The wide spread of computers and the Internet in the last two decades has led to the fact that any user was able to independently decide what he wants to see at the moment and what feelings to experience. Users have the opportunity to create their own online communities, among which are simulation social networks (including Second Life). Unlike passive media reality (for example, newspapers, television without interactive, etc.), in Second Life, the user takes personal part and has a certain degree of risk. He risks losing friends, staying forgotten and even virtually dying. However, in spite of the real opportunity to expand and modify the principles of organizing reality, network communities and simulation games only repeat the media reality and exist within the framework of its laws. Thus, instead of trying to bring the participant closer to reality and bodilyity, Second Life only draws more into the media reality, being its product.
In the virtual world, there is almost everything in the real world: birth, meeting, love, parting and even death. By force of emotions in the real and virtual world are identical. And the main conditions of the reality of the event occurred are emotions (memories) and material, material artifacts, in this case these are photographs. But in this project on the face of the obvious absurdity and controversy - photos of events that occurred in the virtual world and placed in the old album (which usually corresponds to the reliability and documentation of the content), do not bring us closer to reality. An internal contradiction is felt, we do not accept such a reality, more precisely, we lack it. The lack of reality is not a lack of things and not even a lack of coherence, but a lack of their corporeality, density, resilience.