of Second Life and associates these with the theories of economy politics of the
internet in order to demonstrate how mystic elements have become a source of economic profit in digital
platforms.
Keywords: Topomystica; Mystic Place; Second Life; Virtual Platforms; Digital Mysticism; Internet Economy.
INTRODUCTION
When examining how mysticism became a marketable element, neglecting cyberspace means
overlooking an important portion of daily life experience. Technology has created a radical
difference in people’s lives in a sizable part of the world. While academics and experts
continue to debate on how determining technology is over modern life forms, we might at least
confine our focus to our observations on how forms of working, leisure time activities, process
of interaction with the media, and forms of interpersonal communication have changed over
the past years.
In terms of our communication with both cyberspace and others in it, the opportunities
provided by the Internet and Web 2.0 technology have reached such unprecedented
dimensions that it is now impossible to simply call them a “change”. A good deal of cyber
space culture researches’ observations on interpersonal interactions, inability to make sense
of time and space, and the role of human body on the internet come up with ideas reminiscent
of those that we would normally find in sci-fi stories.
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Calling digital platforms in cyberspace virtual places where we spend part of our lives is not
inappropriate considering present discourses on technology in circulation. However, if we are
to define an internet application as a “place”, we must deal with the interaction both between
the individual and the application (that is, the place) and between individuals participating in
the application. This is because what is at stake here is neither merely the simulation of a
place that consists of visuals and sounds nor a cyberspace that can be experienced through
the involvement of all the human senses. Within a cyberspace simulation, these digital
platforms offer an opportunity to intervene in this place and, more importantly, to make
interventions that would affect everyone on the platform. Users of the platform act as if they
share a physical place or, in the case of Second Life, they act as if they share a real life with
others being affected by other’s decisions and actions and constructing a world together.
THE INTERNET AND CYBERSPACE
Before defining virtual place in cyberspace, it will be useful to clarify some of the basic
concepts in this field, as they are often used erroneously. First of all, let us start out with
Internet, one of the concepts that we most frequently use. Internet can be defined as the
technological infrastructure that makes digital communication possible. While the Turkish
Language Society proposes the phrase Genel Ağ (General Network) as the correspondent of
the Internet in Turkish, defining the term as “the unlimited and unauthorized network of
international communication of information”.
On the other hand, the concept of “cyberspace”, a term much confused with Internet, is
defined as a certain type of communication environment, by which is meant the part of society
and culture that exists only in computer networks (Downing, Covington and Covington, 1999:
138). The concept of cyberspace was first used in a novel called Neuromancer by William
Gibson published in 1984. Blending the words Cybernetics and space, Gibson was describing
a global network that consisted of computers and telecommunication systems that made the
experiencing of a hallucination possible. Gibson called this global network Matrix and the
representation produced by this network as “cyberspace” (Downes, 2005: 3-4).
There are various discussions about the concept of cyberspace. As early as 1997 Stephen
Pfohl made the point that everybody was excited to add “cyber-” in front of “reality”. Writers like
Mike Featherstone and Roger Burrows stated that the concept has become one of the basic
elements of popular culture and that everything that begins with the prefix “cyber” has become
fashionable in scientific and technological researches. In contrast to these opinions Gerlach
and Hamilton emphasized that there is more to “cyber” than just a semiotic allure and
marketing strategy. In the light of optimistic opinions, it can be said that cyberspace indicates a
virtual communication environment where individuals spend an important part of their public
life in terms of authentic experience. Although there are undoubtedly inequalities in terms of
possessing technological means and the knowledge to use them, it is within optimistic opinions
that almost all societies of the world are at a certain stage of becoming cyber (Gerlach and
Hamilton, 2001: 41).
VIRTUALITY AND THE CONCEPT OF CYBERNESS
In a more comprehensive definition, one of the concepts gaining more importance is virtuality,
which is a cyberspace with multiple environments for communication that are digitally
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transferred, and are experienced by their users (Downes, 2005: 3). Although we see in some
texts that this quality is used in such a way as to represent cyberspace only or as a
phenomenon that can only be experienced through cyberspace, it can be argued in fact that
the concept has instigated a different set of discussions altogether along with cyberspace.
Discussions as to whether or not cyberspace and various platforms in cyberspace can be
alternative to physical places of our real lives are also treated in conjunction with this concept.
The concept of cyberness that gains importance in cyberspace is defined as experiencing the
exterior from within the interior. Opinions diverge on if cyberness is a new and extraordinary
phenomenon or if it already existed in the past and has just been taken to a new level with the
concept of cyberspace. Those who claim that it is a new and extraordinary experience argue
that cyberness is a unique phenomenon that came into existence during the Industrial
Revolution which created an important change in daily life. According to counter opinions
cyberness was already existent and it was an experience that put the spectator - or the
experience - into a so-called real environment through the long forgotten visual means such as
panorama and stereoscope. That is, cyberness did not enter our lives in recent years with
cyberspace but is a phenomenon that we have long been experiencing. All these opposing
opinions combined, it is possible to say the following about cyberness: cyberness has in fact
been experienced before by various means; however, providing an unprecedented possibility
that no other means could provide, computer-based environments enabled humans to interact
with virtual reality, change it, and control it (Sterne, 2006: 20-21).
Another concept confused with the concepts cyberspace and cyberness is the virtual reality.
