Step into a realm where reality blurs and imagination takes flight—welcome to the world of virtual experiences.
We will continue where we left off in part 1, in which we explored some of the historical roots of virtual worlds:
From Shadows to Simulations: The Roots of Virtual Worlds
Imagine a world where people gather in vibrant digital landscapes, exploring uncharted territories, connecting with friends, and crafting identities far beyond their everyday realities.
Now we will trace their evolution from the early 20th century to the dawn of the computer age in the 1970s.
The idea of virtual worlds is not at all new. It has been shaped by technological innovations and societal changes, with influences ranging from the science fiction of Jules Verne and H.G. Wells to the early immersive experiences of cinema, radio, and television. These mediums transformed how people interacted with stories, laying the groundwork for the interactive environments we recognize today.
Then, we'll explore pivotal themes - including the emergence of text-based virtual worlds like MUDs (Multi-User Dungeons), the evolution of "presence," and the role of imagination in crafting these digital landscapes. We'll also draw on the theories of philosophers like Walter Benjamin and Ernst Jentsch, who contemplated the effects of technology on human experience and the nature of reality.
By examining these precursors, we aim to enrich our understanding of how virtual worlds have evolved and how they continue to shape our experiences. Join me as we uncover the fascinating history behind the vibrant digital landscapes we inhabit today.
The Emergence of Science Fiction
Virtual worlds are closely linked to the science fiction genre, which can be traced back to the late 19th century, a period marked by a burgeoning technological imagination. Authors like Jules Verne, H.G. Wells, and Edgar Allan Poe explored alternate realities and fantastical worlds, influencing the conceptual landscape from which virtual environments would eventually emerge.
Jules Verne was a true pioneer, with novels such as "Twenty Thousand Leagues Under the Sea" (1870) and "Around the World in Eighty Days" (1873) inviting readers on extraordinary journeys. Verne's imaginative narratives not only entertained but also hinted at future technological advancements, offering visions of what could be. This notion of a "virtual voyage," where readers could experience adventures through storytelling, laid the groundwork for the immersive experiences characteristic of virtual worlds.
H.G. Wells also contributed significantly to this genre. Wells’s works, including "The Time Machine" (1895) and "The War of the Worlds" (1898), introduced readers to alternate realities.
Edgar Allan Poe's stories delved into the psychological and imaginative realms of horror and mystery.
These authors not only reflected the hopes and fears of their time but also challenged readers to consider the implications of technology and imagination on their perceptions of reality.
“The future is already here — it's just not very evenly distributed.”
William Gibson, science fiction writer, 1993
Technological Imagination: Early Inspirations
The influence of these literary giants extended to the technological innovations of the early 20th century. The advent of cinema was particularly shaped by the visions of science fiction writers. Filmmakers like Georges Méliès created fantastical visuals inspired by Verne and Wells, transporting audiences into new, imaginative realms. This melding of literature and technology laid the foundation for immersive experiences that would define virtual worlds.
Ultimately, the late 19th century was a vibrant period for the emergence of science fiction—a precursor to the digital landscapes we explore today. By navigating these fictional realms, readers were not just escaping reality; they were expanding the very concept of what reality could be.
Further on, we'll see how these literary foundations influenced the technological advancements that followed, shaping the early 20th century's virtual environments and experiences.
Early Virtual Concepts and Society
The emergence of virtual worlds not only transformed individual experiences but also reflected broader societal changes during the late 19th and early 20th centuries. How did early science fiction mirror societal concerns? And what impact did technological advances have at the time?
Reflecting Society in Science Fiction
Science fiction has long served as a lens through which we can examine cultural anxieties and aspirations. Authors like Verne, Wells, and Poe crafted narratives that captured the hopes and fears of their time. Verne not only entertained but also engaged with contemporary issues like colonialism and technological progress. Similarly, Wells’s works, including "The Time Machine", explored themes of social inequality and the consequences of unrestrained scientific advancement.
“Technology is anything that wasn’t around when you were born.”
Alan Kay, computer scientist, late 1980s
These narratives often reflected societal values and concerns, serving as a commentary on the implications of emerging technologies. The exploratory nature of science fiction allowed readers to confront complex questions about humanity's future, encouraging them to consider the ethical dimensions of technological innovation.
