For I too was undergoing a transformation in the aftermath of that night in evangeline's, and I'm still not entirely sure what to make of it. As I pursued my runaway fascination with the discussion I had heard there, as I pored over the *social debate and got to know legba and some of the other victims and witnesses, I could feel my newbie consciousness falling away from me. Where before I'd found it hard to take virtual rape seriously, I now was finding it difficult to remember how I could ever NOT have taken it seriously. I was proud to have arrived at this perspective - it felt like an exotic sort of achievement, and it definitely made my ongoing experience of the MOO a richer one.
Dibbell, Julian. "A Rape in Cyberspace. Village Voice, Vol. XXXVIII, No. 51: 1993.
The passage from the article "A Rape in Cyberspace by Julian Dibbell,
addresses the overriding problem of MUDs (Multi-User Discourses) and whether
they can be taken seriously . The passage is significant because it shows the
progression of the narrator in his role from sceptic of virtual rape, Which changes to his belief that it should be taken seriously. This is his final perspective upon which he arrives in the article, and therefore becomes adefining point in the text. The social debate of the role of victim is also
discussed examining whether MUDs can be addressed seriously in context to the
real world, and whether they can be viewed in the same way as actual rape. The
writer addresses that because of his new found perspective, in which he is now
better able to understand the victims and witnesses involved. Making his
interactivities in the MUDs more involving because he realizes and understands
why MUDs have these effects on the players. His reference of MOOs stands for
MUD, object orientated which means basically the same thing as MUDs.
In relation to the broader context of digital culture it presents the level of involvement that comes with these digital works. It portrays how very real it can become for people like the victims involved in the cyber-rape. And how easy it is for immersion to take over the gamer. The newbie consciousness expressed by the writer is identifiable at one stage to all players. For example "Cybertext: Perspectives on Ergodic Literature by Espen J. Aarseth identifies that: "If the player is experienced, well known to the other players, and familiar with the MUD, the type of interaction might be different from that of a new, inexperienced, and incognito player. This again describes the changing of perspectives involved from beginner to hardcore player.