Cultural Formations in Text-Based Virtual Realties.txt

(257 KB) Pobierz
---------------------------------------------------------
-- CULTURAL FORMATIONS IN TEXT-BASED VIRTUAL REALITIES --
---------------------------------------------------------


                           By

                     ELIZABETH REID

                    emr@ee.mu.oz.au
                    emr@rmit.edu.au


                   A thesis submitted
           in fulfillment of the requirements
            for the degree of Master of Arts

                Cultural Studies Program
                 Department of English
                University of Melbourne
                      January 1994



Copyright (C) 1994 by Elizabeth Reid, all rights reserved.  This text
may be freely redistributed among individuals in any medium so long as
it remains unedited and appears with this notice.  Any commercial use
or republication requires the written permission of the author.


     --------
     ABSTRACT
     --------
Beginning with an understanding of virtual reality as an imaginative
experience and thus a cultural construct rather than a technical
construction, this thesis discusses cultural and social issues raised
by interaction on 'MUDs', which are text-based virtual reality
systems run on the international computer network known as the
Internet.  MUD usage forces users to deconstruct many of the cultural
tools and understandings that form the basis of more conventional
systems of interaction.  Unable to rely on physical cues as a channel
of meaning, users of MUDs have developed ways of substituting for or
by-passing them, resulting in novel methods of textualising the non-
verbal.  The nature of the body and sexuality are problematised in
these virtual environments, since the physical is never fixed and
gender is a self-selected attribute.  In coming to terms with these
aspects of virtual interaction, new systems of significance have been
developed by users, along with methods of enforcing that cultural
hegemony through power structures dependant upon manipulation of the
virtual environment.  These new systems of meaning and social control
define those who use MUDs as constituting a distinct cultural group.


     ---------------
     ACKNOWLEDGMENTS
     ---------------
First and foremost, my thanks go to Chris Healy, my supervisor, for
his support, encouragement and advice, all of which have been
invaluable.  Secondly, I would like to thank the English Department
for sponsoring my use of the University of Melbourne's computing and
network facilities, which enabled me to undertake this research.  I
would also like to thank Richard Oxbrow of the Department of
Electrical and Electronic Engineering for allowing me to use the
computing facilities of that department, and Lochard Environment
Systems Pty. Ltd. for providing the printer used to produce the final
version of this thesis.  To Pavel Curtis and Kerstin Carosone go my
thanks for help with proof-reading and 'beta-testing', and to Daniel
Carosone goes my especial thanks for emotional, technical and culinary
support.  Lastly, I should like thank all the people who have made
this thesis possible by allowing me to join them in their virtual play
and especially for allowing me to quote from examples of this play and
from their reflections upon it.


     -------
     PREFACE
     -------
Parts of this thesis have been published in "Electronic Chat:
Communication and Community on Internet Relay Chat" in _Media_
_Information_Australia_ No. 67 (February 1993) 61-70.  The previously
published excerpts are spread throughout this thesis, and amount in
total to approximately 2000 words.


     --------
     CONTENTS
     --------
Introduction: Virtual Reality--Imagined Space
Background: A History of Interactive and Networked Computing and the
Evolution of MUDs
     Interactive Computing
     Networked Computing
     Interactive Networking
     MUDs: Networked, Interactive Virtual Realities
Chapter One: Communication and Cultural Context
     Making Sense of the World
     Making Sense of Each Other
     Disinhibition and Social Experience
Chapter Two: Power, Social Structure and Social Cohesion
     Hierarchies of Power on MUDs
     Adventure MUDs: Survival of the Fittest
     Social MUDs: Cooperative Appreciation
     Social Cohesion on MUDs
Chapter Three: Identity and the Cyborg Body
     Self-Made People
     Ungrounding Gender
     Cyborg Sexuality
     The Cyborg Self
Conclusion: Cultural Formations in Text-Based Virtual Realities
Bibliography
Appendices
     Appendix One: The Vanishing Room
     Appendix Two: The Double Bluff
     Appendix Three: The First Case of Cross-Gendered MUD Playing
     Appendix Four: The Evolution of Communication
     ... Amongst Players
     ... and Wizards
     Appendix Five: The Expression of Feelings on 'Nemesis'
     Appendix Six: The LambdaMOO Player Survey
     Appendix Seven: Character Generation...
     ...Complex
     ...Or Simple