The Impact of Technological Advances on Human Experience
As technology advanced, it fundamentally reshaped human experience. The late 19th century witnessed remarkable inventions - such as the telegraph and the motion picture - transforming communication and entertainment. These innovations introduced new ways for individuals to engage with each other and envision alternate realities.
Cinema, for instance, created shared experiences, drawing large audiences into fantastical narratives. Films like those of Georges Méliès brought science fiction to life, pushing the boundaries of imagination. This shared experience created a sense of community, even as it started to shape a more complicated relationship with reality.

Mechanical Reproduction
Walter Benjamin’s seminal essay, "The Work of Art in the Age of Mechanical Reproduction" (1935), offers valuable insights into how technological advancements change our perceptions of art and reality. Benjamin argued that the ability to mass-produce art alters its authenticity and, consequently, its function in society. As urgent as the current debate on AI-generated art may be, it is by no means new that artists feel threatened by technological innovation.
In virtual worlds, Benjamin's ideas are relevant because they show how film and new media changed the way we experience stories and culture. When movies became popular, they changed how people interacted with narratives. Instead of just reading a book or listening to a story, audiences could now see and hear characters come to life on screen. This shift made stories more engaging, more attractive and more accessible.
By reproducing experiences through various media, technology democratizes access to imaginative worlds but also raises questions about authenticity. Just as Benjamin discussed how mechanical reproduction could diminish the "aura" of art, we can consider how virtual environments modify our perceptions of reality and presence. The ability to simulate experiences changes our understanding of what it means to truly engage with a narrative or environment.
Early 20th Century: Cinema, Radio, and Television
The early 20th century was pivotal in shaping the trajectory of virtual worlds through the introduction of cinema, radio, and television. These transformative media created new immersive experiences that redefined storytelling and engagement. The philosophical implications of these developments challenge our understanding of representation and reality, setting the groundwork for the virtual worlds that would emerge in the decades to come.
Cinema
At the forefront of this transformation was cinema, which revolutionized entertainment by creating wholly immersive experiences. The invention of the motion picture camera allowed filmmakers to transport audiences to fantastical worlds, establishing a new mode of storytelling. These early films engaged viewers visually and emotionally, paving the way for future virtual experiences.
Georges Méliès, a cinematic pioneer, exemplified this innovation with his dazzling visuals and imaginative narratives. His film "A Trip to the Moon" (1902) showcased not only special effects but also the power of storytelling to ignite the imagination. Similarly, Fritz Lang utilized innovative techniques in films like "Metropolis" (1927) to explore complex themes of technology, society, and the human condition, resonating with the anxieties of a rapidly modernizing world.
Cinema's Role in Shaping Virtual Experiences
The impact of cinema extended beyond mere entertainment - it was instrumental in shaping virtual experiences.
Filmmakers employed techniques such as special effects, innovative editing, and imaginative narratives to create immersive environments. These developments influenced future media, highlighting the potential for storytelling to create alternate realities.
“The movies are a little bit like life, but they’re also a little bit like dreams.”
Woody Allen, filmmaker/comedian, 1987
As audiences became accustomed to these immersive experiences, their expectations for entertainment evolved, laying the groundwork for future explorations in virtual worlds.
Radio and Television
Radio emerged as another powerful medium, offering audiences the opportunity to engage their imaginations without visual stimuli. Through sound effects, narration, and music, radio dramas crafted vivid scenes that transported listeners to different realms. Programs like "The Shadow" and Orson Welles’s "War of the Worlds" demonstrated radio's ability to create tension and engagement, influencing how audiences perceived reality.
With the advent of television in the mid-20th century, audiences encountered a new form of storytelling that combined visual and auditory elements. Television not only delivered immersive narratives but also created new social rituals around viewing that fostered shared experiences. Shows like Star Trek inspired audiences with visions of the future, blending entertainment with speculative exploration of human nature and technology.
As viewers became more immersed in these represented realities, the lines between fiction and the real world began to blur. This shift raised important questions about what constitutes reality, prompting audiences to rethink their perceptions and the authenticity of their experiences. And this was long before deepfakes even entered the conversation!
Early Virtual Reality Simulators
After World War II, the concept of virtual reality began to take shape through pioneering innovations that aimed to immerse users in richly simulated environments.
