The Red Pixel District
The Red Pixel District
Chris Perry
Qualitative Field Methods
Introduction
At first glance, Nicole is a fairly typical woman in her early thirties. She teaches
science at a middle school a small town in Mississippi, where she lives happily with her
husband and two children. She’s never gotten into trouble, and has never broken the law.
From all appearances, she’s living a normal, admirable life.
Nicole has a secret, however. Unbeknownst to her family, she works at a sex club
called Club Erotica on a nearly nightly basis. Unlike the modest, professional attire she
wears in the classroom, here she dons a skimpy, revealing outfit that often has a hard time
staying on. She dances on a poll on the crowded dance floor, flirting with patrons for tips,
and stripping off articles one by one. You’d never guess for a moment what her day job
might be; she couldn’t be a more different person from the one her students see in the
afternoon.
Most teachers in a conservative Southern community would tremble at the
thought of being caught in the act of such a socially proscribed profession, risking their
job, their marriage, and their reputation. Nicole doesn’t worry about a thing, however.
Moreover, while most practitioners like Nicole would have to construct elaborate excuses
to their spouses to explain their nightly absences, she doesn’t have to say a word. Nicole
and her many patrons don’t have to do much at all, in fact, to live their secret lives,
because unlike a real sex club, Club Erotica is no farther away than their computers.
Every night, approximately 23,000 people from across the globe meet and interact
in a virtual world called Second Life. Second Life is home to countless places of ill
repute, Club Erotica included. While nothing forces players to participate in the sex
scene, and indeed, many have nothing to do with it, it’s the raison d’être for thousands of
in-world residents, and an extremely compelling perk for thousands more. Romantics and
lovers play a part in this world, certainly, but so do escorts, strippers, and avid fetishists
of myriad dispositions. Content here is often explicit enough that it would shock one’s
friends and family, and ironically, it’s right under these people’s noses that most players
are doing it.
Part One: A Walk in the District
Second Life is a world made possible because of the Internet, but it’s different
from the Internet most people know. It’s not part of World Wide Web, where two-
dimensional web pages sit before us inertly. It’s also unlike chat rooms or instant
messages, where users enter lines of text that appear in a window. Second Life instead is
a dynamic, immersive three-dimensional environment commonly referred to as a
Massively Multiplayer Online Game (MMOG), run by a small San Francisco-based
company called Linden Lab. It’s populated by players from across the globe who enter
the world as “avatars,” customizable human-like figures that can be changed and
modified at will. And in Second Life, you not only can you look however you like, but
you can do whatever you want, with little to stand in your way. This is one of the major
reasons why the game has given rise to what may possibly be the most realistic and
advancely developed virtual sex industry that the world has ever seen.
I decided to title my paper “The Red Pixel District” to evoke a particular industry
and a sense of place, but the place is only a “district” in the loosest of terms. Sex, both
solicited and voluntary, goes on all throughout the world, or, to be more specific, “the
grid,” a sprawling array of approximately 500 identically sized 16-acre areas known as
“sims”. A lot of the sex occurs between two players in the comfort and privacy of their
virtual home or apartment. These players tend to be in relationships, or at the least, on
equal terms with each other. Some of the sex, meanwhile, occurs in small gentlemen’s
clubs or brothels, between paid escorts and paying customers. These establishments are
small, obscure, and few and far between, though, and don’t attract more than a side
following. Instead, the hotbed of sexuality lies in one of Second Life’s most popular
institutions, the club.
I knew about clubs from my previous knowledge and experience with the game.
Out of curiosity for what seemed like a fascinating world, I entered Second Life once or
twice a week for about five weeks in spring of 2004, each time playing for a couple of
hours. The world was smaller then than it is now, with fewer clubs, and less of a sex
scene. That, and virtual sex was never the reason for my interest in the game to begin
with, so I tended not to explore the options too deeply. My experiences in-world didn’t
consist of much more than meeting a few interesting people and hosting a few small
events (at the time these were subsidized by the Lindens), but even with this limited
exposure, I was nonetheless fascinated by the possibilities of such an open and dynamic
world.
After this brief introduction to the game, I accepted a job working in Portland,
Oregon, in a canvassing position for the Democratic National Committee. For five
months I found myself with a 60-hour workweek and a lack of Internet connection, so at
that point I said goodbye to any virtual spelunking. Back at school for winter quarter, I
had the means to go back in, but decided to put off any serious involvement due to a
demanding course schedule and intense involvement with a theatre production. That is, I
made the decision to stay away from Second Life until I took a particular class called
Qualitative Field Methods, and quickly realized that I could go back in and get credit in
the process. Out of fourteen people in the class, I was the only one who chose a
nonphysical site to investigate; from the start, however, I felt justified in my choice. After
all, a lot of people are interested in the virtual world, and, let’s face it, everyone is
interested in sex. Additionally, while I could have chosen a number of other areas to look
at in the game – the world runs amok with gambling parlors, shopping malls, lotteries,
games, and a number of creative and artistic endeavours – I was particularly intrigued
that such a sensuous industry could exist in a completely virtual environment. Going with
the saying that the brain is our most powerful sex organ, I felt Second Life might be one
of the most powerful testaments to that yet.
Before you can get into the world, you have to register your character on the
game’s website, www.secondlife.com. Your character is from this point onward identified
as your “avatar.” The word derives from Sanskrit Avatāra, a word originally referring to a
divine being’s descent into mortal realms. It’s perhaps interesting that in Second Life, the
same term now makes gods of the mortals: it’s now we who descend from the physical
world, entering the ethereal realm as something close to a deity. After all, in Second Life,
there’s no hunger, no pain, and no aging; you can transport yourself to the far end of the
world in an instant; you can even fly. Then again, the overwhelming presence of
capitalism and consumerism, seen by the endless array of clubs, malls, and gambling
parlors, makes this seemingly divine world a particularly American one. The game, in
fact, has a highly developed market-based economy that shapes much of the content
within it, the sex industry included.
