Schools of Thought
Compare Schools
Select up to 5 schools to compare their attributes side by side. Rows with differing values are highlighted.
Select schools to compare:
#1
Realism
#2
Idealism
#3
Existentialism
#4
Pragmatism
#5
Phenomenology
#6
Relativism
#7
Determinism
#8
Presentism
#9
Eternalism
#10
Multiverse Theory
#11
Simulation Theory
#12
Naturalism
#13
Relationalism
#14
Quantum Realism
#15
Dualism
#16
Panpsychism
#17
Pragmatic Realism
#18
Process Philosophy
#19
Structuralism
#20
Postmodernism
#21
Dialectical Materialism
#22
Absurdism
#23
Phenomenalism
#24
Critical Realism
#25
Empiricism
#26
Rationalism
#27
Transcendentalism
#28
Solipsism
#29
Buddhism
#30
Kantian Transcendental Idealism
#31
Stoicism
#32
Constructivism
#33
Advaita Vedanta
#34
Catholic/Thomistic
#35
Nihilism
#36
Reformed / Calvinist Theology
#37
Neo-Platonism
#38
Analytic Metaphysics / Logical Atomism
#39
Logical Positivism
#40
Taoism
#41
Confucianism
#42
Jainism / Anekantavada
#43
Samkhya
#44
Occasionalism
#45
Object-Oriented Ontology (OOO)
#46
Pyrrhonism
#47
Sufism / Wahdat al-Wujud
#48
Kabbalah (Lurianic)
#49
Hylomorphism
#50
Neutral Monism
#51
Yogacara
#52
Zoroastrianism
#53
Deep Ecology
#54
Dataism / Information Ontology
#55
Animism / Relational-Indigenous Worldview
#56
Ubuntu / African Communal Ontology
#57
Transhumanism / Posthumanism
#58
Psychedelic / Entheogenic Worldview
#59
Afrofuturism / Black Quantum Futurism
#60
Gamer / Virtual-Realist Worldview
✓
#61
Wellness / Energetic Worldview
| Attribute |
#60
Gamer / Virtual-Realist Worldview
Cultural phenomenon (gaming communities, VR/AR, metaverse). Influenced by Neal Stephenson, the Matrix films
|
|---|---|
| Time · Extent | Both |
| Time · Ontological Status | Emergent |
| Time · Grain | Discrete |
| Time · Freedom | Non-Deterministic |
| Time · Traversability | Branching |
| Time · Dimensionality | N |
| Time · Direction | Multi-directional |
| Space · Extent | Finite |
| Space · Ontological Status | Emergent |
| Space · Curvature | Undefined |
| Space · Dimensionality | N |
| Space · Locality | Non-local |
| Matter · Extent | Finite |
| Matter · Ontological Status | Emergent |
| Matter · Conservation | Non-conserved |
| Matter · Dimensionality | N |
| Matter · Locality | Non-local |
| Observer · Time Instance | Multiple |
| Observer · Space Instance | Multiple |
| Observer · Knowledge Extent | Immediate |
| Observer · Knowledge Retainment | Immediate |
| Observer · Physicality | Both |
| Observer · Agency | Active |
| Observer · Number | Plural |
| Energy · Extent | Finite |
| Energy · Ontological Status | Emergent |
| Energy · Conservation | Non-conserved |
| Energy · Dispersibility | Reversible |
| Information · Ontological Status | Substantival |
| Information · Conservation | Conserved |
| Information · Granularity | Discrete |
| Observer Analysis (Full Text) | |
| Gamer / Virtual-Realist Worldview | The observer is a player — a consciousness that can inhabit multiple avatars, timelines, and virtual spaces simultaneously, moving between "lives" and "worlds" as one moves between games. The boundary between the observer and the observed is fluid: the player is both inside the game and outside it, both character and author. Knowledge is immediate within any given world — limited by that world's rules and rendering — and retention is likewise local, since each world has its own memory and its own logic. The observer is both embodied (in a physical body at a desk) and virtual (as an avatar in a constructed world), and agency is intensely active: the player acts, chooses, and shapes outcomes. Multiple observers share virtual spaces, collaborating and competing in worlds that are real to the extent that they are experienced. |