School #60

Gamer / Virtual-Realist Worldview

Cultural phenomenon (gaming communities, VR/AR, metaverse). Influenced by Neal Stephenson, the Matrix films

The Gamer or Virtual-Realist worldview treats multiple simultaneous realities as normal and navigable. Physics is rule-set-dependent and varies across worlds. Identity is avatar-based, mutable, and plural. Consciousness can exist across multiple substrates, and the distinction between "real" and "virtual" is a spectrum rather than a binary.

I. Time

Extent Both
Ontological Status Emergent
Grain Discrete
Freedom Non-Deterministic
Traversability Branching
Dimensionality N
Direction Multi-directional

Time is emergent and infinite — it is a mutable, designed parameter of virtual environments. Save states, respawns, and time-manipulation mechanics make temporal linearity optional. Time is discrete at the computational level (frame rates, tick rates) and branching through divergent playthroughs. Direction is multi-directional: the gamer can reverse, pause, accelerate, and branch time at will within the game world.

II. Space

Extent Finite
Ontological Status Emergent
Curvature Undefined
Dimensionality N
Locality Non-local

Space is emergent and both finite and infinite — virtual spaces are rendered environments that can be as large or small as the designer chooses. Space is non-local: fast travel, teleportation, and loading screens dissolve spatial continuity. Dimensionality is N because different game engines implement different spatial dimensions. Space is fundamentally a data structure, not a physical container.

III. Matter

Extent Finite
Ontological Status Emergent
Conservation Non-conserved
Dimensionality N
Locality Non-local

Matter is emergent and finite — it is rendered geometry, voxel data, or physics-simulated objects within the game engine. Matter is non-conserved: objects can be spawned, duplicated, deleted, and modded. It is non-local: inventory systems, procedural generation, and respawning decouple matter from any fixed spatial position. The gamer experiences matter as fundamentally malleable and rule-governed.

IV. Observer

Time Instance Multiple
Space Instance Multiple
Extent of Knowledge Immediate
Retainment of Knowledge Immediate
Physicality Both
Agency Active
Number Plural
Time Instance: Multiple — the gamer routinely experiences multiple timelines: save states, respawns, parallel playthroughs, and time-manipulation mechanics make temporal multiplicity a lived norm rather than a theoretical abstraction
Space Instance: Multiple — the observer inhabits multiple spatial environments simultaneously (physical room, game world, chat server, streaming audience); spatial identity is distributed across layers
Extent of Knowledge: Immediate — knowledge is gained through direct interaction with the environment; the "fog of war" and progressive discovery are core mechanics; you know what you have explored
Retainment of Knowledge: Immediate — knowledge is context-dependent and session-bound; what is learned in one game, one save, one server does not automatically transfer to another; wiki knowledge and muscle memory provide partial persistence
Physicality: Both — the observer is simultaneously a physical body at a desk and a virtual avatar in a rendered world; the felt reality of both is genuine; haptic feedback and VR increasingly blur the boundary
Agency: Active — the observer is defined by agency; the entire medium is built around choice, action, and consequence; passivity means game over
Consciousness: Present — consciousness spans the physical and virtual; the gamer's subjective experience moves fluidly between substrates without experiencing discontinuity
Number: Plural — multiplayer environments, guilds, clans, and persistent online worlds make the observer inherently social; the solo player is the exception, not the norm

V. Energy

Extent Finite
Ontological Status Emergent
Conservation Non-conserved
Dispersibility Reversible

Finite and emergent — energy in virtual worlds is a designed resource: mana bars, stamina systems, power-ups, and cooldowns are explicitly constructed game mechanics rather than natural laws. Conservation: Non-conserved — virtual energy can be spawned, duplicated, deleted, and cheated into existence; conservation is a design choice, not a physical necessity; different game worlds implement different energy rules. Dispersibility: Reversible — health regenerates, mana refills, respawns occur; the entire logic of gaming assumes that energy depletion is temporary and reversible, in stark contrast to the thermodynamic arrow of the physical world.

VI. Information

Ontological Status Substantival
Conservation Conserved
Granularity Discrete

Reality is composed of game data — information is the fundamental substrate, encoded in discrete states (pixels, voxels, game objects). The universe is a data structure. Information is substantival because data is all there is. It is conserved because save states preserve everything. It is discrete because games are digital systems with finite resolution.

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