Gamer / Virtual-Realist Worldview
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 |
V. Energy
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
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.