Morton Heilig and the Sensorama: Pioneering Immersion
One of the earliest attempts to create an immersive experience came from Morton Heilig, who developed the Sensorama in the 1950s. This groundbreaking machine combined film, sound, vibrations, and even scents to engage multiple senses simultaneously, creating a multi-sensory cinematic experience. The Sensorama was designed to transport viewers into the screen, offering a "ride" through various scenarios—such as a motorcycle ride through Brooklyn or a visit to a bustling marketplace.
Heilig's work was significant because it emphasized the importance of sensory engagement in creating immersive experiences. By engaging sight, sound, touch, and smell, Heilig aimed to stimulate a deeper emotional connection for users, laying the foundation for later developments in virtual reality.
Ivan Sutherland and the Foundations of VR Technology
Following Heilig’s innovative ideas, Ivan Sutherland made monumental contributions to virtual reality with his invention of the Sword of Damocles in the late 1960s. This head-mounted display was one of the first examples of augmented reality, overlaying computer-generated graphics onto the user’s view of the real world. Although the technology was rudimentary and cumbersome by today’s standards, Sutherland’s work demonstrated the potential for immersive experiences powered by computer technology.
His famous mantra - "The ultimate display would be a room within which the computer can control the existence of matter"- encapsulated the ambitious vision for future virtual worlds. Sutherland’s innovations not only advanced the technical aspects of virtual reality but also sparked imaginations, setting the stage for the exploration of how humans could interact with digital spaces.

Sensory Engagement vs. Content Engagement
The developments of Heilig and Sutherland helped shape our understanding of the nature of engagement in virtual realities. Sensory engagement—appealing directly to the senses to create an immersive experience—contrasts with content engagement, which relies on narrative and imagination to draw users into a virtual world.
Sensory engagement, as exemplified by the Sensorama, attempts to replicate the real world closely, leading to a more visceral experience. However, this raises questions about authenticity: does the sensory imitation enhance or detract from genuine experiences? On the other hand, content engagement emphasizes storytelling and imagination, inviting users to construct their experiences mentally. This approach aligns closely with the literary roots of virtual worlds, where readers engage with narratives in their unique, subjective ways.
Philosophically, these considerations challenge our understanding of reality. If virtual environments can be designed to evoke strong emotional responses, how do we differentiate between genuine experiences and those that are artificially constructed? This question is particularly salient as we navigate the blurred lines between virtual spaces and the realities we inhabit.
Mazes, MUDs and MUSHes
The advent of the electronic computer in the mid-20th century catalyzed a revolution in how people interacted with virtual worlds.
“The computer is the most remarkable tool we’ve ever come up with. It’s like a bicycle for our minds.”
Steve Jobs, co-founder of Apple, 1990
This technological leap enabled the creation of new forms of digital environments, particularly text-based virtual worlds like MUDs (Multi-User Dungeons) and MUSHes (Multi-User Shared Hallucinations). In this section, we will explore the emergence of these early virtual worlds, the significance of Maze War, and the philosophical inquiries surrounding identity and reality in virtual spaces.
Maze War
Parallel to the development of text-based environments was the creation of Maze War (also known as Maze), which emerged in the early 1970s.
Often considered the first networked, 3D multi-user first-person shooter game, it introduced players to a virtual maze where they could navigate and compete against one another in real time.
Developed initially by high school students Steve Colley, Greg Thompson, and Howard Palmer at NASA Ames Research Center, Maze War allowed players to embody "eyeball" avatars that chased each other around a maze. It was played on ARPANET, the precursor to the Internet, specifically designed for the Imlac PDS-1 minicomputer. The game's innovative gameplay featured a simple graphical interface and included elements such as shooting mechanics, scoring systems, and a top-down map view.
Maze War's significance lies not just in its technical achievements but also in how it laid the groundwork for future multiplayer gaming. By enabling real-time interaction among players, it fostered a sense of presence and community that would become central to later virtual worlds, influencing the design of subsequent massively multiplayer online games.
MUD
While Maze War introduced players to a 3D space and real-time competition, it was primarily a shooter game focused on combat within a maze. In contrast, MUDs combined elements of role-playing games, interactive fiction, and social interaction, allowing players to create their own narratives and develop characters in a shared world.
In the late 1970s, the first Multi-User Dungeon, known as MUD1, was created by Roy Trubshaw at the University of Essex. This pioneering text-based environment allowed users to immerse themselves in a shared fantasy world where they could create characters, embark on quests, and interact with other players in real time. After its initial development, MUD1 underwent various updates and was eventually handed over to Richard Bartle in 1980. It became widely popular, particularly after being made accessible over networks like ARPANET, paving the way for the evolution of online gaming.
