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Virtual Realities

Virtual realities exist in opposition to our “real” lives.
  • real life
    • is bodily/material
    • includes face-to-face interactions
    • can’t be ended on demand
    • includes emotions/feelings that can’t be replicated through other channels
      • love
      • security
      • bonding
    • includes things that really matter
      • people
      • pets
      • memories
      • objects that bear investment and inspire emotional response
    • has real consequences (instead of effects on a pretend world)
    • is uncontrollable
    • Is messy and imperfect

Virtual realities include:
  • online games (ex: World of Warcraft, Minecraft)
    • create some form of avatar, which allows the player to take on a different persona and live chosen acts
    • these can be very compelling, and perhaps overly time consuming or distracting
    • these can be fun
    • commerce is a major factor
      • players pay
      • they are run by commercial entities
      • people can earn money playing
    • some allow for a great deal of creative construction, or world building
    • some have potential for education and simulation
  • Social media (ex: Facebook, YouTube, chat spaces)
    • interactions can be more confrontational than face-to-face ones
    • users can shape their representations more carefully, which perhaps allows them to be more themselves (or the best version of themselves)
  • Imaginative spaces draw from media
    • books, movies, tv shows, video games
  • Invented worlds (ex: “playing house” as a child)
  • Role-playing interactions (ex: model UN, camp interactions)
  • Conspiracies
    • inhabiting an imaginary world all the time
  • Sensory states
    • hypnosis
    • meditation
    • prayer
    • dreams
  • substance-induced states
  • Alternate Reality Games (ARG)
    • The Beast
      • partially online, partially offline
        • responsive to players
          • contacting them
          • shaping its narrative and puzzles
          • writing the acts of players into its fiction
      • a puzzle-driven narrative
      • no rules, no goals, no reward
      • no advertisement, no acknowledgement of its status as a game
  • separate environments
    • college?

Virtual realities evoke questions
  • Are they escapism? 
  • Can they prevent a person from living a “real” life?
  • Is there a true, core self?
    • If so, where is a person most him or herself? Do virtual realities facilitate or hinder this actualization?
    • If so, what constitutes the core self?
      • values?
      • morals (understood as beliefs) and ethics (understood as acts)?
      • traits like sense of humor?
    • If not, what is the self? Is it purely a circumstantial construct?
  • What is a game?
    • something with a goal and rules