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November 23, 2005

Objects of Virtual Desire

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Highlighting the Materiality of the Immaterial

Objects of Virtual Desire explores immaterial production in a virtual world, and if and how this can be transferred into an economy of material production. We have collected a series of objects produced and owned by inhabitants in the online world Second Life and will sell physical reproductions of these objects via our web shop.

Each chosen object has a strong sentimental value for the avatar (a persons virtual identity) who made or owned it. We have acquired (copies of) these objects, along with their owner’s personal story, within the in-world economy of Second Life. At www.objectsofvirtualdesire.com we present 3D modeled reproductions of these objects. The objects are made available in physical form on demand. When buying the materialised object one will also receive an image of the immaterial object with its original Second Life owner.

Our interest lies in exploring the concept of product design in a virtual world and what kind of interpersonal value objects carry in this context. Further questions are raised by transferring these objects to physical space and a "first life" economy. What is immaterial value-creation and can it be materialised? What does it mean to use a virtual world as a site of production?

The issues raised are relevant in a wider context, as value-production in the "post-fordist" era has become increasingly immaterial. Nike, for example, exploits the physical function of a shoe to create and market immaterial values, so pervasive that the shoe itself becomes almost virtual.

Objects of Virtual Desire exploits the augmented value of immaterial objects to create and market tangible products, thereby reversing the process and highlighting the materiality of the immaterial.

Posted by jo at November 23, 2005 01:21 PM

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