[cont]
Having decided to take action regarding the Swastika Symbol, Bowtox broadcasts a _call to action_ to other interested WoW characters through the general, trade and looking-for-group chat channels. He also talks to the surrounding player characters, who begin to modify the base symbol shape.
Lilsmoky is the first to perform the “/sleep” action, which allows them to lie down along one symbol _arm_. Other players adopt the action and a user-generated box pattern forms to replace the Swastika:
![Group Dialogue Begins Group Dialogue begins regarding action[s]. The lilac text indicates chatting privately, the white is general, and the orange indicates in-game gesturing.](http://arsvirtuafoundation.org/research/wp-content/uploads/2008/06/4-300x128.jpg)

As the symbol intervention continues, additional players perform other reappropriation actions, such as:
- Riding mounts so as to close spaces and join gaps within the symbol:

- _Beautifying_ the area with displays derived from inherent game functions [eg multiple spell casting(s)]:

- Morphing of player characters into disco-dancing pirates. These pirates proceed to play a game of catch with a leather ball whilst dancing in the swastika-turned-box:


This Synthetic Presencing example ends when Blizzard begins to remove the symbol corpses [due to player complaints]. After thanking his fellow actioneers, Bowtox proceeds to the mailbox and resumes playing WoW via convention game dynamics.

Bowtox is a low-level World of Warcraft character located on a USA PvP Server. Bowtox has just placed 7 items up for sale in the Ironforge Auction House. He now needs to check his mail at the Bank mailbox. As he runs over the Auction House bridge towards the box, he sees multiple character corpses arranged in a pattern.

While stopping to get a better look at the corpses, Bowtox realises that the pattern is, in fact, a Swastika. On closer investigation, it becomes obvious that the corpses have been deliberately arranged in order to form this shape. As a group begins to form around the symbol, local and general chat channels fill with character speculation regarding the symbol’s meaning.

Several characters gathered around the symbol engage in a discussion regarding its potential meaning[s] – does it indicate spiritual intentions? Or could it be a Nazi symbol seeking to provoke racial hatred? When realising each of the corpses have names with racist overtones, Bowtox sees the symbol as sinister. He decides to encourage a spontaneous mob-based action to counteract any negativity involved.

[tbc]
Entertainment is associated with the concepts of fiction and non-fiction. Fiction involves the projection of a willing suspension of disbelief with variables designed to further narrative progression. Indicators of traditional fiction include characterisation, foregrounding, plot and/or sub-plot[s]. Non-fiction is fiction’s logical counterpoint; chronology, history and “fact” play clear parts in non-fiction constructions. There are many variations on the standard fiction/non-fiction dichotomy.
Fiction and non-fiction classifications are designed to map to boundaries of known forms [think: cinema, literature, television and music]. They are so designed to provoke audience responses introspectively and externally. Current synthetic practices are refashioning this entertainment base via the perpetuation of types of unintentional and deliberately augmented recreation. These recreation types are reliant on immediacy of response, play, and Pranksterism. They employ Sandboxing, Gonzoism and spontaneous engagement. This type of entertainment is termed _Presencing_.
Presencing involves loose clusters of pursuits that evolve in, or are associated with, synthetic environments. Examples include the Streisand Effect, Supercutting, Flashmobbing, the Slashdot/Digg Effect, acts by the group Anonymous, Geohashing, Image macro generation and Internet meme threading. Less defined examples include: MMOG guild interactions [think: user generated games-within-games], Virtual World involvements, and Social Networking via application adoption and creation. These instances illustrate how Presencing pushes recreation beyond a fictionalised/non-fictionalised framework.
Presencing showcases accidental or reflexive entertainment elements where the fictional/non-fictional divide is erased; associated validity qualifiers are also removed and reconceptualised. Amateur production is equated with valued expression. Presencing also offers adaptive potential for augmented attempts at mediating geophysical constraints.