MUDs relied on text-based commands for interaction, which may seem primitive (even compared to Maze War), but their structure encouraged imaginative engagement and creativity among players. This format allowed users to shape the game world through their actions and dialogue, fostering a sense of community and personal investment in the game.
MUSH
After MUDs came MUSHes. A MUSH (Multi-User Shared Hallucination) is a type of text-based online social medium that allows multiple users to connect and interact in real time. The first MUSH being developed in the early 1990s. They are often used for role-playing and social interaction, although early forms of MUSH were not specifically coded for gaming activities.
One of the distinguishing features of MUSHes is their ability to let players create new rooms, objects, and scenarios using an internal scripting language known as "MUSHcode." This feature encourages creative expression and collaboration among users, allowing them to contribute to an evolving narrative.
MUSHes have influenced various online gaming formats and social platforms, contributing to the development of modern MMORPGs (Massively Multiplayer Online Role-Playing Games). They have also spawned several variants, including PennMUSH and TinyMUX, each with unique features but sharing core similarities.
The rise of MUDs and their successors, MUSHes, marked a significant shift in how people engaged with virtual worlds. These environments encouraged creative expression and collaboration, as players contributed to an evolving narrative through their actions and interactions. By using simple text commands to explore vast landscapes or engage in role-playing adventures, users built a sense of community that transcended geographical boundaries.
Other innovations
The Aspen Movie Map
Developed between 1977 and 1980 by a team led by Andrew Lippman at MIT's Architecture Machine Group, the Aspen Movie Map was an innovative interactive virtual tour of Aspen, Colorado, and is considered a precursor to modern applications like Google Street View.
This pioneering project utilized a gyroscopic stabilizer with multiple cameras mounted on a vehicle to capture 360-degree views of the town, creating a 3D reconstruction that users could navigate using a touch-screen interface. Funded by ARPA (Advanced Research Projects Agency), the Aspen Movie Map aimed to familiarize soldiers with new territories through virtual reconstructions, showcasing the potential of immersive digital experiences long before the advent of contemporary virtual reality technologies. Its integration of video, audio, and hyperlinked data not only exemplified early interactive computing but also highlighted the possibilities for future developments in virtual environments, emphasizing how technology can facilitate exploration and engagement with real-world locations.
Navigable Virtual Worlds at NASA
Also starting in 1977, David Em pioneered the creation of navigable virtual worlds while working at NASA's Jet Propulsion Laboratory (JPL), marking a significant advancement in virtual reality technology.
Utilizing Bresenham's line drawing algorithm, Em developed immersive environments that could be explored using a joystick, allowing users to navigate through complex 3D spaces. This innovative work ran from 1977 to 1984 and was instrumental in demonstrating the potential of virtual reality for training and simulation purposes.
Em's contributions not only showcased the technical capabilities of early computer graphics but also laid the groundwork for future developments in interactive environments. His role as an artist-in-residence at JPL allowed him to merge artistic vision with cutting-edge technology, ultimately influencing the trajectory of virtual reality as we know it today.
VITAL helmet
In 1979, the McDonnell-Douglas Corporation developed the VITAL helmet, one of the first examples of a virtual reality head-mounted display (HMD) used outside of laboratory settings, specifically designed for military pilot training.
This innovative helmet incorporated a head tracker that followed the pilot's eye movements, aligning computer-generated images with their view to enhance situational awareness during flight simulations. The VITAL helmet aimed to improve pilot skills and mission accuracy by providing immersive training experiences that simulated real-world scenarios.

By integrating VR technology into military applications, the VITAL helmet marked a significant advancement in the use of HMDs for practical training purposes, paving the way for future developments in both military and civilian virtual reality applications.
Identity and Reality in Virtual Spaces
The rise of MUDs and Maze War prompts important philosophical questions about identity and reality within virtual spaces. As players created and assumed avatars - often distinct from their real-world personas - they began to explore concepts of selfhood and representation in digital environments. This experimentation with online identities raised questions about authenticity: Does a virtual persona reflect one's true self, or is it merely a façade?