As is the case with the concept of cyberness and cyberspace and virtual reality, too, they are
mostly used synonymously. In addition, a virtual reality place, a term used to define platforms
like Second Life, is apt to changes. According to Kitchen and Dodge (2002) virtual reality
places are subcategories of cyberspace. However, it must not be forgotten that in order to
define Second Life with its multiple features, different terms can be used depending on the
feature emphasized. For example, examining social behavioral patterns in Second Life
Friedman, Steed and Slater defined the platform as a collaborative virtual environment (CVE)
(Friedman et al, 2007: 2). Using a similar approach and laying their emphasis on multiplayer
feature of the platform Bonsu and Darmody used the term “multiplayer massive online game”
(MMOG) for Second Life (Bonsu and Darmody, 2008: 355).
VIRTUAL PLACE IN CYBERSPACE
Can cyberspace be an alternative for a real place? It can be asserted that cyberspace can be
an alternative to the concept of place when treated in terms of real human-environment
relationship. According to Downes as an imaginary place, cyberspace pushes us to probe the
role of physical place that draws on the borders of human interaction. Sterne notes that
cyberspace is important in terms of the relationship between space/emptiness and the human
body, which is mediated by the sense of sight (Sterne, 2006: 20-21). According to Bell (2001)
the concept of cyborg (cybernetic organism), an important concept in cyber-culture studies,
opens concepts such as interaction, life, place, body in virtual places to investigation (Bell,
2001: 3-4).
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However, the problem that arises when we try to define virtual place is that defining the
concept of place is not as easy as it is thought. Before technology made virtual experience
possible and postmodern culture made unimportant the differences between individuals’ real
experiences and their virtual experiences, defining place was relatively easy. However easy it
was then, notwithstanding, it has always been difficult to assert a unanimously agreed
definition for the concept of place.
To overcome this difficulty, we may start out by saying that the concept of place means
different things in different contexts. The definition of place that we are most familiar with is the
way it is dealt with in geography. In geography, place stands for the position of an area on
earth. Location of place in space by a global positioning system rests on the assumption that
place is an objective reality. Although limiting place within physical borders has a value in
Cartesian thought system, concepts such as distance, space, and time, which imply physical
data, are being reconsidered today in terms of human experience and interaction. New
approaches that arise along these developments do not take space only as coordinates on
earth but also put emphasis on the spirit of place (genius loci), the experience of individuals in
place, and psychological effects of place (psycho-geography) as well (Chamberlain, 2001: 99).
This shift in looking at the concept of place points to a differentiation in science in its modern
and postmodern stages. Although modernism set rigid and definitive rules on place, it is
among current approaches today that the concept of place on its own cannot be treated as an
objective reality. In this postmodern age in which nature is treated more in spiritual terms, we
see that place is being gradually defined also in terms of human experience; spirituality is
attracting growing interest; and these changes are acknowledged by postmodern science
(Chamberlain, 2001: 97).
The reason that it is not easy to discern that a certain platform is a place in cyberspace is
simply because there is no physical reality to it. However, new approaches to the concept of
place and the undeniable pervasiveness of cyberspace in our daily lives make it easier for us
to consider Second Life as a place. Everything else put aside, the founders of the platform
define Second Life as a virtual world, that is, a place where common experiences of millions of
users are constructed.
VIRTUAL MYSTIC PLACE OR VIRTUAL TOPOMYSTICA
As Linden Lab, the owner of the platform puts it; Second Life can be accepted as a simulation
of place in cyberspace and treated accordingly. Although there are a lot of elements in Second
Life that do not exist in the real world, the interface we see on the screen is intended to look
like the real world. For example, although avatars have abilities such as flying and being
beamed up, the rules of earth gravity still apply and most places (streets, buildings, stairs) are
designed accordingly. It is possible to say the same for landforms. Mountains, seas, lakes,
waterfalls, trees and plants are simulations of a real world although they retain their
extraordinary properties.
Can we, then, say that Second Life is in fact a kind of virtual mystic place? In order to answer
this question we need to dissect the concept of its constitutive elements and examine them
separately because despite the availability of vast information on definitions for mysticism,
definitions of mystic place are quite limited.
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One of these is Paul G. Chamberlain’s work titled “Topomystica: Investigation into the Concept
of Mystic Place” published in the Journal of Cultural Geography in 2001. Trying to bring a
satisfactory definition to the concept of mystic place, Chamberlain argues that shortcomings in
this attempt are due to the aforementioned traditional approaches to place. In other words,
considering place merely as physical condition that envelops individuals inevitably precludes
approaches on mystic place (Chamberlain, 2001: 101). The first point that Chamberlain (2001)
makes to clear up the issue is that although mysticism is not limited to religion; there is a
tendency to associate religion with mystic place. Places that are regarded as sacred by
universal belief systems such as Buddhism, Christianity, and Islam are important as locales for
faithfulness, loyalty and venerability. However, despite this common belief Chamberlain drew
attention to the fact that mystic places are not limited to religious places. In fact many places
that we can consider as mystic do not carry any religious characteristics. Moreover, people
who cannot be considered religious might show interest in such places. For example, Bermuda
Triangle, although not a religious site, is accepted as a mystic place. Accordingly, Chamberlain
made a definition of mystic place that is not related to traditional belief systems and he used
the term “topomystica” to differentiate it from previous understandings of mystic place
(Chamberlain, 2001: 98-99).
According to Chamberlain, for a place to be termed topomystica it must meet the following
criteria: it must be a place where strange, mystical, and paranormal events are experienced.
These events must be related to a supernatural power and stories as to this supernatural
power must be created by imagination. At this juncture, Chamberlain draws attention to the
concept of genius loci, which can be considered as the spirit of the place. Genius loci (spirit of
place) can be defined as an extraordinary power or spirit that dwells in and is a part of that
place. The last characteristic that Chamberlain talks about is the experience of individuals
associated with that place. The place might be useful or fearful for those who interact with it.
