From Pixels to Paper: Unraveling the Virtual Economy of Second Life with an Old Calculator

Key Takeaways

  • **Virtual Economies Have Tangible Impacts:** The project demonstrates how virtual economies can have real-world effects, with the calculator’s continuous printing of receipts representing the substantial sums of money spent in Second Life.
  • **Bridging the Digital Divide:** “Calculating Danmark” highlights the disparity between the virtual and physical worlds, reminding us of the growing significance of virtual economies and the involvement of nation-states in online platforms.
  • **Art and Technology Collaboration:** The project’s blend of art and technology showcases the power of these disciplines to explore complex issues and spark conversations about the evolving nature of economies in the digital age.

In a whimsical blend of digital and analog, Swedish/Danish duo Gansing/Hilfling and Korean media artists Mr. Kim and Mr. Seok embarked on a unique project that brought the virtual economics of Second Life to life using an antiquated calculator. This innovative endeavor, titled “Calculating Danmark,” offered a thought-provoking commentary on the intersection of online economies and nation-states.

Virtual Economics, Tangible Results

The project centered around an iRobota board ingeniously installed inside an old calculator. This ingenious setup enabled the calculator to read data directly from the virtual world of Second Life and display it on its screen, while simultaneously printing the information on a continuous paper roll. The calculator tirelessly calculated the average amount of money spent by Danish users in Second Life, presenting a tangible representation of the virtual economy’s activity.

Bridging the Digital Divide

“Calculating Danmark” aimed to highlight the growing significance of virtual economies and the increasing involvement of nation-states in online platforms like Second Life. The project served as a poignant reminder of the disparity between the virtual and physical worlds, as the calculator’s relentless printing of receipts underscored the substantial sums of money being spent in the digital realm.

Art Meets Technology

The project’s captivating blend of art and technology garnered widespread attention when it was showcased at The Danish National Gallery and in Second Life itself from February 1st to 12th, 2007. Images and videos of the project, available online, provide a glimpse into the concept’s execution and the intriguing interplay between the physical and virtual worlds.

Bonus: The Allure of Virtual Economies

The success of “Calculating Danmark” underscores the growing fascination with virtual economies. Platforms like Second Life have created immersive digital worlds where users can engage in various economic activities, from buying and selling virtual goods to investing in virtual real estate. These economies have attracted the attention of businesses and governments alike, recognizing their potential for innovation and economic growth.

The project also raises questions about the relationship between virtual and physical economies and the implications of nation-states’ involvement in online platforms. As virtual economies continue to evolve, “Calculating Danmark” serves as a reminder of the need to navigate the intersection of the digital and physical worlds thoughtfully and creatively.

Conclusion: “Calculating Danmark” stands as a testament to the power of art and technology to illuminate complex issues and spark conversations about the evolving nature of economies in the digital age.


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