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My Tiny Life: Crime and Passion in a Virtual World Paperback – January 20, 1999
Being a true account of the infamous Mr. Bungle and of the author's journey, in consequence thereof, to the heart of a half-real world called LambdaMoo.
From In Cold Blood to Midnight in the Garden of Good and Evil, readers have been gripped by the novelistic rering of eccentric communities torn apart by violent crime.
Julian Dibbell's reporting of the "Mr. Bungle" rape case first appeared as the cover story in The Village Voice. Since that time it has become a cause célèbre, cited as a landmark case in numerous books and articles and a source of less discussion on the Internet. That's because the scene of the crime was a "Multi-User Domain," an electronic "salon" where Internet junkies have created their own interactive fantasy realm. In a "place" where race, ger, and identity are infinitely malleable, the addictive denizens had thought they'd escaped all traditional cultural and moral limits. Yet Mr. Bungle's primal transgression challenged all their illusions, confronting even this electronic utopia with the same issues of order and social norms that humanity has faced since the Stone Age. When this fantasy imbroglio threatens Dibbell's actual marriage, we see how the virtual world at once mirrors and mocks real life.
- Print length352 pages
- LanguageEnglish
- PublisherHolt Paperbacks
- Publication dateJanuary 20, 1999
- Dimensions6.12 x 1.05 x 9.2 inches
- ISBN-100805036261
- ISBN-13978-0805036268
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Dibbell offers glimpses of his RL between rich, colorful, and entertaining chapters describing the online community's gossip, his interactions and relationships with the other members, and his first experience with cybersex. What is interesting is that the brief snatches of RL are bland and boring, written in a kind of script format with little more than stage directions for descriptions. This device, plus Dibbell's discussions of his dreams about the MOO, show the reader how deeply involved Dibbell becomes in this community. The turning point comes when Dibbell's membership at LambdaMOO threatens to ruin one of his closest RL relationships. --Cristina Vaamonde
From Publishers Weekly
Copyright 1998 Reed Business Information, Inc.
From Library Journal
Copyright 1998 Reed Business Information, Inc.
From Kirkus Reviews
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About the Author
Julian Dibbell is an editor at the The Village Voice, where he writes a column on cyberculture. He has written about music and computer culture for many publications, including Time, Spin, Mademoiselle, and Request. He lives in New York City.
Product details
- Publisher : Holt Paperbacks; First Edition (January 20, 1999)
- Language : English
- Paperback : 352 pages
- ISBN-10 : 0805036261
- ISBN-13 : 978-0805036268
- Item Weight : 1.2 pounds
- Dimensions : 6.12 x 1.05 x 9.2 inches
- Best Sellers Rank: #1,674,471 in Books (See Top 100 in Books)
- #467 in User Experience & Website Usability
- #3,732 in Technothrillers (Books)
- #5,848 in Criminology (Books)
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Dibbell's approach towards writing about his experiences in Lambda MOO is interesting in and of itself- he separates each section into a different discussion on various questions raised as he played the game. There is a section on history, politics, sex, etc. -all within the framework of LamdaMOO. His writing style is both practical and thoughtful at the same time, lending to some memorable anecdotes while not being bogged down as being simply a memoir of his activities. While "A Rape in Cyberspace" is noticeably unchanged since its publication online, other chapters include thoughts on the nature of online communities, games, and virtual reality itself.
That being said, this book has passed the 10 year mark. With the MMORPG market enlarging and expanding from its beginnings in Ultima Online and Everquest to approx. 11.5 million WoW players, I'm forced to almost question where someone can find any contemporary relevance in what Dibbell writes. While Text-Based RPGs might have matched Ultima Online in players in 1999, I'd be hard-pressed to argue that MUD or MOO players are today anything more than a small percentage rather than an example of the online gaming community as a whole. This makes the arguments and discussions in this book hard to apply to any contemporary study of online cultures.
In some final comments, I will say that Dibbell is an absolute must-have for someone studying online communities, if only as a snapshot into what these communities looked like in the late 1990s. Dibbell's book also shows us that video games, at the very least, can be worth looking into from an academic standpoint, and offers an example of approaches that one might take if they were to attempt a foray into Ludology.
I found it to be a page-turner well after the narration of the motivating event was finished.
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In this book Julian, a journalist, describes his experiences with living in (for several hours a day) what was basically the very first Multiplayer Virtual World (at least the first to use computers as a medium) - he was able to justify this by calling it research for this book.
It's a fascinating read. The world he describes is a real, whole world, constructed purely by words. The "world" program describes to the player what is around him, a room, a garden - and she then describes what she does. Compared to today's Multiplayer Online Worlds or MMOs this sounds limiting but it is actually limitless! And the pure focus on words rather than the visual, or on the game or puzzle as in today's environments, (examples are A Tale in the Desert, EVE Online, Second Life, or There) means social interaction becomes the ONLY gameplay. In most modern MMOs the official gameplay, in my experience, is about killing more beasties to get money so that you can buy better gear and kill harder beasties. While there is some social interaction the "game" element limits and controls it. Money drives the virtual worlds as well as the "real" one.
Of course a world constructed by words is not new. A good book does that! But this is a world in which there are OTHER LIVE HUMANS.
The numbers are much lower in the LambdaMOO than in most of today's virtual worlds, there being a population of hundreds rather than many many thousands or even millions, if all players are counted. But there are enough individuals to make the world into a community, a polity.
Julian describes the development of a "community" within this world and even a kind of "democracy", during a period when the community had to develop laws to take it out of the Wild West Pioneering phase of development. There is much drama, persecution of folk who may have been innocent of evil intent, at least one player (or citizen, or member of the society) who had clearly evil intent, and several mischief-makers. He describes how the "wizards" or programmers who originally made and continued to maintain the basis of the world reluctantly dealt with all this turmoil and how ultimately, triumphantly, a sort of order was restored.
Julian works hard to show that he DID have "a real life" as well as the online, but somehow it feels far less convincing, or vivid, than his virtual or "tiny" life.
A fascinating read if you are interested in people, politics or online environments.
