Democratization of Creativity and Cultural Production in Virtual Worlds: A new Challenge for Regulation and Cultural Management
- Chavez-Aguayo, MA
- 2009
【Author】 Antonio Chavez-Aguayo, Marco
【Source】PROCEEDINGS OF THE 3RD EUROPEAN CONFERENCE ON GAMES BASED LEARNING
【Abstract】This paper examines the use of online, three-dimensional, immersive virtual worlds, such as Second Life (R), as an interesting platform and tool for cultural management, artistic development, knowledge exchange and cultural business. These contemporary computer technologies provide a new showcase for cultural promotion and creative production, as they connect artists and producers with an audience around the world, who, in turn, can access in real time a great variety of cultural content through just a few clicks. The various features of this emerging phenomenon all help to democratize culture, the arts and education, as they bring creations closer to consumers, thus reducing the need for intermediaries and breaking down social, economic and political barriers; this offers benefits to cultural industries, non-profit organizations, governments, collective and individual creators and artists. However, the numerous possibilities ushered in over the last few years not only bring benefits but also pose new challenges in terms of regulation. Indeed, this new stage for cultural and artistic expression and management may require new paradigms of control with a different focus, ones which can provide an alternative understanding of online cultural exchange in real time. Virtual worlds make culture more democratic, as it can be reached for free by a wider range of people in real time; furthermore, artists and creators are provided with an accessible showcase in which they can become better known and where they can interact more directly, immediately and closely with their audience. The possibility and ease with which anyone can create original content in the metaverse is an incentive for creativity, because it allows people to express themselves in original ways that enhance the contents of virtual life. Art thus finds new and different formats, and cultural management discovers new spaces to break into. At the same time, anonymity, privacy and intellectual property are all issues that need to be addressed. The regulation of virtual worlds may require different ways of thinking and the adoption of new paradigms which consider exchange, democratization, cooperation and sharing as essential ingredients of these new sets; as such, any rules must control but not restrict, thus avoiding anarchy at the same time as keeping interaction levels high. In the European Year of Creativity and Innovation it is important to consider the opportunities being opened up by these new technologies in the world of culture and education, as well as the possibilities that are emerging and which remain to be researched.
【Keywords】Virtual worlds; cultural management; virtual art; creativity; regulation; fair use
【发表时间】2009
【收录时间】2022-08-09
【文献类型】Proceedings Paper
【论文大主题】元宇宙
【论文小主题】元宇宙建设
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