A virtual “world” creates an environment where griefers can do the most damage
by Mudkips Acronym
[I recently invited the founder and retired leader of the notorious PN invasion/griefing group to write an expanded version of his recent thesis on the serious business of griefing. Here is his response - the Editrix]
“Griefing” takes many forms in Second Life, but the results are the same. There are dozens if not hundreds of “anti-griefing” groups, all devoted to filing abuse reports, I guess. Why does griefing and trolling ignite so much drama and controversy in online communities? And why do griefing actions get an amused or positive response from people not in those communites? The answer is simple: griefing exacts the toll that it does on Second Life for example, because it breaks the immersive experience users have - or attempt to have - in “virtual worlds”.
There are a few different types of immersion we should differentiate before proceeding. First off, a movie, game, or other “alternate-reality” has a set maximum immersion. For example, an action movie starring Arnold Schwarzenegger may be expected to have less immersion than a drama or romance film. We expect Arnold to be able to fly over tractor-trailers on a motorcycle, and we do not question this when it happens, even though the scene violates all we know about physics - and common sense! We can't get too caught up in this concept: of course, we can be “immersed” in this movie while still maintaining a suspension of disbelief. However, it takes much more work to immerse yourself in a medium where often events are surreal: I call this phenomenon absurdity. A film that is in a normally “serious” genre often has high maximum immersion, so if it does not deliver on its implicit claims to reject absurdity, the viewer will find the film laughably horrible. This is one of the reasons parody series, like Austin Powers and Scary Movie, tend to do well in theaters alongside the very movies they mock.
Second Life has unwittingly set itself up for disruption
How does this relate to Second Life? As a self-proclaimed and marketed “metaverse”, Second Life raises the bar on its claim to immersion. Expectations are high of an experience that parallels real life. With banks, land ownership, and many other institutions that exist in “meatspace”, Second Life succeeds in delivering on many of its goals. However, by attempting to parallel real-life and create a immersive experience, Second Life has unwittingly set itself up for disruption. As immersion increases, toleration of absurdity or surrealism proportionally decreases. Even more damning is that in games, users are much more disillusioned when confronted with the absurd, because they have put their own time and energy into constructing the medium. In movies, one is not an active participant, and therefore has much less to lose from the surreal.
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