reviewed by J. Hartman
About half of this book consists of discussions of philosophy, politics,
and sociology in a virtual community. The author's descriptions are
telling and incisive, but his conclusions on these topics are unsurprising
and may seem a little naive to anyone who's spent much time online. The
social dynamics that he describes with occasional breathless surprise are
mimicked (in various ways and to various degrees) on most mailing lists,
newsgroups, and MUDs, and presumably in chat rooms and anywhere else that
people communicate online.
However, the other half of this book, intermixed with the above, is a
fascinating and personal exploration of sex, gender, and identity in an
online community. It goes into more detail, and does so more insightfully,
than any other such analysis I've seen. Most discussions of online gender
identity are content to note that online personas are not necessarily who
they appear to be; some go on to warn against getting emotionally involved
with anyone online, or to give ridiculous lists of questions to ask to
determine a potential online lover's RL (real life) gender. Dibbell
bypasses all such issues by simply describing real people, their personas,
and their interactions online; the truth about these personas and
interactions is far more complex and interesting than the simplistic goals
usually assigned to virtual cross-dressers.
Dibbell's writing has something of an academic slant, and he expects
readers to be able to keep up. He mentions lit-crit theory early on
("you've read Foucault and [you can accept] the notion that sex is never so
much an exchange of fluids as it is an exchange of signs"), and a little
later notes that the virtual world is one "in which the social construction
of reality [isn't] a matter merely of academic dogma but of basic physics."
But he rarely goes overboard in such comments. He does wax rhapsodic at
times: "...[I felt the MOO was] a creative form more radically democratic
than any I was familiar with, and more meaningfully participatory than any
critic of the alienating modern gap between artist and spectator could ever
hope for." But for the most part I like his writing style a great deal.
The book opens with a revised version of an article Dibbell wrote for
The Village Voice about an event that took place in LambdaMOO.
For the uninitiated: LambdaMOO is a MOO, which is a particular kind of MUD.
A MUD is a computer program that allows people to interact (via typed text)
online in real time, by presenting textual descriptions of (imaginary)
locations, objects, and people. You connect to a MUD via the Internet; the
MUD presents you with a description of a room and the people and objects in
that room; you describe the character/persona that represents you in this
virtual world, and then you can interact with the other characters that
represent other RL people who are connected to the MUD. Clear as mud? The
book provides a more detailed explanation, including a summary of the
history of MUDs and many examples of MUD interaction. (For those who've
played in combat MUDs and/or roleplaying MUDs, note that LambdaMOO isn't
like those -- the characters aren't necessarily identical to the people
playing those characters, but the MOO is used as a social venue, like an
elaborate chat room, rather than for adventures or interactive
storytelling.)
The incident that sparked the Village Voice article
involved one of the characters -- known as Mr. Bungle -- using a trick to
make it appear that other characters were performing various sexual acts
(some of them quite unpleasant) with him and with themselves. Within the
context of the MOO's "reality" this act was nothing short of rape; but of
course in an RL context it was nothing of the sort, merely words on a
screen. The tension between these two contexts provides a theme that
Dibbell returns to again and again throughout the book: the idea that the
MOO exists at a level of reality somewhere between the entirely real solid
world we live in, and the entirely imaginary fictional world of books or
movies. The characters who people the MOO are not entirely fictional, but
neither are they entirely real.
The cover copy suggests, inaccurately, that the "Bungle Affair" is the
central focus of the book. Although echoes of the situation reverberate
through the rest of the book, the real importance of that Village
Voice article is that it led Dibbell to want to write a book about
the MOO, which in turn led him to attempt to join the society he wanted to
write about.
Unfortunately, where Dibbell's anthropological and journalistic approach
shows through, his philosophical conclusions are largely uninteresting to
anyone who's spent much time online. He wants to see this virtual place
become a semi-utopian community; he discovers that building community, much
less building a new society from the ground up, isn't as easy as it seems.
