[iDC] Virtual sweatin’ at Sundance
info at pan-o-matic.com
info at pan-o-matic.com
Mon Feb 11 20:55:10 UTC 2008
Dear IDC’ers,
In contributing to the discussion on Second Life and the politics of
virtual labor I’d like to report on a hybrid reality, social
networking project I recently exhibited/performed at the Sundance
Film Festival with Jeff Crouse, Senior Research Fellow at Eyebeam in
NYC. The project titled “Invisible Threads” explores the growing
intersection between labor, emerging virtual economies and real life
commodities through the creation of a designer jeans “sweatshop” in
Second Life (SL). The factory virtually manufactures designer jeans
that are “teleported” into the real world upon completion and worn by
real live people. Simulating an actual textile facility, machines
include Jaquard weaving looms, dye vats, laser fabric cutters,
industrial sewing machines and quality control. SL citizens hired
through job recruitment ads placed in the SL classifieds operate the
various machines as well as serve as floor managers and security.
I’ll first give an overview of how the project works and then I’ll
divulge into the nitty-gritty of being a menacing, virtual factory
manager.
For Sundance, we set up a temporary store at the New Frontier on Main
Street – Double Happiness Jeans. Designer jean styles include “No
Pants Left Behind”, “MyPants”, “LowRider” and “Casual Friday” in
either boot cut, skinny leg, relaxed or classic. Customers place
their jean orders via streaming audio and video into the virtual
factory. SL workers watch the stream projected on a wall of the
factory Orwellian style. In an assembly line fashion, the first
worker starts the production process that involves loading cotton
bales into the Jaquard loom. Once the fabric is made it moves down
the assembly line through each machine. Each worker stationed at a
machine is responsible for selecting the correct option based on the
customer’s order, men’s or women’s size for example. The worker also
has a limited time to press the correct button otherwise the assembly
line stops and the order has to start over. At the end of the
production process, the jeans go through the SL to real life (RL)
“portal” resulting in an output from a large format printer.
Customers at Sundance were able to watch the entire production
process on a large flat screen installed in the physical space. Once
in the real world, the jeans require simple assembly before being
worn. Using what we call the pizza roller cutter, the jeans printed
on a cotton canvas are quickly cut out and glue gunned together with
stitched reinforcement on the crotch. (After many adhesive tests and
many noxious fumes we found the glue gun to be the best and safest
adhesive. Yet after sitting around in the jeans the glue became
heated in the crotch area – need I elaborate further!)
So what was it like to run a designer jeans sweatshop amongst the
stars? Well aside from the cheap thrill of having Robert Redford join
my social network by signing my “MyPants”, the project raises some
serious questions about the current cultural production of play and
its relationship to outsourced, virtual labor. The project is based
on research in motion economics, Taylorism and current goldfarming/
virtual sweatshops.
In case you aren’t familiar with goldfarming, for over the past five
years, virtual sweatshops have been springing up all over the
developing world. These makeshift sweatshops, usually a small shop or
apartment with dormitory-style housing, employ predominantly migrant
workers and single mothers to work 12-16 hour shifts or more
“playing” games. The job involves either digging/farming for virtual
gold and other assets or leveling-up characters (power leveling). The
virtual assets and avatars are then sold online for real world
currency with the sweatshop entrepreneurs raking in the cash (a good
resource on the topic and model of distributed filmmaking http://
www.chinesegoldfarmers.com and of course Julian Dibbell).
The role of play and use of game-based models in the workforce has
become incredibly pervasive as exemplified in corporate culture
(www.seriosity.com, www.thegogame.com), education
(www.instituteofplay.org) and advertising (Chevron’s “Energyville” -
http://www.willyoujoinus.com/energyville). As Deleuze states in
“Society of Control”, society has evolved into a “school of perpetual
training” where the educational system feeds the corporation and what
better way than through the use of play and games.
We chose Second Life as our medium to explore the conflation of
leisure/entertainment and labor within the context of play and game-
based models. Second Life obviously does not follow a traditional
game model. Although educational institutions are starting to
populate the world for online training and archiving purposes (which
I am not dismissing), SL is ultimately about consumption and
simulating upward mobility. You can have your dream mansion, look
like Anna Nicole in her good days and drive a slick hovercraft.