That is, a topomystica does not necessarily have to be a frightening place (Chamberlain, 2001:
104).
Apart from these characteristics, Chamberlain further defines the characteristics of
topomystica based on his researches of various cultures of the world. These characteristics
are composed of the most remarkable common characteristics determined by the analysis of
many mystic places. Accordingly, topomystica can be a place that existed in the past as well
as one that currently does. Moreover, this place does not have to be real either; an imaginary
place can be a topomystica as well. The important thing is that the place in question exerts an
important influence on the human spirit in some way (Chamberlain, 2001: 104).
I have stated that the designers of Second Life created a simulation of the physical
environment that envelopes avatar and that they designed this digital platform as a place.
When Second Life as a mystic place is further investigated in view of Chamberlain’s response
that topomystica does not have to be a real place, enables us to treat Second Life as a mystic
place. It is possible to make some guesswork on the degree of Second Life’s influence by
looking at the number of users on the platform and the amount of time they spend on it.
Nevertheless, how much influence the platform has on users is going to vary from user to user.
Some users might be on the platform just to earn money and others, like us, might be on it for
research purposes. However, there are those users who consider the platform really as an
opportunity of a second life and as means by which they express themselves. These users are
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also the ones who contribute to its mystic interface and share it with others on the platform.
TOPOMYSTICA IN CYBERSPACE: SECOND LIFE
Based on Chamberlain’s definition we can examine whether or not Second Life is a mystic
place, a topomystica. Even the name Second Life, with its millions of users, seems reason
enough to examine this virtual platform under the rubric of mysticism. Indeed, Second Life
promises its users a second life. Starting with the name chosen for the platform, we see that
the whole marketing strategy is built on this promise. However, the most important
characteristic of this promised life is that the users can design it. The widespread discourse in
Second Life experience is limited only by the creativity of its users, which is another marketing
strategy of the platform.
In real life, Second Life, founded by Philip Rosedale in 1999, is an internet-based, threedimensional virtual platform that was launched in 2003 as a utopian alternative to real life by
Linden Lab who launched Second Life not only as a platform that simulates real life but also a
platform of which every user can reshape all its contents. With the exception of the basic
conditions of the virtual platform, everything else was created by users’ imagination and
efforts. Stating that Second Life was an empty world before users, Rosedale puts emphasis on
the fact that it is the input of the users that shapes the platform (Bonsu and Darmody, 2008:
356, 358).
For entrance the platform requires loading an application that enables the user to display the
interface of the Second Life. Users choose between basic and premium memberships when
signing up. Basic membership is an option free of charge. Users can benefit from various
features of the platform with this membership. However, users who would like to purchase land
must have a Premium account, which is charged for.
Participation in the platform starts with users creating their avatars with the properties they
desire. It is possible for users to shape their avatars in any way they want. There are far more
options for those experienced users who are willing and can afford to spend more on the
game. However, even the options for internet users with basic membership, who do not want
to spend much on the game, are quite satisfactory. It is possible to design every detail of the
body of the avatar. When walking around in Second Life, it is easily noticeable that users pay
great deal of attention to the appearance of their avatars.
Although it looks like a computer game, Second Life is quite different from usual computer
games. For this reason, its members are regarded not as users but as residents, “individuals
who reside at a certain place”. Compared with usual computer games, attentions are drawn to
the following characteristics of Second Life: There is no objective to attain as with other usual
games. Moreover, many objectives such as education, earning money, shopping, worshipping
or just killing time are limited by the possibilities offered by the platform.
As a virtual space, the body-space relationship in Second Life is noteworthy. It becomes
possible to achieve Cyberpunk’s dream of “transcending body” (Bell, 2001: 3) and do
everything that can be done in real life commanding another body -or the simulation of your
own body for that matter- in front of a screen. As emphasized earlier, it might be a bit of an
exaggeration to claim that the platform might offer options of alternative experiences to real life
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and everything that can be done in real life can also be done on it. These might well be
marketing statements only or comments of academics and experts who put emphasis on the
educational aspect of the platform. Whatever the sources of the claims, it is a well-established
discourse that everything that is possible in real life is also possible in Second Life.
Additionally, whether or not Second Life constitutes an alternative to real life differs for every
user. Considering especially the opinions that bedridden patients and people with physical
disabilities play Second Life, in order to answer whether or not anything that is doable in real
life can also be done in Second Life, the real lives of users must be investigated. The answer
will sometimes be yes and sometimes no. Even this, however, is enough to make Second Life
an interesting contributory part of the discourse on virtual experience, body, and space.
One of the most striking aspects of virtual experience in Second Life is that it is a collective
experience. Reading this section, the readers will notice that apart from selling experience
being the basic principle of marketing, living through an experience collectively is also part of
popular marketing discourse today. Second Life is a platform founded on this principle both as
a virtual place and as a spatial value and interaction with virtual bodies and objects on the
platform. The virtual world and other virtual bodies are affected by every touch. It is not the
platform’s graphical and other technical elements, of Second Life, but the possibility of
collective experience that it provides that makes it possible to liken its virtual reality to a
second life.
Probing the platform through these features makes it easier to examine Second Life as a
place. As is noted earlier, however, this place, in which interaction with other users and all the
objects on the platform is possible, must not be sized up against the theories of physics and
geography - because it does not exist in the real world but in cyberspace - but be dealt with on
the basis of today’s current criteria that take into account individuals’ interaction with the place,
interaction with each other in the place, and the effects of the place on the individual.
