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  Opinion: 'Second Skin: Intimate And Disturbing'
by Jessica Maguire
6 comments
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March 18, 2008
 
Opinion: 'Second Skin:  Intimate And Disturbing'
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[At the recent SXSW conference in Austin, a screening was held for a documentary film by Juan Carlos Piniero titled Second Skin, and Jessica Maguire provided Gamasutra with this review of the film, which presented the true stories of individuals whose real lives were touched in different ways by their experiences in online worlds.]

The title, Second Skin, seemed to imply this film documentary would address Linden Lab’s Second Life and the general impact of virtual worlds on personal identity. As the lights dimmed, I was excited to explore how interactive media is changing our experience of ourselves. But instead, I just wound up feeling sorry for the losers playing World of Warcraft.

Not that I think WoW players are losers -- I don’t. But if my only contact with them were this film, I would.

As gamers with an avowed fondness for their documentary subjects, how did the filmmakers manage to boil 400 hours of footage and 900 pages of transcripts into such an unsavory treatment of virtual worlds? Thankfully, the film’s press kit offered some answers. One should not have to read the press kit, however, to derive a filmmaker’s vision.

It seems director Juan Carlos Pineiro, was inspired to make the film after witnessing a close friend’s problematic relationship with the online MMO Star Wars Galaxies. Researching the matter, he found several websites bringing self-proclaimed gaming addicts and gamer widows together to share stories and seek help. Having just formed a documentary company with his college roommate and his brother, Pineiro decided they had the makings of a film.

Two months after starting the documentary project, the team met Dan Bustard. In a tale reminiscent of that South Park episode, Bustard used to urinate in a bottle while playing 14-16 hours a day online. He lost his relationship, business, and house.

At the beginning of the film, Bustard has no income and is selling his possessions to pay the internet bill. We watch him go in and out of an ad-hoc 12-step recovery program, eventually restructuring his life (possibly as a result of being filmed over time). He quits gaming, loses 80 pounds, and comes to see even a rainy winter day as more enjoyable than “being in a computer.” Sadly, over the same time period, Bustard’s buddy, a soon-to-be-dad, cracks out 18 hours a day and gains 50 pounds.

Although Pineiro claims his view of MMOs changed as he made the film, Second Skin still reads largely as indictment. It starts out sweetly, with the notion that virtual worlds allow the dead-end-jobber to get away from it all and be powerful. Players describe the synthetic world as a frontier, a place where everyone starts at the same line. Backed by a booming epic soundtrack, the opening scenes make MMOs seem quite enticing. Who doesn’t want to look bad-ass?

But the film is largely a freakshow parade, punctuated by statistics that hint at much larger trends. Virtual games are a $20 billion per year business. One half of MMO players consider themselves addicted. One out of three female gamers date online, where the ratio is one woman for every ten men.

We are introduced to Heather Cowan as she travels from Florida to Texas to meet her online sweetheart, Kevin Keel. The couple first met as a cleric and a knight slaying dragons on the Peaks of Everfrost, in the virtual world of Norrath in EverQuest. Pretty heady stuff. As she descends the airport escalator in highwater jeans and clunky sneakers, we wonder how he will receive the real her. “You’re a whole lot shorter than I thought you’d be,” he says. Four months later, amidst some possible red flags, they move in together.

Next up, Andy Belford plays six hours each night and nine hours per day on the weekend. His wife Karalee Belford logs him in before he even gets home so he can start playing right away. Their neighbors Anthony Cronin, Chris Mitchell, and Matt Ellsworth are also avid WoW players, logging 40-plus hours per week. When the guys make a bachelor party trip to Vegas, one remarks how he’d rather be playing WoW. “I’ve out-leveled this content,” he says. Later in the film, Andy and Karalee welcome twin babies into their lives. They joke -- sort of -- about parenting versus gaming time.

The issues I found most compelling, however, were given far less screen time. Liz Woolley founded the 12-step recovery program visited by Dan Bustard as a result of personal family tragedy. Without giving anything away, the incident she describes raises important questions about gender and sexuality – and not only in virtual worlds.

