In Lewis Carroll's Through the Looking Glass, Alice is told by Tweedledee that she only exists as part of the Red King's dreams. "And if he left off dreaming about you," Tweedledee ponders, "where do you suppose you'd be?" As Carroll illustrates, the concept of self-referential realities is not new. Whether discussing the potential pitfalls of a book-based time-travelling plotline that ties a protagonist into the role of being their own grandparent, or focusing attention on the weltanschauung that supports reincarnation and clan-line prophecies, humans seem to have a need to write themselves into the story wherever they can, compartmentalizing fact, fiction, and speculation.This conceit is reviewed and granted a new perspective with Vili Lehdonvirta's working paper, Virtual Worlds Don't Exist, presented at this year's Game Research Lab seminar, Breaking the Magic Circle.
Strauss posited that we naturally compartmentalize, and that our respective relations with social worlds are set "neither by territory nor formal membership but by the limits of effective communication." This so-called social world perspective encompasses interrelations with religious beliefs, the workplace, family dynamics, and all other interpersonal communications. Under that model, then, the virtual world of MMOs is at least as "real" as the physical world, if viewed from the dynamics of the social relationship.
I'll admit it: I'm a geek. I come from a strong academic and high-tech background, and this material is fascinating to me. I wish I had the space to do justice to this article; but, by the same token, I think each individual should approach any research -- let alone something this potentially controversial -- with as close to a clear mind as possible. That means, unfortunately, that it's time for me to shut up, and not to share all of my thoughts. Still, for anyone else who's interested in social dynamics and a chance to view an alternative take on the underpinnings of MMO dynamics, I strongly recommend