Glinka Gallery and the Quiet Power of Disabled Artists in Second Life
Glinka Gallery in Second Life shows how digital galleries can support disabled artists through visibility, access, community, and ongoing in-world exhibitions.
Glinka Gallery in Second Life shows how digital galleries can support disabled artists through visibility, access, community, and ongoing in-world exhibitions.
The sixth edition of SecondLife For AISM brings art, music, and fundraising to Second Life in support of the Italian Multiple Sclerosis Association. Running 15 to 30 May 2026, it proves virtual worlds can carry real ethical weight.
Studying art as someone who creates in Second Life has changed how I understand space, material, and presence. My practice doesn’t sit neatly inside the traditional idea of the studio. It moves between screens, avatars, regions, textures, objects, scripts, photographs, video, and lived digital experience. Second Life isn’t just a tool I use to display … Read more
The 21st Raglan Shire ArtWalk runs across five Second Life regions from 17 May to 14 June 2026. Over 100 artists, hedgerow galleries, sculpture parks, poetry slams, and a kite parade. Virtual worlds are not dead. They are just quietly building culture.
This last year has been one of the most intense and formative periods of my art life. Not just because of what I made, but because of what the practice became. It stopped being a collection of pieces and started being an ecosystem: physical, digital, written, performed, archived, and very much alive.
Second Life art sits in a direct line from pixel art, through 3D digital environments, to VR and immersive contemporary media. It matters because SL is not just a place to hang flat pictures on virtual walls. It is a living art medium where avatar, space, sound, performance, architecture, social presence, and audience interaction all … Read more
This past year has been about selfhood under pressure: the strange labour of staying human while surrounded by noise, screens, memory, illness, grief, digital intimacy, and the constant demand to perform a version of yourself. My work has circled presence, attention, and survival. I have been exploring how identity forms in fragments: through virtual worlds, … Read more
secondlife.com Second Life is a 3D virtual world launched by Linden Lab in 2003. It is not a game. There are no levels, no quests, no win conditions. It is a persistent, user-created online environment where residents build, socialise, create, trade, perform, and exhibit. Everything you see in Second Life, from the buildings to the … Read more