Wednesday, May 23, 2007

Metaverse Roadmap II: VR Worlds and Ni

Electronic virtual worlds (first text based, later graphical)
have existed since our first personal computers (e.g., MUD,
Adventureland, and CBBS 1978)...
They are digital versions of narratives set in
“other realities” since the beginning of civilization.

Shamans,mystics and poets were the original weavers of these 'other realities' and are Ni dominants.
Then there's an interesting paragraph later, distinguishing between two kinds of VR:

There is a useful distinction between VW-based multiplayer
games, such as Everquest or World of Warcraft, and VWbased
social environments, such as Second Life and Sony's
Home. Multiplayer games are goal-oriented, with social
interaction used as a tool for task completion; such worlds
are set in an internally-consistent fictional or fantasy-based
realm. In most, entertainment is a primary goal. In so-called
“serious games,” training and education are primary goals.

Goals and task completion are the bailiwick of Extraverted Judgment, and is the complimentary mental function to Ni. When Je is the lead function (E _ _ J in the MBTI code) goals are the primary, well, goal of the Type. When it's in the second (auxiliary) position (I _ _ J), tasks are more important.

Je has two flavors - Te and Fe. When they're referencing 'serious games', it seems they're describing Te as opposed to Fe. In the standard 16 Types, Ni (or Si) is paired with either Fe or Te to create four types - ENTJ, ENFJ, INTJ, INFJ.

Social VWs, by contrast, exhibit fewer overt goals and value
structures, and offer more open-ended user freedoms,
creation of objects, economic and social interaction, and
interpersonal networks. In a few social VWs, such as the
rapidly growing world of Second Life, the user retains
some ownership rights to the objects, land, and other
assets acquired in the world...In practice, the game vs. social world distinction is often
blurred, as goal-directed games always emerge inside
social VWs, and as social experiences broaden inside the
more popular game worlds.

Extraverted Feeling (which is Je) is one's sense of community, and social VWs are the places where 'how' to interact are created. Chat rooms and usenet forums immediately spawned 'shoulds' and social mores (all caps is shouting, Thou Shalt Not Troll, etc).

While inspiring, the
vision (John Perry Barlow, 1996) of an emerging
independent cyberspace, with its own political and
economic rules and jurisdictions, like any sovereign
nation, was not echoed by MVR participants, who talked
of increasing physical world regulation over virtual space
in the foreseeable future.

But to move beyond today’... systems for user identity, trust, and reputation will
be needed, to ensure player accountability to the unique
rules of each world.

On the social side, perhaps the most obvious persistent trend
will be identity experimentation, self-revelation and role play
in VWs, and the creative variation of social norms around
gender, ethnicity, social class, etiquette, and group values and

All bailiwicks of Extraverted Feeling - societal rules.

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