I decided on the name Durkheim Edelbrock. The first name was of my own
choosing; I made my selection with homage to Emile Durkheim, one of the great
sociological thinkers. Edelbrock was among a list of roughly 100 last names one could
choose from. This aspect, like many others in the game, is meant to evoke a parallel
quality with real life, referred to diminutively by residents as “RL.” Once I had my name
decided on, I downloaded a small application, opened it up, logged in with my name and
password, and there I was, standing atop a virtual grassy plain, with a virtual cobblestone
path set out before me, leading the way to my virtual adventure.
Appearance is one of the most important aspects of your avatar, especially in a
world where you’re offered so many opportunities to customize it. It’s also, like in the
real world, the first thing people see, and the means by which many a first impression are
formed. You can adjust just about every aspect of your body you can think of, from foot
size to eyebrow shape to skin tone. Women can flatter themselves with a popularly
dubbed “boob slider,” and gender benders can move from “male” to “female” or vice-
versa with the click of a button. Since all clothing and avatars are designed by players,
the possibilities just get better. There are a number of androids in the game, living out
aspirations toward science fiction grandeur. Side by side with them are the “furries,” a
group who integrate the versatility of anthropomorphism with, well, whatever the term is
for giant talking zebras. Subculture-influenced fashion makes an appearance, too, with
goths, punks, and vampires joining the fray. The game can even feel at times like a pop
culture exhibit: in my experience, I’ve enjoyed the company of an astronaut, a hobbit, a
David Bowie lookalike, a Totoro, and a giant blue smurf, among many others. Of course,
this isn’t to say the world is one giant parade of eccentrics; jeans and t-shirts are just as
popular as any of the options above.
Choosing an outfit for myself was a tricky matter. I didn’t want something too
irreverent such that I wouldn’t be taken seriously, and I also didn’t want something too
mainstream or oversexed. I wanted a way to distinguish myself from the rest of clubgoers
while at the same time not making my appearance too much of a distraction. So, after a
bit of contemplation, I decided to make my avatar look like a professor. It was a neutral
enough image, and furthermore reflected on my in-world goals as a researcher. At this
point I was ready to jump into my research site, so I clicked on the “Popular Places”
window and headed for the clubs.
Clubs in real-world America have a structure that many people are at least
vaguely familiar with. They tend to be large gathering places with a young, attractive
clientele, a live band or DJ, a big dance floor, and plenty of overpriced alcohol. The intent
of most patrons is either to socialize with friends, discover potential sex partners, or come
to hear a particular musical performance. While these functions make their way into
Second Life, clubs are a far more prevalent phenomenon compared to their relatively
marginal presence in the real world, and unsurprisingly, they serve a much broader social
role.
A look a Second Life’s map shows a broad, sprawling world interspersed with
“telehubs,” where players materialize when they’re on their way to a particular
destination. The best way to think of the telehubs is like a subway system, only the stops
aren’t on a line, but instead spread out semi-evenly across the world; also, it takes an
equal amount of time to go to any which one (that is, a split second), regardless of how
far away one may be. The effect of this layout is a world without a center, especially as
new sims appear on the map each week. You might think of it as a virtual Los Angeles.
Since there’s no natural “core” where people might gather to socialize (the reason why
many join the game in the first place), players have stepped in to fill the void to create
vibrant social spaces. For the most part, this need has been satisfied in the form of clubs.
While no one sat down to write guidelines for what a club should and should not
be, almost all of them have markedly similar traits. Specifically, they’re distinguished by
a particular spatial arrangement, certain general forms of content, and even a highly
stratified division of labor.
Club Spaces
Spatially, clubs tend to be big — some of the biggest single buildings in the game.
Most clubs take up at least half a sim, and many a whole one. Some club owners have
even purchased private island sims from the Lindens to support their activities. Each club
looks and fiels different, but their general spatial structure generally falls into the
following areas: dance floor, VIP rooms, and optional retail and gambling space.
The dance floor stands at the center of almost every club, both literally and
figuratively, and hence occupies much of its space. A club without a dance floor is like a
library without books: mostly useless, and probably unattended. The dance floor is where
patrons come to congregate, socialize, flirt, and, of course, dance. During the course of an
evening, when clubs are at their busiest, a dance floor lures between ten and fifty players
at once, while sims without clubs may only have a handful present, if anyone at all.
Dance floors are thus among the most popular social spaces in the game, if not the most
popular outright.
Almost anything important happening at a club, in fact, is probably held on the
dance floor. At least, that is, if a club-hopper gets bored with dancing and decides to get a
little action. This is typically where clubs sport their second feature: VIP Rooms. With the
exception of the smallest and prudest of establishments, VIP Rooms are just as universal
as the dance floors. These are places where two or more people go for a fairly simple
purpose: sex. The sex can be completely consensual, or, just as commonly, between a
customer and paid professional, commonly referred to as an “escort.” (Words like
“prostitute” or “whore” are almost never used, in fact, except in a joking or self-
deprecating manner by the workers themselves.) VIP Rooms often set a particular sexual
tone by featuring a certain theme or motif. Romance and sadomasochism top off the list;
I’ve also seen a “girls only” room, a number of dungeons, and plenty of more generic
spaces. One club even features a sex-themed room, with a looped porn video playing on a
screen on the wall.
The last addition to clubs is an area for shopping, gambling, and entertainment.
This isn’t a strict requirement for clubs; some have it, some don’t, and either way, it
doesn’t seem to make a difference. The incentive for gambling and shopping areas, it
seems, lies mostly in the financial benefits for club owners, rather for any altruistic
benefit towards the attendees. When people come to clubs, owners have found that
they’re also prone to do other things, like, well, shop and gamble. Thus, owners partially
offset the costs of labor and landownership by renting vending spaces to merchants and
profiting off people’s poor grasp of statistics. Entertainment, meanwhile, brings in less
money, but attracts more people. These include games, contests, and other group
activities. On January 19, when I compiled a list of the world’s top ten most popular
locations, “The Ice Dragon Resorts,” number six on the list, was the one club (out of six
on the list) that offered “bingo” as one of its main attractions. Where else but in a virtual
world do people play bingo in one room and solicit sadomasochistic sex in the next is
completely beyond me.
