A Rape in Cyberspace

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"A Rape in Cyberspace, or How an Evil Clown, a Haitian Trickster Spirit, Two Wizards, and a Cast of Dozens Turned a Database into a Society" is an article written by freelance journalist Julian Dibbell and first published in The Village Voice in 1993. The article was later included in Dibbell's book My Tiny Life on his LambdaMOO experiences.

Contents

Lawrence Lessig has said that his chance reading of Dibbell's article was a key influence on his interest in the field. [1] Sociologist David Trend called it "one of the most frequently cited essays about cloaked identity in cyberspace". [2]

History

An image of a MUD (Multi-User Dungeon) similar to the one where the cyber-rape occurred Login screen of a text based MUD..jpg
An image of a MUD (Multi-User Dungeon) similar to the one where the cyber-rape occurred

Julian Dibbell's journalism career began in the music industry, though his writings eventually came to focus mainly the Internet, [3] including various subcultures such as LambdaMOO, a MUD, which itself was further divided into subcultures, [3] a phenomenon he inadvertently encountered through his girlfriend. One day, when he was having difficulty contacting her by phone, he searched for her in LambdaMOO because he knew she was a visitor. When he found her, she had been in a meeting regarding how to resolve the issue of Mr. Bungle. [3]

"A Rape in Cyberspace" describes a "cyberrape" that took place on a Monday night in March 1993 and discusses the repercussions of this act on the virtual community and subsequent changes to the design of the MUD program. [4]

LambdaMOO allows players to interact using avatars. The avatars are user-programmable and may interact automatically with each other and with objects and locations in the community. Users interacted through script, as there were no graphics or images on the MUD at the time. [5]

The "cyberrape" itself was performed by a player named Mr. Bungle, who leveraged a "voodoo doll" subprogram that allowed him to make actions that were falsely attributed to other characters in the virtual community. The "voodoo doll" subprogram was eventually rendered useless by a character named Zippy. These actions, which included describing sexual acts that characters performed on each other and forcing the characters to perform acts upon themselves, went far beyond the community norms to that point and continued for several hours. They were interpreted as sexual violation of the avatars who were made to act sexually, and incited outrage among the LambdaMOO users, raising questions about the boundaries between real-life and virtual reality, and how LambdaMOO should be governed.[ citation needed ]

Following Mr. Bungle's actions, several users posted on the in-MOO mailing list, *social-issues, about the emotional trauma caused by his actions. One user whose avatar was a victim, called his voodoo doll activities "a breach of civility" while, in real life, "post-traumatic tears were streaming down her face". However, despite the passionate emotions including anger voiced by many users on LambdaMOO, none were willing to punish the user behind Mr. Bungle through real-life means.[ citation needed ]

Three days after the event, the users of LambdaMOO arranged an online meeting, which Dibbell attended under his screenname (Dr. Bombay), to discuss what should be done about Mr. Bungle. The meeting lasted approximately two hours and forty-five minutes, but no conclusive decisions were made. After attending the meeting, one of the master-programmers of LambdaMOO (with screenname JoeFeedback), decided on his own to terminate Mr. Bungle user's account. [6] Additionally, upon his return from his business trip, LambdaMOO's main creator, Pavel Curtis (screenname Archwizard Haakon), set up a system of petitions and ballots where anyone could put to popular vote anything requiring administrative powers for its implementation. Through this system, LambdaMOO users put into place a @boot command, which temporarily disconnects disruptive guest users from the server, as well as a number of other new features.[ citation needed ]

It was later discovered that Mr. Bungle's identity consisted not only of a young man attending NYU, but also a group of NYU students on a dorm floor which encouraged his actions by calling out suggestions during the evening of the rape. [7]

Analysis

Dibbell's "A Rape in Cyberspace" brought issues of online abuse to light that had not been heard much of during its time. It led to some debate about ethical and legal issues, free speech, how to continue to build the Internet, how to regulate it, and how to potentially prosecute crimes that had never existed before. [5] [3] Since the article was written, interaction with online media has become ubiquitous, making it harder to avoid negative actions of "trolls" and harassers. [3] This sparked the debate of whether these events have real-world repercussions, as the psychological damage the users feel is real. [5]

Politics

In the aftermath of the event, members of the LambdaMOO community came together to discuss how to handle what happened. The community attained a political self-consciousness about itself when deciding how to punish Mr. Bungle for his actions. [8] Prior to the event, LambdaMOO's creator Pavel Curtis released a document known as the "New Direction" which stated that the "wizards" were to serve the purpose of technicians and were not to make decisions which affect the social life of the MOO and to only implement decisions made by the community as a whole. This forced the LambdaMOO community to invent their own self-governance from scratch; in the case of Mr. Bungle, it was decided that his character would be deleted. [9]