When we consider if Second Life is a topomystica as a virtual place, it can be said that it is
clear that the platform contains mystic elements. Although, it’s a simulation of the real world,
its avatars have extraordinary abilities. For example, they can fly to get to wherever they want
to get to, be beamed up, or, if they like, they might prefer to walk or run. Moreover, many
objects in the Second Life have mystic qualities. That the simulation of mystic places in the
world is transported to the platform and that users participate in mystic experience support this
position.
However, what makes it imperative for one to examine Second Life in view of “mystic
marketing” is that these mystic elements indirectly sustain the platform and create the source
that maintains its profitability. Mystic elements or the mystic experience gained on the platform
have become a marketing element of Second Life. As a topomystica Second Life attracts
numerous users and, this attention intensifies day by day causing users to invest more time
and effort in the game.
POLITICAL ECONOMY OF INTERNET MARKETING
While Linden Lab presents Second Life to its customers as a second life in which there is
equal opportunity, the platform receives criticisms because most of these opportunities are
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purchasable. Moving one step further, studies on the political economy of Second Life suggest
that Second Life, like other internet companies, take advantage of the free user workforce and,
thus, maintains its profitability. As users participate in the platform voluntarily, we can assume
that this is an ethical economy. Nevertheless, it is hard to ignore that Second Life, with mystic
elements as part of its marketing discourse, provides an extraordinary amount of profit for
Linden Lab.
Part of the studies that investigate the various aspects of cyberspace under the “cyber culture”
heading sheds light on this economic structure on the internet. Although it might not be
possible to make clear-cut distinctions between the approaches that appeared in certain
periods, it is safe to say that the critical attitude has been growing and heating up lately. This
situation is a result of the spread of internet use among general users and the growth of
cyberspace as an area that grabs the attention of marketers. David Silver’s chronological
classification seems illuminating in this regard (Scolari, 2009: 951-952).
Defined as the first stage of cyber cultural studies, Popular Cyber Cultural Studies involves
studies that try to define cyber culture and examine internet use as a flourishing field. Although
writers like Kirkpatrick Sale (1995), who pointed toward cultural corruption, political alienation,
and social division, and Robert Coover (1992), who introduced the “end of the book”
discussion, can be considered in this category, opinions that dubbed cyberspace as the new
field of civilization and democratic digital field that would break the monopoly of giant
companies hold sway. The current discussion of whether or not the internet can be a public
sphere of its own goes back to the discourses of the past on freedom and collectivity on the
internet (Scolari, 2009: 951-952). Growing especially after the second half of 1990s, Cyber
Cultural Studies have become an academic avenue where many theories have been
advanced as a result of various researches on the interactiveness of cyberspace and social
networks that form the basis of virtual communities.
The encouragement of Arthur Escobar, the author of the article, “Welcome to Cyberia: Notes
on the Anthropology of Cyberculture”, the first social sciences work that treats cyber culture as
a legitimate field worthy of academic study, have yielded positive results (Gerlach and
Hamilton, 2001: 41-42). Along with the sociology that examines virtual communities, fields
such as “Cyborg Anthropology,” which examines the interaction between digital communities
and networks, and ethnographic approaches to cyber culture, which examines the analyses of
the identities and behaviors of users in a virtual environment, were born in this critical period
(Scolari, 2009: 951-952).
On the other hand, Critical Cyber Cultural Studies, which Silver defines as the third stage,
examine online interaction, digital discourse, internet access, designing cyberspace interface,
and the relations amongst these fields. From 2000 on, the transformation of cyberspace, the
changing role of users, applications based on user collaboration, the new structure of internet
not unlike that of the traditional media, monopolization in platforms providing access to
information, and the internet economy that provided extraordinary profitability for monopolizing
internet companies have brought about many criticisms along with themselves (Scolari, 2009:
951-952).
It can be observed today that free and open-source platforms are run not by software
developers who work to provide brand new opportunities for users but by companies that seek
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to derive profit from every step of software developing. Cyberspace has become a playground
of users who try to benefit from internet opportunities, companies that try to reach their users
over networks, and internet companies that try to sell the interest, attention, and time of the
users to these companies. However, this is a game quite carefully designed and for the time
being everybody seems to be pleased with this game whose rules are set by the new internet
economy. Every application in cyberspace is considered a field of marketing. And it is the
users themselves that internet companies try to market to institutions that try to reach users.
Advertisements that are priced over clicks per user - not over minutes, days, or space - are the
most concrete examples of this situation.
Apart from numerous opportunities that it provides for internet users, there are various studies
that critique the internet economy. Christian Fuchs (2009), for one, interpreted the basic
elements of Marxist criticism from an internet point of view. The writer makes reference to Karl
Marx’s “A Contribution to the Critique of Political Economy” in his work titled “Information and
Communication Technologies and Society: A Contribution to the Critique of the Political
Economy of the Internet” published in European Journal of Communication. In this study
Fuchs examines the structure of hegemony and exploitation between internet companies or
profit-oriented virtual institutions and ordinary users who use internet for personal purposes
like communicating with others, accessing information, passing good time
According to Fuchs, global economic networks and cyberspace fulfill the function of channels
where knowledge is produced as a commodity and distributed. In this system, which the writer
names “Information Capitalism”, channels like internet and property models that aim for capital
accumulation are developed. According to Fuchs, what stands in diametrical opposition to this
system is a collaborative production system that relies on open information. A production
system that is based on free and open software enables us to question property-based models
by placing the emphasis on information that is provided not for its exchange value but its use
value (Fuchs, 2009: 78-80).
FREE APPLICATIONS AND MARKETING
However, the fact that there are so many free applications today is, in fact, not a promising
situation. The aspect that Fuchs would like to stress is the ideological character of these free
applications. Certain institution created the platforms; the contents and which users could only
access was the basic form of the business model at the initial periods of the internet.