Forms of Content
Clubs feature a unique combination of content that serves at least one of two
purposes: bringing people in, and keeping them there.
Competition runs fiercely between clubs, who often vie for the same limited base
of customers. As a result, they host and feature a number of promotions and events with
which to lure in visitors. Many of these promotions involve money and prize giveaways,
such as raffles, lotteries, and so-called “money trees,” player-programmed trees that
randomly generate clickable dollar bills every few minutes. Contests are another popular
attraction. In the past, when contests were subsidized with prize money (more on this
later), it was hard to scroll through the daily event listings without seeing half a dozen
“sexy avie [avatar[” contests, if not more. Now that that money is gone, the most popular
kind of in-world event revolves around Tringo, a competitive and purportedly addictive
in-world game that combines elements of Tetris and Bingo, and rewards players with
winner-take-all jackpots.
Whatever reason players have to attend a club when they first arrive, they’re
given plenty of reasons to stay. The events in particular keep people occupied for some
time after they show up. In addition, most clubs hire DJs to stream dance grooves onto
the dance floor. A DJ with a good reputation often has a following of his or her own, and
tends to bring in fans. Music tends to vary with the theme of the club, from mainstream
dance grooves to underground industrial metal. The sex, shopping and gambling
described above all serve the same purpose of keeping people occupied and entertained
for as long as possible. One club I visited also had a “theatre,” evidently for
exhibitionists, but this doesn’t appear to be a common attraction.
As implied by the variety of music, some clubs differentiate themselves by
serving to a niche audience. Inevitably, these catered-to subgroups tend to fall into two
major categories: punks, goths, and vampires on the one hand, and furries on the other.
One goth club, Lestat’s Dark Erotica, is the most popular establishment that serves the
dark, evil, and undead sectors of society, while Paradise Island caters to the
animalistically inclined. There’s been a recent attempt to found a gay club, Throb, but
despite the gay community’s notable in-world presence, no one establishment for this
crowd has a regular, well-attended following.
Division of Labor
As you might imagine, running a club is a serious business. In a crowded,
competitive market, it takes an entire team of paid workers to serve the needs of a picky
and demanding clientele. Owners continuously advertise for paid positions, which break
down to five major occupations: dancers, hosts, DJs, security guards, and escorts.
Dancers. No one wants an empty dance floor, least of all an owner trying to bring
in the crowds. One of the solutions to this is hiring floor dancers, social players who tend
to be young, attractive, and predominantly female. Essentially, dancers are paid to have a
good time, welcome and chat with the patrons, and show themselves off. They often go
topless and flirt mercilessly, but their job is still, to the dismay of certain patrons, just to
dance. In this sense they function as something like interactive eye candy, adding variety
and life to the dance floor. Sometimes they'll go farther and perform individual lap dances
and stripteases, but again, it always stops short of sex. Dancers typically make between
L$50 and L$150 an hour (US $0.20 to $0.60), plus tips.
Hosts. These people make sure that clubbers are entertained, which they do in a
variety of ways. The most popular option for hosts is, as the name implies, to host an
event. These events tend to involve trivia or competitions, particularly Tringo, with a
generous prize pot to entice players into joining. Hosts are among the most generously
paid non-sex workers in a club, making an average of $100–$250 ($0.40–$1.00) per hour,
sometimes more for popular events.
DJs. As the name implies, a DJ keeps a club hopping with fresh, carefully
selected music. Sometimes the DJ streams music live, and even hooks up a microphone
to speak to the players through the club-wide broadcast. Other times, the DJ will simply
broadcast an Internet radio stream, and spend most of their time doubling as an event
host. DJs typically make around $250 ($1.00) an hour, but the rate can be double that, if
not more, for the most popular ones.
Security Guards. Guards, not too different from the real world, make among the
least of any club worker. At the same time, their role is crucial in moments of conflict or
disruption. Because of clubs’ popularity and licentious content, they’re one of the most
popular targets of griefers (players who make a habit of harassing players and disrupting
order), religious fundamentalists, and organized in-world gangs with ties to rival
establishments. When people like this show up on the scene, security guards are the one
barrier between business as usual and total mayhem. Despite their important role in
maintaining order, a security guard makes a mere $35 to $75 an hour ($0.14–$0.30), a
figure that surprised me for its lowness when I first discovered it.
Escorts. On the opposite end of the financial spectrum, escorts are expected to
perform virtual sex with clients, and are handsomely rewarded for it. A good escort,
according to my interviews, makes a point of giving their client exactly what they want,
and thus takes on a number of different roles and personalities in the course of an
evening. There are, to my knowledge, no other professions in the game with as high an
hourly pay rate. An escort can make between $500 and $2500 an hour ($2 – $10), and
tips of course are extra. At the high end, then, escorts make nearly twice the amount of an
American worker earning minimum wage, and get it for little more than typing sexually
charged prompts on a keyboard.
At one club, Club Erotica, I was given a notecard describing the services and
prices offered by escorts. Prices vary depending not only on time, but on how real the
simulation becomes.
The prices below are the minimum prices we require for our services. If you
would like to tip our escorts, please feel free to do so.
--------------------------------------------------------
+ Cyber + Anims [animations] + sexual situation
- this includes dirty talk, roleplay, 'anything' kinky
- SL only
1/2 Hour = $500L
1 Hour = $1000L
--------------------------------------------------------
+ Cyber + Anims + sexual situation + RL
- this includes either of us getting off (cumming) irl [in real life]
- SL & RL
Interestingly, despite the relative large amounts of money transacted, there’s little
financial interest in all this for the club itself. Most of the time, escorts receive the entire
sum themselves, not owing a penny in compensation to the club. From the extensive time
that customers spend in VIP rooms, clubs may receive a small amount in Dwell, a Linden
subsidy that rewards popular locations. For the most part, though, escorts are a draw to
bring in customers and patrons (who may then shop or gamble), rather than explicit
sources of income in and of themselves.
