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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.