“There are many worlds and many realities in our universe. When one reality, or one world-view is superimposed on another, it is inevitable that social, economic and cultural problems arise. Hierarchies of worlds are constructs of a bygone era. Ecologies of worlds should guide us in considering our future… We can begin by designing environments that can respond to physical, environmental, or social needs. Not only the needs of human beings, but also of the organisms and elements with whom we share the Biosphere.” – fo.am
Rezzing occurs in the space in-between worlds. Rezzing happens in the moment we switch from one reality to another: where the structure of synthetic worlds is unveiled. We see these spaces appear gradually – textures, alpha channels and audio appear in layers. Forms start as simple grey patterns that morph and evolve via emergent detail. These patterns resolve as final forms that adhere to in-game physics and flop into “place”.
When I begin rezzing – and am between avatars – my body disappears. Then, the simple basic shape beneath is exposed with pitch black skin and bizarre proportions. Finally, my body parts materialise.
I stand naked: staring ahead as my clothes begin to appear, one piece at a time. As the textures of my skin are downloaded, my blurry body is redrawn in photorealistic detail. In Second Life, Linden Labs has added a feature where rezzing avatars are surrounded by a cloud whilst forming. This cloud presumably covers the moments of nakedness while an avatar’s clothes are appearing and bare pixel genitalia are exposed.
There is no geophysical equivalent to the act of rezzing. The closest phenomenon is the act of awakening from – or falling into – dreams. When an object or avatar is rezzed in a synthetic environment, its data representation is downloaded from the database into the local client. On screen, a visual “something” is created from synthetic “nothing” – an ontological novelty out of the pure void. This act reveals a flaw in the materiality and persistence of these worlds or a type of virtual ontology similar to Deleuze’s Spinozan plenty without void.
After encountering the whooshing sound that indicates teleporting, I am dropped into an incomplete world. Often during this phase, my avatar manifests in a falling animation. First, all is sky and water which faithfully glistens with the sun (according to environment settings). Then, distant objects appear. In complex areas this can take minutes as particle scripts initialise and begin to swirl and glow before the details of architecture appear.
During the rezzing process, as a user’s body begins to form they step into a swirl of affect. This affect may induce feelings of identification with the avatar or a revulsion from it. This emotional polarisation may produce a sense of pleasure in seeing or a sense of disjunctive discomfort. The activity of the database creates its own unreproducable order dependant on the speed of the bytes transferred. Hair or pants/skirt may take minutes to download, with the avatar blinking into space with a bald head or exposed thong in the meantime. At this juncture, the avatar hover-stands in an unfolding environment and waits for the expected transactions of the “normal” synthetic world to begin.
How do we come to understand the resonances, affects and effects of rezzing into synthetic environments? With augmented reality making headline news, can we think of other ways of entering other realities which are not limited to visual modes? What about pain? Sound? Smell? Can Mixed Reality Performances be used to develop and explore these methods of realityshifting? If we can think of ways of finding spaces between realities, then can we think of the space between realities as similar to the space between genders and sexualities? Could entering a space between realities free us of certain rules, be a strategy of liberation and transformation? Part 2 will explore these questions.
Addiction [as defined psychologically] is diagnosed when displays of compulsive behaviours are observed in any given subject. These dependencies are widely perceived as detrimental. It is assumed that a deregulation of a person’s operational actions occurs when they are classified as dependent and manifesting traits that indicate an Addictive Personality Disorder. Addictive tendencies are viewed as maladaptive and indicate a subject’s inability to balance the majority of their everyday activities along a socioscientific axis. Is Addiction an inappropriate psychological construct to apply to the majority of Synthetics [individuals participating in synthetic environments] and their networked interactions?
Media channels have a tendency to label sustained engagement within synthetic environments in terms of this dependency paradigm. These reports also act to _monsterise_ Synthetics and their online participation via a condemnation of activity that results in parallel behavioural markers of Addiction. This type of _Gamer Danger_ response occurs when extreme cases of MMOE participation – and any negative consequences – are generalised as representational. These cases are often referred to as potential examples of prescriptive, as opposed to skewed, behaviour. This attempt to cast extreme synthetic interaction as the norm *encourages* the creation of fear-based assessments rather than alternative examinations.
A recent study conducted by Dr. John Charlton [University of Bolton, England] and Ian Danforth [Whitman College, Washington] allegedly concluded a correlation between MMORPG addiction and Asperger’s Syndrome. On further querying, it was found that the study *suggested* that MMO games may be addictive for gamers displaying high Aspergian traits. This fear-filtered media coverage may be driven by a need to confirm the importance of the biological-dictated, Darwin-centric “1st Life” as concretely preferential in an evolutionary sense. That is, that flesh-based/ego-mediated phenomenology is given preference over synthetic states in order to maintain acceptable definitions of _Reality_. These definitions are further ratified via media focus on this type of adverse addictive potentiality, rather than any positive characteristics enhanced by engagement within synthetic environs.