Mohawk artist Skawennati pioneers Indigenous presence in virtual spaces through groundbreaking projects like TimeTraveller™ and CyberPowWow, while leading initiatives to empower Indigenous youth in digital storytelling
Videogames are a medium often used to escape the cruelties of reality, fostering a safe place for players to take a load off and step into a world that is familiar and comforting. Using a digital space to cope with complex situations or emotions isn’t a new concept, but it seems that some users are
There is officially nowhere you can go to hide from the interminable agony that is this election, especially online. To wit: Cory Doctorow, by way of Motherboard, reports that tensions between Bernie Sanders and Donald Trump loyalists have boiled over on Second Life (2003). More to the point, Trump
In 2007, Jo Yardely visited Second Life (2003) for the first time. She looked around, took in the view, and left immediately. “[Second Life] was a place where weird people spent all their time chatting about uninteresting things,” she said on her blog, “pretending they were having virtual hanky pank
Virtual reality, today, means Oculus Rift. Project Morpheus. Samsung Gear VR or HTC Vive. But say “virtual reality” just a decade ago, and the first thing that likely would’ve popped into people’s heads is Second Life. Second Life seems ahead of its time To those not active in its virtual world, Se