The club job market is notable for several reasons. First of all, it’s the only
institution in the game with such a highly defined internal division of labor. Second of all,
in the limited Second Life economy, these jobs consist of almost the entire service
industry. Only a few other opportunities exist for hourly service work; most of the money
in the game is made from selling and renting land, creating content, or providing financial
services. (A more detailed discussion of the economy, and its pertinence to the sex
industry, comes in Part Three.) In other words, for people who have neither the capital
nor skills necessary to pursue other endeavors, working at a club is one of the few ways
to make a significant income in the game.
Part Two: In Their Own Words
Work, Sex, and the Player Experience
Clubs in Second Life are fascinating places, modeled on their real world
equivalents, but turning into something new in the transition. They’re grounds for a
number of activities, from flirty socialization to casual shopping to solicited kinky sex.
The previous section discussed a club’s structure and function, but left out what may be
the most important factor of all: the people inside. Clubs are, after all, about bringing
people together, and so, along with asking what a club looks like, I asked why people go
to them in the first place.
In my time in-world, I formally interviewed eleven players, and held many more
casual conversations. From the start, I was overt in my academic intentions, presenting
myself as a researcher with an interest in Second Life’s sex industry. I felt that
maintaining an open, honest relationship with the community would make people more
comfortable speaking openly, since they’d know I had no ulterior motive for asking rather
personal questions. Additionally, while I arrived at this position naturally, I in fact was
given no choice in the matter, being legally bound by Linden Lab to work in an explicit
fashion in accordance with their outside research policy. Most of my interviews were
with owners, dancers, or escorts of clubs. I also spoke with a club security guard, a gay
couple, and the publisher of an online tabloid that covers Second Life’s seedier elements.
Through the words of the players themselves, here I’ll try to capture the experience,
appeal, and politics of sex work in Second Life’s club scene.
She told me how the experience of virtual sex in SL evolved with technological
changes introduced to the game over time.
Me: so, when did you decide to pursue this side to you
in SL, and what were your first experiences like?
Julie: well back in beta, sex was very weird, and it
was mostly cyber... text, like in the old roleplaing
days
Julie: when animations came, it opened up a whole new
world in sl and new industry
Julie: my first experiences were very very different
Julie: i remember trying to cyber while sitting on a
box with a guy i was with ;p
Julie: it was very silly
Julie: when animations came, it changed everything
Julie: people could show what they wanted to do
Julie: instead of describing it
Julie: tons and tons of clubs were made
Julie: and the sex industry was born
Seeing as I last played before animations were introduced into the world, this may
be why I never remembered clubs as a prominent phenomenon. The animations Julie
referred to are custom, player-designed sequences of body motions that are created with a
professional modeling application called “Poser.” Like everything else, they can either be
designed oneself, or purchased from other players. An animation changes your normal
standing pose into any imaginable physical motion: performing a karate sequence,
dancing a waltz, or, yes, screwing someone doggy-style. After designing the animations
and importing them into the world, they can be triggered at any point, often by clicking
on small balls that hover inconspicuously on the screen. (These are popularly called “sex
balls.”) Animations can even accommodate more than one participant simultaneously, so
that two partners can have sex in different positions (such as top and bottom) while
moving in sync.
When the Lindens introduced animations into the world (they first arrived in
version 1.4, released in June, 2004), they might have ushered in a new culture along with
a new industry. Prior to animations and the resulting growth in sex clubs, Second Life
was mostly inhabited by a creative community, popular among designers, programmers,
and virtual world veterans. Sex might have occurred, but not nearly as explicitly as it
does now, and certainly not for money. Julie’s story, in fact, reflects on just how different
things used to be. Julie, it turns out, is an “alt,” a supplementary avatar created by an
already playing resident. Alts are not only common in the game, but are tacitly endorsed
by the Linden’s billing policy, which allows up to seven registered avatars per credit card.
In Julie’s case, as with many others, alts allow a degree of freedom that a single avatar
may not enjoy.
Julie: when i made this avie [avatar]
Julie: i actually made her to escape my other one
Julie: i can’t say her name....but she was into
building, knew lots of the old players, and was
respected
Julie: i felt guilty going to clubs even
Julie: in case someone saw me ;p
Me: why would you feel guilty?
Julie: cause sex is something to joke about with a lot
of the older players
Julie: specially avie sex
Julie: and using all the lil balls
Julie: really it felt like i was going against the
norm and not doing what i should be doing
Me: do many older players not engage in it, then?
Julie: a few do
Julie: but not any that i know
Julie: sl was all about building and creation when it
first started
Julie: not about sex
Julie: people cybered of course...but it was something
to be hidden and giggle about
At the time of this writing, the most popular location in-world is “The Edge,”
whose more wholesome attractions of gambling and shopping go hand and hand with the
lap dances and escort services that give the place its broad appeal. Sex clubs, in fact,
dominate six of the top ten locations on the grid, including all of the top four. In less than
half a year, then, “avie sex” has gone from “something to be hidden and giggle about” to
one of the biggest draws of the game.
Shortly after my interview with Julie, I spoke with Terra, whose name I have also
changed for privacy purposes. When I asked how her personality contrasted with her real
life, she answered quite strikingly.
Terra: well here in SL I portray a personality I am
not in RL. In SL I am sexy, seductive, gay, and a
prostitute.
Me: How about RL?
Terra: In RL i am happily married with 3 children and
my own business with my hubby.
Terra, like Julie, had a great deal of experience in MMOGs before coming to
Second Life. She was “sick of the hack n slash of all other MMORPGs,” she told me, “so
this place really offered something different.” Most other virtual worlds encourage
players to follow a role-playing path, spending most of their time locked in battle with
either computer-generated monsters or other players. The oft-used term, “MMORPG,”
adds the words “role playing” to “game,” referring to a genre largely dominated by
combat-heavy swordplay and sorcery, hence, “hack n’ slash.”