Today there are platforms called Web 2.0 applications, which allow for user interaction and
collaboration instead of platforms created by an institution and that users could merely access
without being able to actually intervene (Fuchs, 2009: 80-81).
The success of Web 2.0 applications, best examples of which are widely used platforms such
as Facebook, YouTube, MySpace, lies in the following formula: The more service the more
users; the more users the more profit. Open and free platforms try to attract as many users as
possible to this area providing free service that would benefit users because they adopted a
model that is based on profiting by selling the user interest to those who advertise. Therefore,
the value of the receivers of advertisement on any platform is proportional to certain criteria
such as the time a user spends on the platform (Fuchs, 2009: 80-81).
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Approaching this issue in a rather different way, Dallas Smythe dwells on the possibility that
users might be treated as a commodity. If internet companies, which profit by providing free
service, measure the value of advertisement fields, then users are merely things, that is,
commodities, that can be sold and bought, and are chargeable. In other words users who
“google” information, watch a video clip on YouTube, put up their pictures on Flickr or form an
online content on social network platforms such as Facebook become an object of commercial
exchange, a “commodity mass”, for advertisers (Fuchs, 2009: 81-82).
Another aspect of the situation is that the source of the platform is essentially the users
themselves. The basic conditions of the platform that make user interaction possible are ready
and available. However, users themselves create the attention grabbing content that attracts
new users, make users spend time on the platform and revisit it again and again. Without
users, these platforms would lose their attraction for others and, therefore, rates of visitor
number would decrease and the platform would suffer in terms of profitability. In such a model,
behind the illusion of unique possibilities never before provided by any other means of
communication - such as unlimited interaction, direct access to information, making one’s own
voice heard - lie, in fact, the profit-based practices of internet companies. Undoubtedly, this is
not to say that these platforms do not provide any benefit to their users. One would like,
however, to simply point out that these platforms are formed completely by the efforts of their
users and, drawing on Fuchs’ Marxist analysis, that they use users’ free labor and turn it into
their own resource to attract more users to the platform (Fuchs, 2009: 82-84). We know the
rest of the story: the more users the more profit!
MARKETING SECOND LIFE WITH MYSTICISM
We can now put aside our optimistic opinions about cyberspace and this model in which profitoriented internet companies market their free service to users and users to advertisers, and
see how this model applies to Second Life. It seems easier to evaluate this profit-oriented
model in the case of Second Life. Already, the economy of Second Life, its virtual institutions
that convert real world money to Linden dollar - the currency of Second Life - and practices as
to virtual property rights on the platform make this platform one of the most interesting
examples of internet economy.
There are different aspects to be considered with all these applications behind the impression
that they provide profit for their users. Although they provide a platform for users and brands
where they make financial gains, Second Life has a structure that profits from every step of its
users’ activities. Many users spend time on Second Life free of charge. One has to simply
open a Basic account on the platform. There are lots of things to do once you enter the
platform but if you don’t intend to spend any money, it is unlikely that what you can do with a
Basic membership would satisfy you for a long time. Just like in real life, avatars, too, always
ask for more.
As with many online platforms, Second Life is supported by the user entries. The formula
above can be applied to Second Life; the possibility of a life presented by the platform, which
can simulate the real world but is also completely shapeable by the users, draws millions of
people to the platform (Bonsu and Darmody, 2008: 356-358). Everything done by the users’
efforts makes the platform even more appealing while Linden Lab carries out an important
regulation for protecting the rights of the virtual properties the users create within the platform
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in order to increase participation. Because of this regulation the users can sell their own virtual
properties to other users. The opportunity to convert the Linden Dollars they gain here to real
currencies encourages the users to create virtual properties which are indispensable for the
virtual world, such as houses, furniture, and clothing. In addition to that, Linden Lab provides
the conditions for developing marketing models for real world brands that aim to reach the
users through Second Life. Companies such as Nike, IBM and Adidas are among the brands
commanding attention by their applications in Second Life.
It is noteworthy that the users derive profit for the platform by their efforts to make the Second
Life an attractive place as much as by their payments for Premium memberships.
Hof’s (2006) remark on this subject is interesting:
[Second Life] taps into something very powerful: the talent and hard work of everyone
inside. Residents spend a quarter of the time they're logged in, a total of nearly 23,000
hours a day, creating things that become part of the world, available to everyone else. It
would take a paid 4,100-person software team to do all that, says Linden Lab. Assuming
those programmers make about $100,000 a year, that would be $410 million worth of
free work over a year.
(http://www.businessweek.com/magazine/content/06_18/b3982001.htm)
During the first years of Second Life the things the users could make were limited and
everything they created belonged to Linden Lab. However, Linden Lab executed important
changes concerning the users’ rights on their virtual properties in order to support their
activities in the platform and to encourage more contribution from them. These rights and
authorities have as of today transform the Second Life into a capitalist world simulation (Bonsu
and Darmody, 2008: 358, 360) do not differ from the free services provided by other Web 2.0
applications. One can confidently say that these applications are seen by the corporations that
present them as a marketing model peculiar to cyber space, although they seem to us, as
ordinary users, as applications for our benefit. Mustafa S. Tüter’s explanation on this subject is
further enlightening (Tüter, 2007: 8-9):
The only reality that ties your second (surrogate) life {,} which offers the opportunities for
trying anything you can think of with your first life {,} is money. In fact this can be seen as
a contradiction when one thinks of the logic underlying the Second Life project. The idea
of creating a virtual world limited only by dreams is placed onto the basis of a concrete
reality of materiality. In other words, Second Life holds tight to the most viable principle of
the real world in order to escape from being a utopia. Gaining material profit becomes the
main aim instead of the dreams of surpassing the material world. Furthermore, as the
virtual world is not so successful to distance itself from the rules of the real world, you
have to spend money for eating, hanging around and looking good, just like in the real
world. Each and every activity you make has a certain economic value. Obviously, we
cannot find it strange to find money involved in all this when we think of the fact that
Second Life is the product of the video game industry. Had Second Life not had this
economic dimension, it could have neither attracted the interest of the companies to this
extent nor gained large number of members.
