The Stream Theory

Erol Bozkurt

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When a user plugs into a game, he “falls into a world”. As long as he stays connected, he “communicates” with the components of the game universe. At any given time, the consumer of a particular game aspect lives at a certain “level of reality”. While the user lives in the game universe, he uses a “thought board” knowing or otherwise to make sense of his experiences in the game. During this process he uses “presupposition specification”.

The act of thinking is interfered by a “virtual conscience” and the user’s ability to comply with or to reject what is offered by that game mechanism constructs his “personality” in this alternate universe.

As the user loses himself in the game, he encounters several “cover-up stories”. After one point, through the use of a networking technology like the “Internet’ or by participating in ‘real’ life with a ‘modified state of mind’ the user “enlarges the game universe”.

During these game sessions, if the user takes a chance to elaborate on the “absurdities” he faces, he may develop valuable insights about the meaning of his existence in one world or the other. All the user’s interactions with the game universe are recorded by a “symbolic language” which can be retrieved and consumed by another user of this particular game universe at a later time.

* Life does not hold us with strings, rather we hold each other with Streams.

Notes from the journal of a bored developer, Houston, Texas, 1993.

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