Making real choices in a virtual world
Note: This is the first of two papers on similar themes. (Read the second here.) I wrote both in the second year of my MA in English at Bob Jones University, the fundamentalist Christian school I attended for my BA and MA. Both capture well the moral tenor of my upbringing and of my beliefs at that time. I was raised in evangelicalism and on a diet of Rush Limbaugh. But since that time and these writings, some of my views have changed in important ways. In regards to the argument of this paper, the most significant change is that I have lost my former confidence in the Bible as the absolute, objective moral frame of reference for humans. As a result, the core imperative of this paper no long works for me. However, I still to this day embrace and affirm the central observation that a person’s moral decisions in a virtual space or video game are not without implications for their real-world thinking about morality. I still believe what we pretend to think or do can affect what we actually think and do in the real world. (DL, Sept. 18, 2021)
In September 1987, Captain Picard’s Enterprise-D embarked on its maiden voyage. Captain James T. Kirk and his cronies had been replaced by a new crew with a new ship and new gadgets. Perhaps the most memorable of those new gadgets was a new kind of shipboard recreation chamber: the holodeck. A virtual-reality chamber featuring cutting-edge 24th-century technology, the holodeck used holograms, force fields, and semi-stable matter to create alternate realities indistinguishable from the real thing. It was a room where dreams came to life, and it quickly captured the imagination of Trekkers everywhere. Before long, the “holodeck” became verbal shorthand for the supreme realization of virtual reality.
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