Psychology

"A Rape in Cyberspace" demonstrates how the virtual world and the real world tend to mix together since the virtual world could not exist without reality, and how Dibbell's experiences in the online community affected his real-world thought process. [10]

The article also demonstrates the emotional effect which the events that happened within LambdaMoo had on the players. Even though it happened in virtual reality, it was a symbolic form of violation in both realities. [11]

Legacy

Dibbell's "A Rape in Cyberspace" and other publications that he has made about the Bungle incident have been seen by many scholars and professionals as a key foundation in the topic of virtual rape. [12] The article has been used to take a look at the moral nature of actions within the virtual world. [11]

Since the Mr. Bungle case, LambdaMoo set up an arbitration system so that people can file suit against one another and this system has been put into use with the matter of a virtual death. [13]

Over two decades later, these events remain one of the primary advertisements for LambdaMOO. Research students still regularly visit the MOO (often sent there by their professors) and start asking users about these events. [5]

This article draws attention to a more modern version of the platonic binary, otherwise known as the mind-body split. The event described in the article illustrates the intellectual self from the physical self through the typing of words on a screen. [14]

Dibbell continued to participate in LambdaMOO, up to 30 hours a week, and eventually wrote My Tiny Life about his experiences, incorporating the article. [15] He remains somewhat astonished at the impact it has had, saying in 1998, "No piece I had done before had managed to convey as vividly to readers the fact that there was something wild and different going on online, something that might profoundly alter the way they related to words and communication and culture in general." [16]

The article raised awareness in the legal implications of online activity, including Lawrence Lessig, and Dibbell himself would go on to teach cyberlaw as a Fellow at Stanford Law School Center for the Internet and Society. [17] The article is also considered one of the earliest examples of New Games Journalism where review of computer games are meshed with social observation and consideration of surrounding issues.[ citation needed ]

In 2018 The Village Voice reprinted the article following a reported gang rape in Roblox. [18]

Related Research Articles

<span class="mw-page-title-main">Cyberspace</span> Concept describing a widespread, interconnected digital technology

Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet. The term entered popular culture from science fiction and the arts but is now used by technology strategists, security professionals, governments, military and industry leaders and entrepreneurs to describe the domain of the global technology environment, commonly defined as standing for the global network of interdependent information technology infrastructures, telecommunications networks and computer processing systems. Others consider cyberspace to be just a notional environment in which communication over computer networks occurs. The word became popular in the 1990s when the use of the Internet, networking, and digital communication were all growing dramatically; the term cyberspace was able to represent the many new ideas and phenomena that were emerging. As a social experience, individuals can interact, exchange ideas, share information, provide social support, conduct business, direct actions, create artistic media, play games, engage in political discussion, and so on, using this global network. Cyberspace users are sometimes referred to as cybernauts.

LambdaMOO is an online community of the variety called a MOO. It is the oldest MOO today.

FurryMUCK is one of the oldest and largest non-combat MUD-style games in existence. It was founded in 1990 as an online gathering place for furry fans to meet and socialize in a virtual role-playing environment. Over time, FurryMUCK has become one of the central focal points for furry fandom, with a user base consisting of several thousand, with over 150 users regularly signed on simultaneously.

The Spivak pronouns are a set of gender-neutral pronouns in English promulgated on the virtual community LambdaMOO based on pronouns used in a book by American mathematician Michael Spivak. Though not in widespread use, they have been employed in writing for gender-neutral language by those who wish to avoid the standard terms he, she, or singular they.

<span class="mw-page-title-main">Online chat</span> Real-time texting over the internet

Online chat may refer to any kind of communication over the Internet that offers a real-time transmission of text messages from sender to receiver. Chat messages are generally short in order to enable other participants to respond quickly. Thereby, a feeling similar to a spoken conversation is created, which distinguishes chatting from other text-based online communication forms such as Internet forums and email. Online chat may address point-to-point communications as well as multicast communications from one sender to many receivers and voice and video chat, or may be a feature of a web conferencing service.

A virtual community is a social work of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are online communities operating under social networking services.

<span class="mw-page-title-main">Virtual world</span> Large-scale, interactive computer-simulated environment

A virtual world is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds.

<span class="mw-page-title-main">Avatar (computing)</span> Graphical representation of a user or a users alter ego or character

In computing, an avatar is a graphical representation of a user or the user's character or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons. Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games, or an imaginary character with no graphical appearance, as in text-based games or worlds such as MUDs.