That thread and two others seemed most promising for what I’d hoped this film would be. As a mirror to the physical world, virtual worlds are environments where “real world” issues get played out. Edward Castronova, author of Synthetic Worlds and Exodus to the Virtual World, posits that people’s flight to the virtual environment is a condemnation of the world we’ve made out here. That may be, but to what extent are inhabitants recreating the very same inequalities?

Back in 2002, Julian Dibbell published a piece in Wired magazine called “Unreal Estate Boom, or, The 79th Richest Nation on Earth Doesn't Exist.” In it, he revealed some staggering statistics about the real-dollar buying and selling of imaginary items used in MMOs. Second Skin updates us on that phenomenon, interviewing employees of Yeh! For Games.

The U.S. corporation hires Chinese gold farmers to play World of Warcraft, get items, and sell them for real world currency. Want to level up in a hurry? Outsourcing makes your virtual life even easier! Never mind that most of the more than 100,000 Chinese workers get paid very little and spend 20 hours a day “playing” with maybe one day off each month. (Yeh! insists it offers a better environment than most, and the film shows workers on company outings to Monkey Island and karaoke night.)

On the other hand we have stories about people like Andrew Monkelban, who Pineiro met online. At the time, both had wings. They enjoyed each other’s company, and it was weeks before Monkelban revealed his physical condition to Pineiro. Monkelban is mute, almost completely paralyzed by Cerebral Palsy, and only able to express his personality through his right index finger. Their “real life” meeting was awkward and uncomfortable for Pineiro, who had a difficult time reconciling the vibrancy of Monkelban’s online persona with the unmoving and silent shell that is his physical self.

Pineiro’s subsequent epiphany is this. If we can view the freedom virtual worlds provide to disabled people as a positive thing, then why wouldn’t that hold for non-disabled people? The socially awkward, those deemed physically unattractive, and even those who just haven’t met anyone they connect with in this realm – don’t they deserve access to a larger group of potential friends?

Andy Belford keeps it simple. When people suggest his time might be better spent on things other than the MMO, he counters that their time might be better spent on things other than going to the bar, or watching football, or working on their car. In other words, we all have our vices and hobbies.

Pretty flat ending, if you ask me. Beyond my disappointment that the film never even mentioned Second Life, I was bummed that the most interesting aspects of this new medium were barely explored. How we experience ourselves is unarguably impacted by our relationship with virtual worlds and MMOs. The physical world still waits, however, for a film that fully explores these issues.
 
   
 
Comments

Harris Antonisse
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Wow, did we watch the same Second Skin? I felt like the film presented gamers in a fairly positive light... sure it didn't shower them with praises, but the picture they painted was absolutely sympathetic, and at times, celebratory, of games as a communal activity (albeit one with a tricky relationship to the concerns of the physical world).

It seems like your main complaint is that you were expecting a different movie, a fact you mention five times in your piece. This was a study of online gamers at turning points in their lives, not an academic look at identity, and as such it succeeded for me. I would love to see a review that analyzes or critiques the movie that WAS made, as opposed to the theoretical film the reviewer would have made.

Cole Walker
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I can appreciate the fact that you were expecting to see more Second Life in the film, but what I don't appreciate was the fact that you clearly didn't pay much attention to the film.

For one, Dan's last name was Bustard. Anyone with access to the filmmakers press kit (which from what I can see on their website seems to be everyone) could have verified this information.

You also showed a very one sided view of the majority of the subject, choosing to focus on what you considered to be the sensationalist segments and (conveniently) omitting the parts that showed the gamers to be just normal people (for example; Your comment about the Indiana guy Andy saying that he has "outleveled this content", you neglected to say that the whole thing was OVERTLY stated to be a joke.)

You (again, conveniently) neglected to talk about Anthony from Indiana getting married and building a house.

Sure this film didn't explore the more "deep" and "interesting" (to some) aspects of sexuality in the virtual world, one would think an entire film would need to be devoted to that, but what it did was show the world that Gamers are not the "parade of freakshows" as you so delicately put it.

Speaking as someone who was at one of the showings, I'm rather disappointed with this review. I find it rather narrowminded and, to be frank, ignorant.

