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My Tiny Life: Crime and Passion in a Virtual World Paperback – January 20, 1999

4.3 4.3 out of 5 stars 16 ratings

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.


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Editorial Reviews

Amazon.com Review

This is the story of one user's experience at a virtual-reality community called LambdaMOO. A MOO--short for multiuser dungeon, object oriented--is a virtual place where participants can construct human-like graphical representations of themselves to interact in a simulated world. Author Julian Dibbell begins by relating the facts surrounding the case of Mr. Bungle, a character who committed the crime of "virtual rape" in this fantastic electronic world, shocking LambdaMOO's members. However, the thread of discussion about this case is minimal and the book ultimately becomes Dibbell's diary of his "research" of this virtual world, which grows gradually more obsessive, and how it affects his RL (real life).

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

It is a world that inhabitants dub "tiny," but its role in their lives is large. In the online community of LambdaMoo, Netizens occupy virtual living rooms and hot tubs, form close friendships and make mortal enemies, trade witticisms and discuss their lives for as many as 70 hours per week. Dibbell's account of this group is similarly large and ambitious. He eschews cliche and, in rich and active prose, frames a world that raises new questions by blurring the line not only between cyberspace and real space but between speech and action, intimacy and distance. What, for example, is the proper punishment for a virtual rapist, who wields only words as his weapon and sits hundreds of miles from his victim? Yet, for all its sociology, Dibbell's book never wanders too far from the personal. In its most compelling passages, the author contemplates fumbling toward virtual ecstasy and its impact on his real-space relationship. In a tone oscillating between invested and detached, Dibbell has written a sprawling, dazzling book, accessible to the least initiated and full of insights for the most wizened. If a complaint can be leveled, it's that he limits our view of the actual goings-on in Lambda, sacrificing the chaotic charm the book might have had without this filtering. Still, Dibbell's insight, intelligence and emotional depth make his interpretation one to behold and savor. Agent, Mark Kelley.
Copyright 1998 Reed Business Information, Inc.

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
  • Customer Reviews:
    4.3 4.3 out of 5 stars 16 ratings

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Julian Dibbell
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Customer reviews

4.3 out of 5 stars
4.3 out of 5
16 global ratings

Top reviews from the United States

Reviewed in the United States on October 21, 2020
such a fire book
Reviewed in the United States on May 15, 2021
I'm in the book. Which I only discovered today 5/14/2021. Hah.
One person found this helpful
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Reviewed in the United States on October 23, 2018
I was on LambdaMoo. The book takes a sensational incident from the life of an online community and makes that the prism through which to ask questions about what the ethics of behavior should be online. So its not a portrait of LambdaMoo at its best, which upsets some of the locals. But it is about the boundary conditions, the problems at the margin. And on that, it turned out to be really prescient. It is hard to imagine now, that there was such a to-do about *one* incident of 'rape in cyberspace' give how prevalent really bad behavior later became.
Reviewed in the United States on May 6, 2009
I bought a copy of Julian Dibbell's "My Tiny Life" about four years ago after happening upon his essay, "A Rape in Cyberspace." Since then I have carried it with me back and forth between my dorm and home libraries, recommending it to friends who've shown interest in more pop-culture (ie video games) studies.

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.
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Reviewed in the United States on March 9, 2001
The author presents a tour of cyberspace. During this journey, we learn how the author feels, and what their priorities are. Cyber communites are the logical extension of chat sites, and web/ mail exchanges. In the real world, where restrictions can be placed on our daily lives, virtual reality provides an escape. Exploring this venue, we can learn more about ourselves as we interact with others, and the new environment. I'm glad the author documented their experiences!
2 people found this helpful
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Reviewed in the United States on May 22, 2006
Pretentious, meandering, and bereft of anything that could be mistaken for value. I question its use even as a cautionary tale of a man who has lost all ability to distinguish between the real world and a world of pretend.
Reviewed in the United States on February 5, 2008
A rather interesting autobiography of a MOO player's life and experiences within LambdaMoo. Tends to drag in a few places, but interesting nonetheless when you consider the dilemmas still facing MMO players today: is it just a game? Is your avatar just a piece of geometry/text on a screen? Or is it more? When your avatar is assaulted, do you feel as though you yourself have been assaulted?
Reviewed in the United States on December 16, 1999
Aside from his own personal, short-term journeys in and out of LambdaMOO and fairly mundane conflict and resolution with his significant other, which provide part of the hook to the reader, Dibbell writes in an engaging way about the sociology of the MOO community. Of particular interest are the immediate and long term reactions of the community to acts, virtual though they may be, that affect the fabric of the MOO society. The book's inability to fully demonstrate the complexity of the MOO society, demonstrated by MOOers' castigation of the work, is irrelevant to the points made by the author about the relationships of the wizard power class to the other, parallel MOO societies, and to the constituent class. The strong reactions of members of the MOO society to events and characters that are perceived as harmful elements, and the attempts to call for, impose and/or resist virtual law and order in an unruly and perhaps ungovernable society provide the real conflict. Dibbell's observations of the tensions of anarchy and order in the MOO unfold in counterpoint to the author's RL events and relationships, which are described in MOOspeak, but which must inevitably follow societal rules and expectations of long standing.
I found it to be a page-turner well after the narration of the motivating event was finished.
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Top reviews from other countries

Evelyn Toseland
5.0 out of 5 stars Excellent if dated
Reviewed in the United Kingdom on June 7, 2014
When this book was written, soon after the Internet was "born", I, like most people in my part of the world, was limited by finances - not all of us had the advantages of our American friends, not all of us could log in from work. Huge telephone bills and horrible little low-baud modems meant online time was strictly limited. I was then and am now, jealous!
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.