Some further thoughts from the recent Shaviro lecture:
First: the uncanny valley:
Though originally intended to provide an insight into human psychological reaction to robotic design, the concept expressed by this phrase is equally applicable to interactions with nearly any nonhuman entity. Stated simply, the idea is that if one were to plot emotional response against similarity to human appearance and movement, the curve is not a sure, steady upward trend. Instead, there is a peak shortly before one reaches a completely human “look” . . . but then a deep chasm plunges below neutrality into a strongly negative response before rebounding to a second peak where resemblance to humanity is complete.
This chasm—the uncanny valley of Doctor Mori’s thesis—represents the point at which a person observing the creature or object in question sees something that is nearly human, but just enough off-kilter to seem eerie or disquieting. The first peak, moreover, is where that same individual would see something that is human enough to arouse some empathy, yet at the same time is clearly enough not human to avoid the sense of wrongness. The slope leading up to this first peak is a province of relative emotional detachment—affection, perhaps, but rarely more than that. [Read more here].
If we assume that MMO environments will continue to become more immersive in their interfaces, at what point do the inhabitants of MMOEs (since not all MMOs are RPGs) have to confront the Uncanny Valley? If the MMOE experience eventually moves into a fully sensory immersive interface (which admittedly is still probably a decade or more away), and the visual representation of the interface becomes increasingly photorealistic, what happens when the MMOE is indistinguishable from offline existence?
Is the uncanny valley sort of an instinctual protection against such experiential simulacra? That is, are we somehow inherently programmed to recognize the distinction between artifice and genuine precisely at the point the division between the two begins to break down? If the valley is instinctual, why do we have such a bizarre instinct–an instinct predicated on the anticipation of the unnatural?
Second: Realities, virtual and otherwise
As Shaviro notes, the difference between online experience and offline experience for Second Life users is not one of virtual/actual but one of first/second. Shaviro observes that this implies the incorporation of Second Life into the First Life; transactions (social or economic) are no longer distinguished as real or virtual, but merely through what sphere of the metaverse they are conducted in (Of course as Shaviro also describes at length, real dollars can be exchanged (electronically, i.e. virtually) for Linden dollars, which can be used in Second Life for further transactions).
Is the division between first/second in the Second Life metaverse numerical or hierarchical? That is, is the second life assumed to be a subservient subset of first (i.e. "real") life, or is it assumed to be rather just another life–in addition to the first? The dream of gamers and techies used to be VR–virtual reality. But if Second Life is any indication, the virtual part of that ambition is fading: the online experience is now incoporated into and made equal to the "real" reality experience.
So what is the value of "reality" then? IF the virtual/online metaverse becomes accepted as extension of the real/offline universe, is "real" still the ideal? Is realism–as aesthetic or ideal–still a going concern?
There’s more to be said on this (and more has been said by more artful critics, I’m sure)–I haven’t gotten to Benjamin and aura and reproducibility. But I’m sick of typing.