Anyone who comes away from this film feeling like you do has already made up their mind before seeing it. I can only hope that less people are so tunnel visioned.

Portray the positive aspects as well as the negative next time.

Simon Carless
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We fixed the Buchard/Bustard error, Cole. I actually take your point on the review, as publisher of the site. We respect Jessica's opinion, but we don't generally carry out 'reviews' of things, so this is somewhat of an anomaly for us in terms of our editorial style. I think we'll look at closely at that, going forward.

Eric Zimmerman
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With all due respect to the earlier posters, I think Jessica did a very accurate job of describing the implicit and explicit messages of the film. I also viewed Second Skin at South by Southwest, and I was distressed by a film that seemed to be a parade of gross stereotypes, most of which were clearly negative.

The film primarily focused on the truly hardcore of WOW players, and the impact of the game on their lifestyles – whether that meant nerdy bonding marathons, doomed real-world relationships, or simply manic obsession with the game. These documentary segments were interspersed with alarmist statistics (some of which were quoted by Jessica in the article), statistics which were displayed with Entertainment Tonight-style high-panic sound effects. These statistics were given no context or definition - for example, what is meant by “gamer?” Who did these studies? But they are presented as “objective” data that ends up bolstering a portrait of gamers as maladjusted geeks.

In the Q&A after the film, I was surprised to find that the filmmakers seemed to be sympathetic to the culture of gamers. Perhaps they simply were not clued into the way that anyone outside deep gamer culture would view their film. I have worked over the years with the ESA to oppose legislation that seeks to ban or censor games, and as I watched the film, I kept on seeing clips that the opponents of games could snip and present out of context in order to reinforce stereotypes and bolster their notion that games are destroying society.

I am all for documentaries and other media that seek to celebrate gamer culture and help the rest of the world understand what is unique and important about our games and our players. But if you are going to take on these heated topics, it is important to be cognizant of the implications of what you are presenting. Second Skin ultimately seemed a naïve documentary, a project steeped too deeply in gaming culture to realize that it was reinforcing the worst kinds of stereotypes, even as it earnestly sought to present a balanced view of gamers.

Lastly, I want to defend Jessica Maguire’s article on the film as an accurate and insightful piece of journalism. To differ with my highly respected colleague Simon Carless, I welcome the idea of a Gamasutra film “review.” It is important to bring a rigorous critical lens to bear on media that depict games and gamers, even if it means that we sometimes end up being hard on work like Second Skin that breaks ground by taking on important subject matter.

Evan Van Zelfden
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It's ridiculous to discount the "parade of freakshows" thread within Second Skin. First, that will all be determined by the viewer.

If you are a game developer, you appreciate your players. If you're a gamer, you appreciate seeing your fellows onscreen.

But if you're a normal person, what stands out? You've seen other people being normal all your life, and that doesn't stand out...

So the strange parts of being a gamer, an obsessed person who makes jokes about leveling and content--these are what the mainstream audiences will take away from the film.

At the end, there is a line about playing MMOs being no different than going to a bar, or watching football on television. But in this current sliver of time and culture, that's not true.

Gamers may be ascending. But at this moment, they don't have enough cultural currency to be considered "perfectly normal" by everyone.

You can find a second opinion here:
http://www.escapistmagazine.com/articles/view/editorials/3038-SXSW-Underneath-Se
cond-Skin

Cole Walker
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Eric, I can understand seeing "some" of the subject as maladjusted, and yes, anything can be taken out of context (Much of what Jessica wrote was, in my humble opinion, taken grossly out of context for the sake of furthering her agenda.)

This movie didn't represent itself as a happy go lucky view of gamers. It simply said that it would show as many sides of MMO Gaming in the short time they have.

It still amazes me that you didn't mention any of the "normal" activities of these people. The numerous couples who's lives were genuinely enriched by their MMO experiences, the friends who spent time together, both online and off, and the touching segment on Andrew Monkelbon. (out of respect to those whom have not seen the actual film I don't want to give anything away)

I'm afraid that your comments are influencing people into coming to this film with blinders, staring straight ahead until they see as much negativity as possible.


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