Unlike Julie, who entered the adult industry after spending a long time as an
upstanding resident, Terra started working as a topless dancer on her second day. New to
the world, she had struck up a friendly conversation with a passer-by, and started asking
about ways to make money. This passer-by, who later became a friend, knew just the
solution. She just happened to work at a club as a dancer, and soon helped Terra find a
job there doing the same.
While Second Life can be fun on a budget – it’s free to attend almost any club or
event, for example – the world’s myriad shopping opportunities come only to those with
the means to afford them. Players receive a weekly stipend from Linden Lab, either L$50
for standard members, who merely pay the one-time $9.95 registration fee, or L$500 for
premium members, who pay $9.95 per month. Even with a premium account, the stipend
isn’t enough to buy more than one nice outfit, at most. Terra didn’t want to keep walking
around in a blank t-shirt and nondescript jeans, or wait weeks to afford a decent
wardrobe, so it quickly occurred to her that a well-paying job was the best way to change
things fast. For this reason, she started dancing on a regular basis. I asked Terra what her
first experiences were like.
Me: how did you feel about the idea at first?
Terra: actually I was nervous.... lol... even tho
these are only Avis you still feel like they are
representing you.
Me: smile i understand completely
Me: would you mind telling me what your first
experience was like?
Terra: dancing topless?
Durkheim Edelbrock: nods
Terra: well was just at the club n someone came in...
the owner asked me to go down and entertain the
person.
Terra: so I did just that... went and danced a bit
with my basic dances took off the clothes... got some
money for doin it.
Terra: easy way to make a few bucks I figured.
Me: Now... you said you felt a little nervous
beforehand. What was it like for you during the dance
and after?
Terra: during the dance I was nervous still...but more
concentrated on makin small talk with the patron.
Terra: afterwards, I was kinda excited/nervous
feelin...bit of a rush i guess...:P
Once she became more experienced dancing, she applied for a position at The Edge, one
of the game’s most popular nightspots. She responded an advertisement they posted,
asking for dancers and escorts. When she arrived, she was told that there was a waiting
list for dancers, but that she could start immediately as an escort. Eager to work at one of
the hottest clubs in the game, she agreed.
Terra’s character is shaped by many layers of sexuality. In the real world, she’s
happily married in a heterosexual relationship. In Second Life, she plays a lesbian when
not working. On the job, her clients are mostly male, owing to market conditions. Her
first customer as an escort, reflecting this, was in fact the customer of her in-world
girlfriend, who wanted to hire three girls simultaneously. The pay, at the time, was L$600
per person for roughly an hour of work. “I honestly found it comical,” she said. “I really
couldn’t get over someone spending so much to do that here.” While less than $3 in US
dollars, L$600 is nothing to sneeze at. Terra said it best herself: “What I can make in an
hour some people have a hard time making in a week.”
I asked Terra what her work as an escort was like, and how she interacted with her
customers.
Terra: with a customer I just kinda follow the lead of
the customer. I honestly have a good idea of what that
person is doin on the other keyboard while he/she is
with me.
Terra: so I try and make it worth their time...
Terra: but really there is not excitement on my end
for this person
Me: hmm... okay, so it really is more like a job then
Terra: yes...for the money...here I am providing a
service
Her answers came in sharp contrast to her experiences with in-game relationships.
Me: okay, i think i understand. How about with
relationships? You mentioned you were gay in world,
right?
Terra: Yes...I guess I went that way as an exploring
side of me.
Me: Did you make this choice from the time you started
here?
Terra: no
Terra: I really don’t know how or when the change came
about
Me: nodding
Terra: I just began to find it easier being with women
than men here.
Me: wow... that’s really interesting..
Terra: hehe...no kiddin ...
Terra: i even mentioned this to a friend that in RL I
would never be with another woman
Me: and you still feel that way?
Terra: oh yes...I’m a bit more understanding about it,
but I don’t think I could be with a woman
Terra: and be confortable with it
Rather than for money or pure gratification, then, her online lesbian relationships serve
instead as a means of exploration and experimentation. In Second Life, Terra can express
a part of her self that she cannot, or would not, express in the real world.
I found similar answers from Nicole, whose story I told in the introduction.
Nicole is a veteran from The Sims Online, a similar virtual world, where she spent two
years before coming to Second Life. Nicole works solely as a dancer, rather than an
escort. I chatted with Nicole while she was working on the floor; she answered my
questions while spinning and gyrating on a nearby metal poll. I first asked her why, as an
MMOG veteran, she chose Second Life over other worlds.
Nicole: when i left sims...i had found this game, what
attracted me to it is the fact that u have much more
freedom to be a side of u that no one has to see
Nicole: the naughty side u never get to be
Me: What kind of avie did you have in TSO? Was it
similar to Nicole?
Nicole: as u can see from my profile i am not ugly so
i could go out in the real world and have fun
Nicole: no my avie in tso was totally different
Nicole: blonde, but just as sexy
Nicole: i was there to have fun, i just didn’t dance
on a pole
Nicole: lol or strip
Me: so then, what you do in SL is different then,
correct?
Nicole: yes this game is an adult version of sims
Second Life’s freedom allows Nicole to be the fun, sexy girl she could only dream of
otherwise. “If I did this in RL think about it,” she said to me. “I would lose my job and be
considered a slut.” Instead, she’s given free reign to express herself however she chooses,
and nearly becomes a new person in the process.
Nicole: like for instance in rl i am kinda shy and
find it hard to date
Nicole: just hard to find anyone i am interested in to
date
Me: do you feel different as Nicole?
Nicole: yes
Me: how so?
Nicole: Nicole is my inner self that lets me get out
and meet people and be bolder doing it
Nicole: she is the sexy confident girl who loves to
party and have fun
Me: Hmm... I guess what I wonder then is, do you feel
more natural as Nicole, or as the person you are in
real life?