<i>Habitat</i> (video game) 1986 video game by LucasArts

Habitat is a massively multiplayer online role-playing game (MMORPG) developed by LucasArts. It is the first attempt at a large-scale commercial virtual community that was graphic based. Initially created in 1985 by Randy Farmer, Chip Morningstar, Aric Wilmunder and Janet Hunter the game was made available as a beta test in 1986 by Quantum Link, an online service for the Commodore 64 computer and the corporate progenitor to AOL. Both Farmer and Morningstar were given a First Penguin Award at the 2001 Game Developers Choice Awards for their innovative work on Habitat. As a graphical MUD it is considered a forerunner of modern MMORPGs unlike other online communities of the time. Habitat had a GUI and large user base of consumer-oriented users, and those elements in particular have made Habitat a much-cited project and acknowledged benchmark for the design of today's online communities that incorporate accelerated 3D computer graphics and immersive elements into their environments.

A griefer or bad-faith player is a player in a multiplayer video game who deliberately and intentionally irritates and harasses other players within the game (trolling), by using aspects of the game in unintended ways in order to destroy something another player made or built, or stealing something, such as items or loot, when that is not the primary objective. A griefer derives pleasure primarily, or exclusively, from the act of annoying other users, and as such, is a particular nuisance in online gaming communities. If a bad-faith player is attempting to gain a strategic advantage, it could be considered cheating.

Virtual crime, can be described as a criminal act conducted in a virtual world -- usually massively multiplayer online role-playing games, MMORPGs. To grasp the definition of virtual crime, the modern interpretation of the term "virtual" must be assessed to portray the implications of virtual crime. In this sense, virtual crime describes those online acts that “evoke the effects of real crime” but are not widely considered to be prosecutable acts.

A MOO is a text-based online virtual reality system to which multiple users (players) are connected at the same time.

<span class="mw-page-title-main">Julian Dibbell</span> American journalist

Julian Dibbell is an American author and technology journalist with a focus on social systems within online communities.

Cyberformance refers to live theatrical performances in which remote participants are enabled to work together in real time through the medium of the internet, employing technologies such as chat applications or purpose-built, multiuser, real-time collaborative software. Cyberformance is also known as online performance, networked performance, telematic performance, and digital theatre; there is as yet no consensus on which term should be preferred, but cyberformance has the advantage of compactness. For example, it is commonly employed by users of the UpStage platform to designate a special type of Performance art activity taking place in a cyber-artistic environment.

Social interactions in MMORPGS take the form of in-game communication, virtual behaviors, and the development of interpersonal and group relationships. In massive multiplayer online role-playing games (MMORPGs), cooperation between players to accomplish difficult tasks is often an integral mechanic of gameplay, and organized groups of players, often called guilds, clans, or factions, emerge. Sometimes the relationships players from within the game spill over into friendships or romantic relationships in the material world. In other instances, romantic partners and groups of material world friends find that playing together strengthens their bonds.

The Patriotic Nigras were a group of griefers in the online world of Second Life.

Diversity University was the first MOO dedicated specifically for education. Like other MUDs, it was an online realm that allowed people to interact in real time by connecting to a central server, assuming a virtual identity within that realm, "teleporting" or "walking" to virtual rooms, and holding text-based conversations with others who had entered the same virtual room. The MOO server kept track of which characters were in each virtual "room," so that the comments of each character would be sent back to the computers of every other person whose character was "in" the same virtual "room." What distinguished Diversity University from other MOOs was its central structuring metaphor as a virtual university campus, as well as its pioneering use for actual online classes.

<span class="mw-page-title-main">Encyclopedia Dramatica</span> Parody-themed wiki website

Encyclopedia Dramatica is a satirical online community centered around a wiki that acts as a "troll archive". The site hosts racist material and shock content; as a result it was filtered from Google Search in 2010. An administrator of the website was the perpetrator of the 2017 Aztec High School shooting, and users of the site frequently participate in harassment campaigns.

<i>AVATAR MUD</i> 1991 video game

A.V.A.T.A.R. MUD is a free, online, massively multiplayer, fantasy, text-based role-playing game, set in a real-time virtual environment. It combines elements of role-playing games, hack and slash style computer games, adventure games and social gaming.

References

Citations

  1. Levy 2002.
  2. Trend 2001.
  3. 1 2 3 4 5 Eisinger 2017.
  4. Johnson 2008.
  5. 1 2 3 4 Buck 2017.
  6. Anonymous.
  7. Dibbell 1998a, p. 30.
  8. Anonymous 1999.
  9. Haynes & Holmevick 2001.
  10. Mahadevan 2015.
  11. 1 2 Huff, Johnson & Miller 2003, p. 13.
  12. Sander 2009, p. 37.
  13. MacKinnon 1997.
  14. Anonymous 1995.
  15. Schulz 1999.
  16. Dibbell 1998a.
  17. Gelman 2002.
  18. "Before Roblox: An Online Rape When Cyberspace Was New". The Village Voice. 25 July 2018. Retrieved 19 January 2022.

Bibliography

Further reading