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Now we can clearly see that the opportunities presented by Second Life are not based on
Linden Lab’s passion for cyberspace or voluntary goodwill. Second Life has become an
interesting subject of study within the marketing discipline in recent years. Many aspects of
Second Life, such as the fact that the users spend real world money on the platform, that the
virtual properties, places and many more created by user entries increase the number of
members on the platform, or that the real world brands invest in this platform as a marketing
area, make the platform an interesting field for marketing practitioners and academics.
We can start examining the mystical character of the things created by the users in Second
Life upon seeing that these creations, the authorizations given to the users and the abilities of
the avatars contribute in the end to the user experience that yields a profit for the platform.
Putting aside the users who are present in the platform only for the sake of profiting
applications, what makes Second Life so important for many users are the mystical aspects,
the opportunity of an experience in a mystical space. When we examine the mystical aspects
in Second Life via Chamberlain’s concept topomystica, we can see that Second Life is a
mystic place, namely a topomystica.
MYSTIC SECOND LIFE, MYSTIC EXPERIENCES
According to Chamberlain, topomystica must be a place that the incidents are extraordinary
and mysterious, and these incidents must relate to a supernatural power (Chamberlain, 2001:
104). Although Second Life is positioned as a simulation of the real life, the avatars have a
number of extraordinary characteristics, which are impossible to have in the real world. At this
point the appearance of the avatars alone can be a subject of examination. Besides the real
human appearance, the avatars can be zombies or aliens while they can have mystical
characteristics in their physical features, clothing and accessories. The avatars’ basic abilities
such as flying or transporting between places are among the main examples of the mystic
experience gained on the platform. Moreover, the places in the platform and the objects in
them have extraordinary and mysterious features. Several mysterious places and objects from
the real world are replicated on the platform. All of these objects and places created by the
users constitute the mystical interface of Second Life as much as they resemble the real world.
It is possible to say that Second Life is related to a supernatural power. In accordance with the
discourses on the Internet, Second Life is designed to provide a platform without a social
hierarchy. For a Second Life user, a second life means a world the ideology of which is
freedom and justice. It is stated that the activities of the users to create the interface within the
platform are motivated by the desire to contribute to the building of a community without the
hierarchical pressures dominating everyday life. However, in spite of escaping into this virtual
world with the hope of getting away from the inequalities of the real world, one comes across
several signs pointing to the fact that the social hierarchies in the real world are also present
here. Besides the inequalities between the users, Linden Lab has a privileged position in this
structure. Linden Lab, known as “the Lindens”, is clearly located at the top of the social
hierarchy in the eyes of the users. Bonsu and Darmody underlies that “the Lindens” are
perceived as demigods or sorcerers in the present structure (Bonsu and Darmody 2008: 261,
263).
Chamberlain states that the definition of topomystica also includes the possibility that the place
can be beneficial or frightening in accordance with those who interact with the place itself
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(Chamberlain, 2001: 104). The impressions and emotions of people concerning the place may
cause it to be curative with positive effects on the human body and soul as well as to be
spooky, insecure, dangerous and uncanny. For example, many religious places are seen as a
topomystica with their positive effects on human soul while the Bermuda Triangle is a
mysterious and scary topomystica.
When these points are considered, we can say that Second Life has a positive influence on
the human soul by numerous beneficial applications it offers. First of all, what enables the
users to spend their time in and contribute to the platform consist of certain motivations such
as the desire to be recognized, accepted, respected and socially appreciated, or being part of
a community. Apart from its being a part of non-traditional forms of production (Bonsu and
Darmody, 2008: 355), as put forth by the economic and political analyses made on the
Internet, many social benefits and other advantages provided by the platform are valued by
large numbers of users.
One of the most striking advantages Second Life offers for the users is the education
opportunity. Several universities have carried part of their campuses to Second Life. The
leading contribution of education in the virtual platform for the universities is the flexibility,
creativity, which make education an enjoyable activity. Simulations provide a real job
experience for the students. In addition, numerous events, such as conferences and
presentations, held there attract the interest of the users (Robbins and Bell, 2008: 283-285).
Chamberlain lists the qualities of topomystica; aside from three main features a topomystica
should have, derived from the common aspects of places regarded as mystical by different
cultures. Seeing that the three main features, which Chamberlain states to be necessary for
topomystica hold true within Second Life, we can review his other qualities of topomystica in
view of the Second Life. These seven qualities are discussed below (Chamberlain, 2001: 104110):
Topos:
Striking natural landforms are among important features of topomystica. Land forms such as
caves, springs, ponds, waterfalls, rocks and hills have a mystical allure on the human soul,
especially if they are regarded as rare and exceptional. Chamberlain exemplifies the places
with mystical land features by the mystic wall paintings made by the Neanderthals in the
Lascaux Cave in France or by the Parthenon in Acropolis of Athens, while he also states that
the mountains have especially been related to the supernatural force. They commonly have a
special place in the main religions as they are regarded to be tying the land with the sky, that is
to say the humankind with the house of gods. Clark and Piggott (1970) remark that in the
cases in which the mountains do not naturally exist, the cultures put efforts to create them
artificially. The Pyramid of Cheops in Egypt, appreciated as one of the seven wonders in the
world, presents a distinctive example of this situation with its resemblance to a mountain in the
middle of the desert.