Nicole: i think i feel more natural as Nicole
Nicole: i can be me without being judged
For her and many others, Second Life is an escape into one’s fantasies and inner desires,
especially ones without a real world outlet. Here, no matter what you do, there’s no worry
about losing your job, being exposed in your community, or otherwise facing isolation
and reproach. “That’s why this is a fantasy life,” Nicole told me. “We get to be beautiful,
sexually wanted and not in trouble for the nasty side of us.”
The actual process of having sex with another avatar involves a few steps that
don’t typically enter into the real world equivalent. Three factors in particular must
combine to make “avie sex” possible: animations, text, and “accessories.”
Animations let an avatar employ an endless variety of sexual positions. To trigger
animations, a player clicks on a “sex ball,” a small, inconspicuous ball that hovers on the
screen. Their partner clicks on a corresponding ball that launches them into an
accompanying position. Two people, then, can enjoy a sexual simulation together, each
playing a unique and supplementary part. In one animation that’s situated on a pool table,
for example, a man takes his partner from behind while she writhes and claws on the
green felt beneath her. In another, this one taking place on a chair, one participant sits
down, with the other lying on their lap. The sitting one then proceeds to spank their
partner, and each thwack even triggers a corresponding sound effect. Not all animations
are kinky, however, or even particularly sexual. Plenty of animations simply let two
players snuggle and kiss, allowing for a tender moment of virtual romance.
After animations comes the importance of text. As varied as animations may be,
they’re still nothing more than evocative looped sequences. To fill in the details, both
players commonly “cyber,” that is, textually depict the specifics of what they’re
(imaginatively) doing to their partner. These can be elaborate enough to sound like prose
from a romance novel, or as abrupt as an exclamation of “oh baby.” Because of the
advanced visual capabilities of the game, some people omit text altogether and simply
enjoy the display before their eyes, semi-pornographically. However, most partners tend
to supplement the visual with the verbal, filling in details to evoke a particular mood.
Escorts, who deal with a wide array of demands, adapt themselves to individual’s tastes
primarily through the use of words. Julie told me about her first night on the job, which
shows how different clients’ demands can be, and how an escort copes with them.
Me: so, personally speaking, what was it like the
first time you had sex as an escort?
Julie: oh gosh hehe, the first day
Julie: i actually had two customers
Julie: the first was really sweet
Julie: and wanted to use the balls to go into
different positions
Julie: he wanted me to tell him i loved him
Julie: not sure why but i did anyhow
Julie: i'm sure he was doing something too irl
Julie: it lasted about a half hour
Julie: and he paid me and he was gone
Julie: the second one was the complete opposite
Julie: he has fantasies of being with a....and please
pardon my language
Julie: whore...slut etc, so i switched roles to that
Julie: to be honest...i believe they pay just so they
can get off in real life :) and not hae the hassle of
trying to find someone special
Julie: every guy is different :)
Julie: and has their own reasons
Julie: and own fantasies
Julie: sometimes its almost sweet
Julie: and other times its sad
Me: i can imagine
Julie: part of me i think just likes being there with
them at that moment
Julie: when they are feeling good
The final addition to sex involves “accessories,” which, if you haven’t guessed
from the quotation marks, are naughty additions that make avatar sex more realistic or
evocative. Interestingly, when you take off a male avatar’s clothes, you’re left with a
middle region prudishly bereft of any genitalia. This omission has led to the creation of
one of the world’s most bizarre commodities: virtual penises. Penises come in various
shapes and sizes; most, due to their typical usage, are erect. You “add” a penis to your
body by purchasing one from a shop selling sex goods (often available in clubs), finding
it in your inventory, and clicking “attach.” Instantly, an excited new organ pops up right
where it’s supposed to, and from here on, the fun begins. Other goods and add-ons
include sex-themed toys, vagina-like tattoos, and a wide array of bondage gear. The
market for these products is considerable, and sex goods manufactures often enjoy
weekly sales reaching into the thousands of Linden dollars.
So, while Second Life’s scene is far less regulated than in real life, gives many
people the sexual gratification they’re looking for, and for plenty others is a safe and
mind-opening environment to explore a submerged part of themselves, many are less
happy with the way the industry has exploded and, in their view, wrested hold of the
game’s creative culture. This change in culture was articulately described by a veteran
player, Artemis Fate, in an op/ed published in the Herald on January 9, 2005.
After some time Club Elite was made, and after the controversy of his land
holdings was washed out by a wave of incoming new players, it began to
prosper. Now here, to me, is where things started going bad. Two clubs of
course, isnt entirely that bad, but little by little, new players came in seeing the
prosperity of Club Elite and decided that they too wanted a piece. So little by
little, new players put away their creativity, their originality, their sense of
adventure in the new world, and instead of seeing what they could do with their
land in the new world, they instead turned to the idea of profits, plopping down a
slipshod doppleganger of the latest prosperous club.
So SL went from a game that catered to the creative element of the technical
community, programmers, engineers, and technicians, as well as just the
everyday person with the rather risque areas of M areas, (at that time less than
25% of the entire land mass) to a lame imitation of Las Vegas life – a landscape
speckled with gaggles of near-identical people boxes, religiously frequented by
an evergrowing community of new players.1
On top of complaints about the sheer number of clubs in-world, some also
question the ethical policies of what goes on within them. Of the workers I spoke with,
none personally criticized their employers or talked about exploitive working conditions.
Indeed, it seemed like they were treated quite fairly, enjoying flexible hours and
respectable compensation. However, other workers have on occasion told different
stories, and certain clubs have employed infamous labor practices that many have
decried. Urizenus referred me to an article on his site entitled, “As Dancers Defect Club
Elite for The Deck, Big John Jade Vows, ‘The Deck Will Burn’.” The article itself
discussed a new club, The Deck, that had attracted many frustrated employees of Club
1
http://www.dragonscoveherald.com/blog/index.php?p=611#more-611
Elite, one of the game’s earliest clubs. The article’s most interesting part, however, came
from the public discussion thread that followed it. In this thread, Urizenus told me, “a lot
of dancers spilled their guts.” The comments from dancers mentioned excessively long
hours and low levels of respect. One dancer commented that she couldn’t enjoy the rest
of her second life because “BJ wanted us at the club ALL THE TIME.2” Another says she
“was wanted at the club for 24/7. That is not a SL life but slavery.” A few others chimed
in with similar complaints, as well.