     --------------------------------------------
     INTRODUCTION: VIRTUAL REALITY--IMAGINED SPACE
     --------------------------------------------
     Cyberspace.... A graphic representation of data
     abstracted from the banks of every computer in the human
     system.  Unthinkable complexity.  Lines of light ranged
     in the nonspace of the mind, clusters and constellations
     of data.  Like city lights, receding...[1]

     Virtual Reality, or "cyberspace"... takes alternate
     reality a step further [beyond books and movies] by
     introducing a computer as mediator, or imagination
     enhancer.[2]

     Cyberspace: A new universe, a parallel universe created
     and sustained by the world's computers and communication
     lines... a new stage, a new and irresistible development
     in the elaboration of human culture and business under
     the sign of technology.[3]

Since William Gibson coined the term in his best-selling novel
Neuromancer, cyberspace' and virtual reality have been part of late
twentieth century culture, and have been infused with a variety of
cultural and emotional meanings.  Gibson himself envisaged a direct
neural connection between humans and computers against a background of
urban decay and personal alienation.  The film The Lawnmower Man
depicted a meld of mind-altering drugs and computer-controlled sensory
stimulation which offered a new stage for the evolution of mankind,
either toward godlike wisdom or satanic evil.  The popular media have
posed cyberspace as the new frontier and the new promise of the
twentieth century.  Gibson's 'console cowboys'--virtuoso cyberspace
users hacking at the edges of the law--have been incarnated in media
coverage of groups such as the infamous 'Legion of Doom'.  Arcade
games incorporating datagloves and headsets have become the latest fad
in entertainment.  Business Week filled its October 5 '92 issue with
special features introducing virtual reality technologies and
applications to its readers.  Clifford Stoll's best-seller
_The_Cuckoo's_Egg_ promoted cyberspace as the site of new levels of
international espionage, betrayal and tyranny, inhabited by glamorous
foreign spies and dedicated heroes.

Technically speaking, the term 'virtual reality' is most commonly
used to refer to systems that offer users visual, auditory and tactile
information about an environment which exists as data in a computer
system rather than as physical objects and locations.  This is the
virtual reality depicted in "The Lawnmower Man" and approximated
by the 'Virtuality' arcade games marketed by Horizon Entertainment.
This thesis is not about these kinds of virtual reality.  I do not
wish to talk about cyberspace or virtual reality as technological
constructions but as cultural constructs.  In common with Howard
Rheingold I do not see virtual reality as a set of technologies, but
as an experience.[4]  More than that, I believe that it is primarily
an imaginative rather than a sensory experience.  I wish to shift the
focus of attention away from the gadgets used to represent a virtual
world, and concentrate on the nature of the user's experience of such
worlds.  I contend that technical definitions of VR beg the question
of what it is about such systems that sustains the illusion of reality
in the mind of the user.  A list of technical components does not
explain why it is that users are prepared to accept a simulated world
as a valid site for emotional and social response.

The systems that I will describe in examining virtual reality as a
cultural environment are technically simple.  I have chosen to refer
to a family of computer programs known as MUDs.  MUDs are networked,
multi-participant, user-extensible systems which are most commonly
found on the Internet, the international network that connects many
thousands of educational, research and commercial institutions.  Using
a MUD does not require any of the paraphernalia commonly associated
with virtual reality.  There is no special hardware to sense the
position and orientation of the user's real-world body, and no
special clothes allowing users to see the virtual world through
goggles and touch it through 'datagloves'.  The MUD interface is
entirely textual; all commands are typed in by the user and all
feedback is displayed as text on a monitor.  A simple PC can act as a
gateway into this kind of virtual world.

Instead of using sophisticated tools to see, touch and hear the
virtual environment, users of MUD systems are presented with textual
descriptions of virtual locations.  Technically, a MUD software
program consists of a database of  'rooms', 'exits', and other
objects.  The program accepts connections from users on a computer
network, and provides each user with access to that database.  As
Pavel Curtis describes, users are presented with textual information
describing them as being situated in an artificially constructed place
which also contains those other participants who are connected to the
MUD program.[5]  There are many hundreds of MUD programs running ...
Zgłoś jeśli naruszono regulamin