Throughout the project we learned a lot about our workers. In the
early job interview phase, we asked workers why they wanted to work
in our factory and what expectations they had. Common jobs in SL are
either camping where you sit in one spot for a period of time to gain
Lindens (SL money) or escort services that are very similar to real
world adult entertainment. (If one has building or scripting skills,
more money can be made but for now I’ll just focused on unskilled
labor.) Almost all of the workers had tried the other jobs and wanted
a “decent” job in their second life. Most treat their second life
with the respect and dignity of their first life – they want a good
job in order to live a good life with nice things in SL. Several had
previous factory experience! Over several days of training sessions
and throughout the work days at Sundance workers developed
camaraderie, similar to what happens at RL jobs where you interact
with the same people on a day-to-day basis. A similar camaraderie and
the experience of fun on the job have also been noted in the world of
the goldfarmers.
So how is our factory a sweatshop and furthermore, how do you create
the embodied, visceral conditions of a sweatshop in a synthetic
world? For the goldfarmers, the general worker demographic, the
amount of hours worked, the dormitory-style living conditions and the
pay (slightly more than agricultural work) closely resembles the
scenario of many real world sweatshops. Plus we must consider the
actual job tasks involved. Digging for gold and slaying virtual
tigers for up to 16 hours a day is a very repetitive task that does
not involve a steep learning curve. And I’m sure most people on this
list are familiar with repetitive stress injuries such as Carpal
Tunnel Syndrome and other neck and back strain incurred from
prolonged computer use. Goldfarmers receive no health benefits
either. At least not to my knowledge.
In our “sweatshop”, workers received 200 Lindens an hour, about $.80
USD depending on the daily exchange rate, for basically pushing a
button. Workers also received a 500 m2 parcel of virtual land in
front of the factory on Eyebeam Island that they can use for up to
six months (TBD). This is about enough land for a medium size house
and small yard. We set up the parcels with small shack-like housing
to see how the factory village would evolve over the next few months.
Some workers have chosen to keep the shacks while others have
modified them to resemble more upscale dwellings or completely
fantastical habitats. If we view this within the economy of SL, their
lifestyle and salary could be considered blue collar to middle class.
The worker could afford clothes (a pair of designer-like jeans in SL
averages about 150 Lindens) and could work towards owning a small
home but could not afford to own virtual property, the ultimate
commodity in SL. Yet if we extend the virtual workers economics into
the real world, they obviously couldn’t afford to live in the first
world.
I realize our project is highly symbolic. Workers did not work full-
time or overtime and worked from the comfort of their own homes. For
the visitors/customers at Sundance, most not at all familiar with art
and technology work or Second Life, the project got them thinking
about how our products get made and about new models of production –
telematic labor and a global, virtual workforce. Since the project
resembled a retail store/kiosk, visitors were initially drawn to the
crazy jeans hanging on our clothing racks. Everything you find on a
real pair of jeans (pockets, belt loops, zippers) is printed onto the
fabric but in exaggerated form becoming a characterization of the
latest jeans styles – rips with knees sticking out, overly acid
rinses (complete environmental hazard btw), the MyPants social
networking jeans, the LowRider with boxers hanging out and a Double
Happiness/Tommy Hilfiger logo (don’t worry Trebor we saved a pair for
you). The jean prices were in both Linden dollars and US currency to
show the relationship between the price of jeans and the workers’
wages. It was also interesting to hear feedback from visitors who had
seen Alex Rivera’s film debuting at Sundance called “Sleep Dealers”
that is also focused on telematic labor (and won 2 awards, yeah!).
What at first was the role of a retail sales person during the
holiday season answering questions about size and fit evolved into a
platform for discussing these critical issues with the general public
(and many super smart kids!).
Although I could probably continue talking about the project for
another 10 pages of email because it resonates on so many levels I’ll
stop here. Our future plans include a potential showing at Fashion
Week which I feel would be the ultimate success of our mission (if
you have any contacts in the industry please send them our way) and
an iteration that functions similar to mechanical turk is also on the
table. Being good guys playing the role of bad guys has also made us
think about ways to advocate for virtual workers rights, an issue
Edward Castronova has been blogging about (http://
terranova.blogs.com). I would also like to post/publish more about
the project, specifically conversations with our virtual workers –
job recruitment interviews, worker expectations, feedback on working
in the factory. Maybe a virtual Studs Turkel’s “Working”.
And last but not least, I welcome your feedback on the project and
thoughts/comments on any of the issues I’ve attempted to tackle. I’d
be happy to share my resources/delicious links. More info about the
project including press links is available on the project site along
with SLurl:
www.doublehappinessjeans.com
Visit the factory in SL: Eyebeam Island 204/43/27
My own site is www.pan-o-matic.com and my not-so-updated blog with
related projects is at www.pan-o-matic.com/blog
Jeff Crouse's work located at http://www.jeffcrouse.info
(aka Supreme Hoodoo)
Look forward to continuing the discussion…
Cheers,
Stephanie Rothenberg
(aka Doctor Rodenberger)
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