"The more immersed you are, the more you become your virtual self and vice versa
* Your virtual self is your initial "ideal"
* Challenges cause identity drift in yourself and in your ideal
* Eventually, the two align
This is why people play virtual worlds"
mud.co.uk/richard/selfwa
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Think the virtual self is at times an "escape" from self for many, not necessarily an ideal-self, but the self you can't always be in your day-to-day RL environment, for whatever reason. It's perhaps one of the reasons why simulation games like second life endure for so long, no?
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I agree. Bartle assumes you'll play an ideal self, but I think many will instead try out experimental selves.
There is some level of ideal-ness in any experimental self-play, though. Perhaps pieces eventually drift back into your real self.
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"Escape from self" is an interesting idea. argued in linked essay that games suspend the real-life complexity of: physical reality, platonic/mathematical reality, or qualia/social "reality." I think you've identified/we're discussing the last one. ribbonfarm.com/2015/01/16/on-
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I really like his approach. Still processing the idea that RL should be in fact seen as more of a VR escapism than a game... This reminds me of a post by a few days ago abt the importance of the simulated backstory on future experience of game character(s).
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Hmm, correction... actually the word important was never used, it was more playing around with ideas, really. But my point here was that the backstories" of current society are literally unraveling around us and the idea that reality is merely an agreement supports 's point.
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An AR/VR that succeeds in providing the experience of "a crash into" the desired self (and an escape from the disappointing day-to-day that has become the facade) is what will ultimatley become "The Real". This creates unlimited potential,
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This is currently my main research interest btw, so do tag me on any links/convos on this