When we begin to evaluate Second Life, we can see that it is composed of numerous
attractive landforms. Alongside the parts simulating the urban life, the seas, lakes, mountains,
waterfalls, caves and the extraordinary flora make the interface of Second Life absolutely more
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colorful. Part of these can be said to duplicate the mystical places in the real world for the
virtual world. For example, a replica of Lascaux Cave is present in Second Life. It is possible to
see many mystic places like this one in Second Life. The landforms aside from these also
seem to be designated to create a mystical atmosphere. Radiating mushrooms, flowers, large
green areas, big trees, caves and many more landforms render Second Life an attractive
mystic place.
Morphology:
Chamberlain states that topomystica includes irregular forms in terms of their natural
topographical features on earth. However, in places without striking natural features or when
the mystic allure of a place needs to be increased, geometrical elements are added to these
places. According to the writer, geometry means order; order means design and design points
to the existence of a secret force or a supernatural power.
The geometric pattern most frequently seen in mystic places is the circle. Circles have been
used in the urban design for a long time by virtue of the compactness, accessibility and
security they provide. Yet according to Tuan (1974), the circle pattern also reflects the form of
the universe, that is to say the mystic power. Besides the circle has an aesthetical appeal.
Cornish (1933) claims the circle form contributes to the beauty of the earth. Apart from the
circle patterns, the triangle forms seen in mystic places such as the Bermuda Triangle, Mount
Olympus or the pyramids, and straight lines pronounced in the columns are among the
important geometrical forms for topomystica.
There are many structures and areas incorporating striking geometrical patterns in Second
Life. The houses of the users in Second Life, the buildings of the brands in the platform or the
places the avatars spend their time together in are noteworthy by their creative design.
Everything on this point is up to the users’ creativity and investment of time. Virtual agents
called Prim enable the users to create architectural designs freely in the platform. A variety of
prims constitute the basis of the extraordinary designs in Second Life. These flexible agents,
with different scales of color, texture and brightness, collectively help the users to create
complex structures.
Dialecticism:
The imposition of geometry onto the place reflects humankind’s passion for order. According to
Chamberlain, however, despite the struggle to create order within disorder, people actually
need complexity in order to animate their ordinary lives. Western writers’ conscious efforts to
impose chaos to Bermuda Triangle for long years to sell more books exemplify the situation. In
Chamberlain’s opinion, topomystica is a place, which brings conflicting elements such as order
and disorder together. The oppositions such as never-ending battle between people or
between the humankind and the nature, or the fight between good and evil, are among the
contradictions of the stories about mystic places.
We can mention the existence of many contradictions, which we especially come across in
politico-economic analyses, in Second Life. Tüter (2007) points out the most distinctive of
these: It is a total contradiction itself that the real world money is used in the platform which
actually aims to get away from the pressure of the material world by creating a world limited
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only by the users’ imagination and that many users’ goal in the platform is achieving material
gain.
Not all users in the platform aim for material gain, however. It is possible to speak of an
opposition between the users and the corporations whose goal is material gain in Second Life.
There is a group of people not concerned with such gains who only want to have a good time
in the platform and make it a more interesting place with their creativity. Nevertheless a good
number of users, corporations and brands take part in Second Life only in order to make
financial profit. Bonsu and Darmody explain this situation in “Contradictions in Second Life” by
stating that behind the veil of giving authorizations and powers to the users in the platform in
order to animate the work force, Linden Lab actually aims to gain profit (Bonsu and Darmody,
2008: 361).
This situation is a reflection of the opposition mentioned earlier between the users producing
public information in various applications in the cyberspace and the application owners who
want to profit from them (Fuchs, 2009: 77). While they talk about the opposition between two
groups in Second Life, Bonsu and Darmody denominate those who are present in the platform
with the aim of discovering new forms of socialization as “creatives”, while they denominate
the users, brands and corporations which join Second Life in order to turn the present sources
in the platform into financial profit as “corporates” (Bonsu and Darmody, 2008: 262).
There is a tension going on between these two groups in Second Life. The users struggle
against the controlling of the corporate and its effects. These users, denoted as “creatives” by
Bonsu and Darmody, have organized protests with boycott posters in the virtual world. But at
this point too there is a contradiction. The members of this group continue to buy brand
products for their avatars while at the same time protesting against the persons and
corporations who want to profit from the platform (Bonsu and Darmody, 2008: 262-263).
Chronology:
According to Chamberlain, topomystica is timeless; it exists outside the normal time frame of
human experience. Every culture has symbols and sayings evoking the myth of the endless
return. For example, the medicine wheel used by North American Indians is a primitive clock
mirroring the cosmic repetition of time in the universe.
Medicine wheels are still used today as mystic rituals. The linear time, however, is the exact
opposite of this understanding. In the Second Life time seems to be a bit complex. As a
simulation of the real world, the linear time of the real world is valid there. Although the users
find their avatars in the place and situation they have left them, Second Life constantly
changes by the user entries, as it is a virtual place with intervention by millions of users at the
same time. In other words, each time the users enter into the system, many changes will have
taken place in this world.
Syncretism:
According to Chamberlain, topomystica is a synergic place, which adds to itself from each
culture it comes across with. Second Life is absolutely the same: It has millions of members
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from every corner of the globe with the authority of creating new things that comprise the bits
and pieces of the platform. Each of these users carries their various cultures, beliefs, rituals
and habits to the platform. While the places taken hold of by the profit oriented corporations
and brands are shaped in resemblance to the everyday life of people living in big cities, many
places are designed in accordance with the lives, experiences and beliefs of people from
different cultures sometimes by taking inspiration from past and present places and sometimes
independently from them.