Despite these isolated comments, though, it appears that the industry as a whole
involves much less exploitation than one might expect. Aside from complaints surfaced
by Club Elite dancers, which even then were mixed, few have spoken about unfair or
abusive working conditions. In fact, when I viewed the comments from the Herald article,
what Urizenus called “a lot of dancers” turned out to be no more than three or four. Many
workers, in fact, say they share meaningful relationships with their employers, patrons,
and fellow workers, tied together by community-like connections. Further, economic
exploitation seems a moot point, as escorts remain some of the highest paid workers in
the game, and dancers and other club workers receive compensation that they rarely
complain about. Many clubs, in fact, willingly lose money, with the owners paying
workers out of pocket. None of this rules out exploitation as a possibility, but for the most
part, workers seem happy with their work, free with their schedule, and adquately
compensated with their pay.
Second Life is also, notably, the only MMOG that requires users to be over
eighteen years old to play. As such, they’re the only one to have a hands-off approach
when it comes to avatars’ private lives. The only restriction they make is on a sim-by-sim
basis. Each sim has a rating, either PG or M, for “mature.” PG sims prohibit
establishments that advertise sex, and are thus mostly filled with residential and shopping
areas. An M sim lets avatars do essentially anything they want. This simple bifurcation
effectively creates a self-policing society where the sex industry is contained within
certain areas, yet freely tolerated within them. The underground prostitution rings that
caused such a stir in The Sims Online could have no equivalent here, since a prostitute
has no reason to conceal her services. She could even, in fact, post a message advertising
2
http://www.alphavilleherald.com/archives/000501.html
her rates and services on the game’s official forums, without fear of reproach. Since the
industry is so overt and open, workers have no reason to rely on a shady and potentially
abusive employer. If they are, in fact, mistreated, they can easily find another place to
work by searching for clubs in the public places directory, or just as easily work on their
own.
Part Three: Why It All Came to Be
There are many reasons for why Second Life and its sprawling sex industry came
to be. First, because of its technical and structural capacities, Linden Lab has created a
world whose visual realism, near-unlimited customizability, and moral permissiveness
have formed the groundwork for avatar sex to be realistic, customized, freely allowed.
Second, the game’s embrace of free-market commodification has transformed a simple
aesthetic practice, avatar sex, into an entire industry, with a wide infrastructure of
physical and human capital to support it. And finally, the game enables the construction
of identity and the semblance of interaction so vividly that while this “world” is nothing
more than moving pixels on a screen, players find within these pixels a seductive sense of
interaction that keeps many coming back for more. But before all this, it’s important to
look at the rise of virtual worlds and how Second Life emerged from them.
Your avatar can look any way you want it to, up to the limitations of your
equipment. If you're ugly you can make your avatar beautiful. If you've just gotten
out of bed, your avatar can still be wearing beautiful clothes and professionally
applied makeup. You can look like a gorilla or a dragon or a giant talking penis in
the Metaverse. Spend five minutes walking down the Street and you will see all
of these.
It only takes a few minutes in Second Life to see them as well. With minor
differences, in fact, Stephenson’s world could hardly have predicted Second Life more
accurately. The only real difference is that the Metaverse, so far as we know, has little to
do with its its inhabitants’ sexuality. At the least, Stepehenson never mentions any sex
clubs, virtual penises, or avatars who get it on. Players in Second Life have other ideas,
however. While the technology and capabilities afforded by Linden Lab to its players
have unleashed a fascinating array of legitimate, family-friendly creations, they also, like
the VCR or the World Wide Web, have allowed people to experience sexuality in a
fascinating and radical new way.
I also asked her how real she felt the world to be as a whole.
Me: how real do you consider it to be?
Nicole: hmmm it is real but i do know i have a rl...
feelings here are real
Nicole: there are real people behind each one u see
here
Me: what kind of felings have you felt here?
Nicole: i have felt love, sadness, these people are
just like my best friends
Nicole: they know more about me than anyone
People not only form friendships and relationships with people who “know more about
[them] than anyone,” but often discover something about themselves in the process. As I
mentioned earlier, Terra is an avowed heterosexual in the real world, but plays a lesbian
in game. She expressed her choice ambiguously at first, as if unsure why she made the
transition herself. After some time spent talking, however, she told me the following.
Me: *Smile* it's funny, you know, the more i try and
understand this world, the more puzzling it becomes =)
Terra: hehe...
Terra: well I think I maybe went gay here
Terra: because my RL brother admitted to me he was gay
Terra: so I think this kinda became my way of
understanding him a bit better. of what was goin there
Me: and do you think it's helped?
Terra: I think so...
Terra: I have lost a few friends here because I
decided to play as gay
Me: are you serious?
Terra: some ppl here don't talk to me...often straight
women won't talk to me as they would another woman
Terra: so you see it has helped me become more
understanding of what he must go through.
Terra’s in-world sexuality, then, not only enables her to express a part of herself, but to
deeply empathize with a loved one. I was touched when she told me this, and moved at
how deeply her desire went to experience first-hand what her brother was going through.
She wasn’t the only one whose sexuality was changed, either. During one of my later
interviews, I spoke with a gay man introduced to me by a friend who presided over a
now-defunct club. He asked that his comments be used anonymously, so I’ll refer to him
simply as Mike.
Mike is 27, from Georgia, and gay. All this he knew before coming into Second
Life, and while he didn’t have much prior sexual experience, he had dated a real life man
in the past, and was now in an open relationship with someone in-world. Mike’s sexuality
itself hasn’t changed—he was gay before, and is just as gay now—but he has experienced
changes in a more subtle way. In particular, it was through Second Life that he first
discovered his identity as a sexual submissive.
Me: what i've noticed is that there's often a
difference between someone’s practices here and in RL
Mike: yes, people seem more sexually active here and
adventurous.
