Hey y’all - I am busy on a sociology of science essay at uni, and just realised that I have a hivemind of hyper articulate well read people that I can draw on. I’m looking for some sociology reading that might be specfiic to games and virtual spaces, but if the themes come up anywhere else in whatever context I’d be super interested to hear about it.
The thing I’m looking at is the location, in time and space, of virtual environments. There’s an obvious impression that virtual spaces are unlocated - they exist outside of regimes of time and space. That seems to come from them being persistent and permanently accessible on demand, and to them being discontinuous to ‘real’ space with a different sets of geometries, physics and logics to them.
That clearly isn’t the whole story - there needs to be a server somewhere, you need the hardware to hand, instances exist for moments and then cease, they sometimes require an agency or player to be in temporary command to function, the labour and expertise of individuals in different, ‘real’ times and places has been required to build it.
I’m basically trying to find if anyone has done any work or writing on this kind of tension, on the apparent unlocatedness of virtual spaces and how they actually do link to real places. This tension is not at all unique to games and virtual spaces, clearly since I’m using it to talk about science and technology more widely. If you have anything in mind you think might be relevent, please hmu x