Naturopathy:
The positive effect of nature on living species’ health has long been noticed. According to
Chamberlain, an important character of topomystica is this mysterious healing power. This
healing power constitutes the source of defense against the criticisms on Second Life. It is
possible to say that Second Life is indeed a healing application for a group of users, such as
bedridden patients or disabled people, who find the promise of a second chance more hopeful
than the rest. For example, it can be a therapy to dance or to accomplish tough physical
activities in Second Life for a person who cannot walk in the real life.
The cyber-therapy or avatar therapy, which is recent in Second Life, is among the important
applications concerning the healing power of the platform. Avatar therapy is even used in the
treatments of phobias such as acrophobia or claustrophobia, social anxiety disorder,
depression, addiction and even autism. The persons who benefit from the application most are
those who are too timid to visit therapists in real life. Second Life enables these people to meet
with real therapists (http://www.sabah.com.tr/Gunaydin/Saglik/2011/01/29/avatar_terapi).
Aside from many universities and corporations from the real world, there are now virtual clinics
and hospitals in Second Life.
Gestalt:
While mentioning the three main characteristics topomystica should have, we have said that
topomystica can be scary or beneficial for those who interact with it. What Chamberlain wants
to talk about under the headline of Gestalt is this feature. For the bedridden patients, disabled
people and the user group needing therapy mentioned in the former heading, this place has
immense advantages.
As stated before, the education opportunities presented by Second Life are among the
beneficial applications that this place provides for the users. Many important universities use
Second Life in order to carry out their distance learning programs, foreign languages education
and other corporate training programs as well as organizing virtual courses, seminars and
conferences. The first virtual campus of Turkey on Second Life belongs to METU. The
academic staff of METU uses the campus on Second Life to support their courses. In the
virtual campus there are group meeting and study buildings, a lecture hall for bigger
gatherings, teaching methods classes, virtual courts as well as areas for students to spend
time with their friends (http://hurarsiv.hurriyet.com.tr/goster/ShowNew.aspx?id=16914152)
Virtual Worship in Second Life
The simulation of mystic places belonging to the real world on Second Life, itself a mystic
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place according to Chamberlain’s definition of topomystica and their applications on the
platform are subject of study in their own rights. Many mystic places located in the real world
such as cathedrals and temples are replicated in the Second Life. You can light virtual candles
for Shabbat, transport to a Buddhist temple, or consult with an oracle for divine guidance here.
Just like among the real world churches, mosques and synagogues, there are varieties,
quarrels and divisions in terms of beliefs in the Second Life (Crabtree,
www.washingtonpost.com/wp-dyn/content/article/2007/06/15/AR2007061501902.html)
Beth Brown, the creator of the first synagogue on the Second Life, has received an
unexpected interest from the users. Although Brown did not aim to draw attention of the users
in Second Life or to create some sort of virtual community, she says that the synagogue began
to be visited from the very first hours on. The synagogue’s members now exceed 200 people.
Brown says that she has done this as a spiritual task, with the intent of creating a worship area
for everyone’s use, rather than as an activity to spend time in Second Life. At Brown’s
synagogue the candles are lit every Friday evening and a great number of people join in
(Crabtree, http://www.washingtonpost.com/wpdyn/content/article/2007/06/15/AR2007061501902.html)
There are numerous Buddhist centers and several virtual places in which meditations of Far
Eastern religions are practiced as well as hundreds of churches with surprisingly large
numbers of members in the platform. One of the interesting places on Second Life is the virtual
Mecca. Walid Wahba, the creator of the island in which the virtual Mecca resides, says that his
aim is to inform the users about the Hajj pilgrimage (http://news.sky.com/skynews/Home/SkyNews-Archive/Article/20080641297721). Theology and computer sciences professor Noreen
Herzfeld from Saint John University states that this application reflects the community, identity
codes, rituals and practices defined by her as the “external face” of religion (Crabtree,
http://www.washingtonpost.com/wp-dyn/content/article/2007/06/15/AR2007061501902.html)
CONCLUSION
The use of Chamberlain’s extensive definition of topomystica, which he developed concerning
mystic places that are traditionally related to religious places in this study, is in order to
evaluate the virtual world of Second Life which has become very popular in recent times. It is
obvious that the Second Life is a “place” in light of new approaches; moreover, it can also be
accepted as a “mystic place” in the context of Chamberlain’s topomystica concept. The mystic
component and experience presented by Second Life makes the platform more attractive to
the users because it promises a second life full of mystical elements that can be shaped by the
users, which is then used as the basis of its marketing strategy.
Mystic experiences offered by the Second Life in addition to being an important part of its
marketing strategy also provide the user interest and work force which are the main sources of
the platform. Had Second Life been an exact simulation of the real world conditions filled with
ordinary avatars profiling ordinary human features, it could not have been this much attractive.
The mystic experience in Second Life as a topomystica enables the users to invest in terms of
time and effort, thus increases the fascination of the platform on a daily basis. It can be readily
accepted that the platform is not only discovered by the ordinary users but also by many profit
oriented corporations and brands as the owner of the platform; Linden Lab develops new
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applications that would yield profits for persons and brands.
As with many open and free internet applications, Second Life too has a structure that turns
the user contributions into its own source. Nonetheless, it presents an important example of
mystic marketing in cyberspace by showing how the mystic abilities and mystic experiences
gained in a virtual mystic place can become an attraction to follow and for turning the user
contributions in question into financial profit.
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