A World of Photo: Digital Life Voyeurism

The User named “showmeurcock” from Kentucky does not respond to the picture I send of the space heater next to my desk. The User named “whispers” from California rates a picture of my feet three out of five stars. The User “guest43723” from Germany sends a picture of a jar full of coins. I reply with a smiling emoticon and receive “Uu” in response.

A World of Photo is a geosocial multiplayer game during which:

…you ’spin’ your phone, like spin the bottle, to select some random user, and then they take a picture and send it back to you. Once they do that, they can ’spin’ and get a picture sent to them”.

Users involved in A World of Photo [AWOP] are a tightknit community where users’ attentions dilate and episodically contract along with fluctuations from their Android devices.

Although this background-running application rarely seems to have more than 100 users currently active, the game prods you towards constant connections with other users as it yanks you into a space of outright voyeurism.

This voyeuristic space is laid out on the screen through a map of the “thread” of users with whom you have connected. Few conversations carry past two messages: those that do weave scintillating life-tapestries glimpsed through a typically external visual representation. Few users send portrait pictures of themselves and instead expose their recipients to their contextual environment: the opposite seat of a subway car, a DJ Hero controller, someone drinking a beer and sitting on the floor in front of a TV. One photo displays imperceptible imagery on a television screen located in a dark room. Like the lives behind these cell phone cameras, this indistinguishable/unfocused image seems tantalizingly real, yet is ultimately unknowable. The game provides no discernible contact data or history. It is, however, possible to save the photos you receive. Once a user decides to stop replying to a textual message thread, that thread is over. It is conceivable (but unlikely) that two people would connect more deeply than the AWOP program intends without the compulsive motivation of biological and/or sexual gratification.

The possibilities of AWOP are subtly revealing in terms of a user’s constant awareness/presence. The game weaves randomized tangents from a global user-base. Like much collaborative software, AWOP emphasizes continuous threaded networks rather than merely linking individual lines of communication. Menus allow access to various statistics, including a user’s uploaded photo total, a user’s current image record and user rating system. Ratings are instrumental to the game element: User “Rob Zombie” rates my “Pretending to rock out” picture 5 stars and in return comments “Yeah!”. This comment prompts me to find objects in my surroundings that will rate highly based on user names. User “americansoldier” rates a similar picture of myself 2 out of 5 stars: as this is considered negative feedback, I am forced to lose a turn – to receive a photo from another user – and must fulfill a request positively in order to be rewarded. Thus, the game turns everyday life into an evaluation of personal experience that borders on the perverse. This may explain the missing ’save’ functionality for a user’s sent photos.


Through peeking into the lives of others via AWOP, a user is left with reminders of spaces that exist outside the range of their mobile phone. These spaces overlay the objects that exist in the user’s “real life”/geophysicality, contrasting and contracting with[in] the corresponding layers constructed by AWOP’s present and potential social contacts. This augmentation does come at a price: such evaluation patterns (by the self and others) are, on some level, internalized. This internalization may contribute to a constricted reality sense that projects overarching importance to immediate (“real”) stimuli over the awareness of other possible environments. The gap between the two is likely where the user resides, conscious of their perceived and reinforced shortcomings. AWOP’s strongest hook is in harnessing the user’s desire to socially (and successfully) produce items for the community. Community approval becomes currency. This currency production produces struggles between internal and external systems of representation which are hashed out in lines of resolution via a personal digital assistant. If substantial narrative does not emerge, like music, “from the dimensions of ambient night” [Harry Partch, 1949, Genesis of a Music] then AWOP certainly allows the user access to its root: the personal, the spatial, and the physical.

Reality Shifting – Part 3: Queering New Media


…(a Tojolabal, two and a half years old, born during the first Intergalactic) is playing with a little car with no wheels or body. In fact, it appears to me that what Pedrito is playing with is a piece of that wood they call “cork”, but he has told me very decisively that it is a little car and that it is going to Margaritas to pick up passengers…The plane makes a pass over Pedrito’s hut, and he raises the stick and waves it furiously at the war plane. The plane then changes its course and leaves in the direction of its base. Pedrito says “There now” and starts playing once more with his piece of cork, pardon, with his little car. The Sea and I look at each other in silence. We slowly move towards the stick which Pedrito left behind, and we pick it up carefully. We analyze it in great detail. “It’s a stick,” I say. “It is,” the Sea says.

- A story from Subcommandante Marcos retold by Ricardo Dominguez

One of my recent attempts at exploring and establishing liberating spaces between realities is a series of performances called technésexual. In technésexual, myself and Elle Mehrmand (my partner/collaborator) perform erotic acts simultaneously in a geophysical space and virtually in Second Life. Using electrocardiogram heart monitor chest straps, Lilypad temperature sensors and Arduino/Freeduinos, we capture heart rate and body temperature data to transmitt to our avatars in Second Life. These transmissions act to bridge the physical space and the virtual environment via the use of audio. This type of linking is often experienced when having a conversation that involves different, yet connected, physical locations. Technésexual provokes questions concerning the representation of sexualities that lie outside restrictive LGBT/homo/hetero categories: such categories are rooted in binary gender assumptions. The mixing of realities in this project are a way of queering new media which parallels our own experiences of mixing genders and sexualities.

Virtual/Synthetic worlds like Second Life facilitate the development of new identities which allow for (as yet) unimagined relations and relationships. Technésexual looks closely at these new relationships and the potential they embody. There is a flipside to the potentialities inherent in the subversive use of Second Life, one that acknowledges that Linden Labs – the creators of Second Life – are attempting to create a walled garden and permanently lock in users. Similarly, the university is beginning to reveal itself as a self-perpetuating obsolescent institution as sites like aaaaarg.org provide instantly searchable digital texts. Any exclusive expertise involved in pinpointing particular topics becomes obsolete when the process is as simple as using a “find” command. If we can begin to understand the university as “managed death[, ] a machine for administering death, for the proliferation of technologies of death”, the need to remove or modify such institutions becomes urgent.

In a recent panel conversation concerning Alex Rivera (the director of Sleep Dealer), Cauleen Smith noted how science fiction is a genre that promotes critique of extant systems of oppression (including class, race and gender).

Mixed and Augmented Reality could likewise be employed subversively to modify Capitalism through the infiltration of entertainment – this would, in turn, present deep critiques of extant systems of power. In Protocol, Alexander Galloway discusses the need for protocological resistance under global Capitalism, where practical implementations are shown in the occupations of universities and virtual worlds. Second Life creates a desire for a free metaverse. Free Software (such as Open Sim) begins to offer a space beyond Second Life and its tightly controlled reality.

Aimee Mullins proposed in a recent article that:

…the generation of children growing up today has a distinct advantage in this realm of identity, thanks to their daily interaction with the internet and video games. It’s commonplace for them to create avatars and parallel representations of themselves, and they see their ability to change, transform, and augment those bodies to best suit their surroundings as beneficial.”

I would, however, suggest caution rather than pure optimism regarding choices available in identity creation: many of these selections can just as easily reinforce forces of social control as offer an alternatives to them. There is no inherent freedom implied in Reality shifting. In her recent book Simulation and its Discontents, Sherry Turkle describes a 13 year old girl who informed her interacting within SimCity taught her that “raising taxes leads to riots”. What lesson did the girl learn – how to be a better ruler or how to take part in a riot? It isn’t clear. What is clear are the reality cracks opening up in front of us every day. As we proceed to navigate (within) these cracks, we must be prepared to imagine, create and bridge these new realities.