Me: How about with yourself?
Mike: you mean what various kinks have i tried, etc?
Me: sure, tell me all about it =)
Mike: well, BDSM for instance. I am a submissive, I
have known it all my life, but it took SL to be able
for me to give it a name.
Mike: Dave [name changed], the guy down stairs, well
the one with the shorter hair, is the one who got me
seriously thinking about it.
Me: How so?
Mike: Well he had shown me a club, and we had seen the
devices and all. I was intrigued, and we talked a
little about being submissive and the like.
Mike: Dave helped to make it click for me that the
Dom/sub lifestyle is what i needed in RL, that I was a
submissive
Through experiencing the virtual, then, it’s become possible to discover more about one’s
very real self. What’s ironic is that the formation of such deep, personal realizations
comes in a world that’s so amorphous and artificial.
Conclusion
The Infrastructure, The Economy, and the Player
Second Life has a number of elements that make it both unique and powerful.
This includes an infrastructure supporting an advanced property system, a real-value
currency, a powerful in-world scripting language, highly customizable avatars, and
customizable prims. Through this infrastructure players can make clothing, skin, textures,
scripts, buildings, objects, sound, music, and animations. The Lindens’ ban players under
eighteen years of age, and can thus create sims where explicit sex is fully tolerated. Not
only is this an impressive laundry list of features for any MMOG to have, but it explains
how the Lindens’ so perfectly laid the structural grounds for a viable player-run sex
industry to emerge.
First of all, most solicited sex takes place in clubs. Clubs, like everything else, are
built with prims, then modified by textures to evoke a particular mood or theme. They’re
located on large, privately owned parcels of land. Clubs require a number of workers,
who are compensated with in-game currency. These workers include dancers, escorts,
DJs, hosts, and security guards. Dancers are hired because of their shapely bodies
(player-customized) and, particularly, the enticing wardrobe of skimpy, sexy clothing that
they (optionally) wear. Many also wear player-designed skins that enhance their
physique. Dancers and escorts are in wide availability because Lindens place no
restrictions on adult content in M-rated sims. These sims are in no short supply, either;
they comprise about half the sims on the grid. DJs enjoy the benefits of live music
streaming, and often take live requests for songs. Event hosts often feature games like
Tringo, using prim-based consoles fixed with built-in scripts. Security guards look out for
malicious guests, who they can kick out using a “boot script.”
When a customer hires an escort, they typically go to a VIP room that’s part of the
club compound. Because these rooms may be a modest distance from the dance floor,
getting to one often requires the use of a teleport script. These scripts are stored within
specially designated balls or signs (made from prims), and are triggered when someone
clicks on them, instantly sending them to a specified destination. Once they’ve reached
the VIP room, the couple is ready to go. The room is typically decorated to fit a motif,
with prim-based furniture and objects helping set the mood. A VIP room is also littered
with a number of sex balls, prim-based objects that contain a script that triggers an
animation. The animation launches its participants into any number of imaginable
positions, and may even feature built-in sound effects. To add a further degree of realism,
male clients typically attach an erect penis to their midsection, again made from prims
and textured to look realistic.
Along with the technological infrastructure, players must bring to the game their
sexual desire, and have a way to feel gratified by an ersatz simulation of reality. For most
people, however, this is never a problem. Players often experience a tremendously
immersive sensation when playing as their avatars, blurring the line between the real and
the virtual. Even though what they experience isn’t as photorealistic as, say, an online
porn video, it has the incredibly powerful quality of being experienced with another
human being. You can’t instruct a porn video to act out your deepest fantasies, but in
Second Life, all you have to do is say the word. For those with the appropriate fantasies,
then, and the financial means to gratify them, Second Life offers a rich, compelling, and
deeply seductive environment with which to explore the limits of one’s imagination.
Tied to the existence of clubs is the condition of their financial viability. For
expenses, they have wages paid their workers, prize pools for events, and land fees owed
the Lindens. For income, they rely on dwell, gambling parlors, and shopping areas. These
sources of income are often insufficient to account for wages and land fees, especially
following the Lindens’ cut in event support. In addition, none of the major clubs charge
admission, ruling out one of the largest potential revenue streams. The expenses for a
large club, with events, a full staff, and a sim-wide parcel of land, amount to
approximately US $400 per month before any revenue comes in. When expenses
overtake income, many owners voluntarily pay for part of the fees out of pocket. Clubs,
in fact, are some of the most risky and least profitable institutions in the game, but despite
this, they often satisfy the dreams and desires of its owner, who willingly pays the
difference.
Indeed, a large part of Second Life’s appeal is that it satisfies desires unattainable
in the real world. This is just as true for unprofitable club owners as it is for its attendees
and staff, who literally work for pennies an hour. Second Life in many ways owes its
existence to the power of fulfillment; it's a place whose residents spend hours in-world
every day of the week because they want to, not because they have to. In Second Life,
many residents find a sense of satisfaction with their virtual lives that’s far greater than
with their first lives. So, when looking at any institution here, it’s important to remember
that while profit and commodification play a significant role, deeply personal factors are
at work, too. In other words, the player creations of Second Life come from a balancing
act. Doubtlessly, greed, consumerism, and desire certainly factor in on the one hand. But
on the other, they’re met just as strongly with creation, exploration, and dreams.
Since gratification and wish fulfillment, in this sense, factor so strongly into the
player experience, this may be why clubs continue to be so popular, despite the support
that was cut from them almost two months ago. It may simply be worth the investment by
players to keep their clubs alive. It’s also why, whether looking at a sex customer
satisfying a basic human need, an escort letting her wild side run free, or a club owner
propping up a money-losing endeavor, both the sex industry in particular, and the
community as a whole, reflect a place not only shaped by economics, but by the deeply
meaningful search for a more ideal world.
People indeed lead second lives here, and whether they strike you as sad,
touching, intriguing, amazing, or simply and utterly perplexing, it’s hard to deny just how
deep and real they seem.
Appendix: Photographs from the World