Ho hum, say us jaded longtime Netjunkies. And he has an unfortunate
tendency to imbue the events he describes with Epic Importance, to lose
sight of the fact that they are, after all, interactions among a few people
in a nonexistent world. But in so doing, he captures the tone of many
online interactions perfectly; a sense of perspective is often the thing
most lacking in online communities.
At any rate, Dibbell's journalistic objectivity fades when he's faced
with the idea of sex in the virtual world. His discussions and experiences
with this topic are complicated and enriched by his ongoing efforts outside
the MOO to build and strengthen a RL relationship; chapters of "VR"
(describing his online experiences) alternate with short chapters of "RL"
(mostly describing discussions and problems with his SO, Jessica -- which
are written in the form of MOO transcripts even though they take place in
the real world).
He approaches the most interesting topic in the book by discussing the
relationship between language and virtual reality: "Language, narrative,
ritual -- all of these are engines for the creation of virtual
realities..., for [they] allow two or more minds to occupy the same
imaginary space." In his usage, "virtual reality" refers to the text-only
world of the MOO. That term more commonly refers to visual worlds
displayed with 3D graphics, but from Dibbell's point of view, the text on
the screen provides at least as convincing an illusion of a real space as
any graphical portrayal could convey.
From the idea of language constructing a virtual space, it's not such a
big step to note that "...when it comes to sex, perhaps the body in
question is not the physical one at all, but ... the bodylike
self-representation we carry around in our heads -- and ... whether we
present that body to another as a meat puppet or a word puppet is not
nearly as significant as one might have thought." Dibbell meets many of
the other citizens of LambdaMOO, and befriends several of them. He begins
to observe how characters react to the fact that it's impossible to
accurately determine a player's RL gender: "[S]elf-appointed gender police
[were] just a deviation from a far more nuanced norm, in which players
generally took for granted the marked fluidity of gender in VR, yet at the
same time also tended to take at face value the virtual gender of whomever
they were interacting with."
And there are many more genders available to MOO characters than there
are in RL. A character can choose to present as male, female,
hermaphrodite, neuter, plural, or "Spivak" (using the pronouns "e" and
"em"), among others. About one of the players, a friend of Dibbell's whose
usual character is a South American spirit named exu, Dibbell notes that
"...exu's hermaphrodism ... shorted out the binary circuitry with which
[other] players' minds processed gender, rendering the very notion
blessedly, if temporarily, inapplicable. ... [exu commented,] 'People
treated me as a me rather than as a gendered being.'"
Meanwhile, another of Dibbell's friends, a character known as Niacin,
embarks on a series of fascinatingly ambiguous online sexual adventures.
Niacin's player is, in RL, a heterosexual male; while playing a female
character named Furie, he engages in an online liaison with another
female-presenting character -- who, Niacin knows, might well also be played
by a RL male, and who turns out to know that Furie is played by a RL male.
Niacin discovers that he has a talent for presenting female character
descriptions (his clothing descriptions are so spot-on that at least one
male-presenting character says such descriptions "couldn't possibly be the
work of a man"). He begins to seduce male-presenting characters whom he
believes to be male in RL -- and yet, in RL he identifies neither as
homosexual nor as transsexual.
Dibbell later describes another RL male, Finn, who presents as male and
engages in netsex almost constantly while online. Finn's partners are
invariably female-presenting, though fairly often they tell him during or
after sex that they're males in RL. Finn is slightly disappointed at such
revelations, but not terribly distressed: "...the point was not so much
what sort of body sat at the other end of the connection -- it was rather,
so far as Finn was concerned, what sort of text that body was capable of
putting on your screen." Finn notes that netsex is "a 'writing exercise'
that demanded a high degree of improvisatory precision"; Dibbell later
comments, "In VR, it's the best writers who get laid." In fact, in his
early days online, Finn concluded that "there were a lot of MOOers out
there who could use some help with the subtle art of pulling off a
virtually convincing roll in the hay." So he created a new character type,
which had built-in commands for taking its clothing off and appearing
nude...
Eventually, Dibbell delves deeper into the world of netsex, alienating
Jessica and finding himself drawn to -- but I won't spoil his adventures
and conclusions. Read the book to find out what he does and doesn't do,
and why, and with whom.