Furthermore, these early virtual worlds challenged conventional notions of reality. As players engaged with fantastical narratives and communities, they confronted the blurred lines between the digital and the physical. At the same time, they navigated unfamiliar yet compelling identities in those digital realms.
As individuals spent more time in these interactive environments, they started to think about what their experiences meant and how technology was shaping their understanding of reality. The blending of real life and the virtual world sparked conversations about the psychological effects of immersion and how digital spaces might affect human behavior and relationships.
Presence
The concept of "presence" in virtual worlds refers to the sensation of being physically immersed in a digital environment. This idea has evolved significantly over the years, with early cinema, text-based MUDs, and modern immersive technologies all contributing to our understanding of what it means to feel "present" in virtual spaces.
“The more we can get people to engage with something emotionally, the more likely they are to connect with it.”
Jesse Schell, game designer, 2008
But how is presence created? Sensory feedback plays an important role here, and the psychological and philosophical implications of this immersive experience are notable.

From Early Cinema to MUDs: How Presence is Created
The exploration of presence began in the context of early cinema, where filmmakers employed techniques like camera angles, lighting, and special effects to engage audiences. We saw earlier how filmmakers Georges Méliès and Fritz Lang sought to create captivating stories that transported viewers into fantastical worlds, making them feel part of the narrative. This early manipulation of visual storytelling laid the groundwork for the desire to achieve presence in more interactive formats.
With the emergence of MUDs in the late 1970s, presence took a new form. These text-based environments allowed players to create their own experiences through imaginative storytelling and real-time interactions. Although MUDs lacked visual elements, the ability to collaborate and role-play fostered a unique sense of presence among participants. Players felt connected to the world and to one another, effectively immersing themselves in a shared narrative space.
Sensory Feedback and Its Role in Immersion
As technology advanced, the creation of presence increasingly relied on sensory feedback. In modern virtual worlds, achieving a sense of immersion involves engaging multiple senses - visual, auditory, and haptic. For instance, head-mounted displays (HMDs) can simulate a 3D environment, allowing users to feel as though they are genuinely present within a scene. Auditory cues, such as realistic sound effects and voice interactions, add to that experience.
The integration of sensory feedback enhances the feeling of presence by aligning users' perceptual experiences with their expectations. This alignment is needed for creating an authentic immersion that can evoke emotional responses, making users feel as though they are truly part of the virtual environment.
As we saw earlier, the 1970s saw major technological leaps, that would soon allow us to create immersive worlds.
Psychological and Philosophical Implications of Presence
The concept of presence raises important psychological and philosophical questions.
Psychologically, being present in a virtual world can really affect how we feel and behave. For example, Morton Heilig’s Sensorama from 1962, which combined visuals, sounds, and even smells, was able to create an immersive experience that made users feel like they were on a motorcycle ride through Brooklyn.
Philosophically, presence makes us rethink what reality is. As we dive into more sophisticated experiences - from Maze War to modern-day virtual worlds - we start to question what it means to be "present" in a world that isn’t physically real. This blending of real and virtual experiences challenges our ideas about authenticity and existence. By looking at thinkers like Walter Benjamin and Ernst Jentsch, we can explore how technology reshapes our understanding of reality and our identities within these immersive spaces.
Imagination
Imagination has been a driving force in the development of virtual worlds, shaping both their creation and user experiences.
Influenced by the visionary works of authors like Jules Verne and H.G. Wells, early virtual environments drew on science fiction to explore technological possibilities and societal implications, expanding our conception of reality.
“Imagination is more important than knowledge. For knowledge is limited, whereas imagination embraces the entire world, stimulating progress, giving birth to evolution.”
Albert Einstein, 1931
As technology progressed, imagination became crucial for both developers and players. It enabled them to create engaging stories in text-based worlds like MUDs and MUSHes, where collaborative storytelling helped build strong communities. This blend of creativity and technology not only made these digital spaces more engaging but also pushed us to rethink what it means to exist, blurring the lines between fiction and reality.
Ultimately, imagination serves as a powerful tool for exploring identity and redefining our perceptions of both virtual and real worlds.
Critiques and Challenges of Virtual Worlds
As virtual worlds have developed, they have raised significant critiques and challenges that are essential to acknowledge:
Concerns about escapism and the nature of identity: One of the primary critiques of virtual worlds is the risk of escapism. Users may become so engrossed in these digital environments that they detach from reality, leading to an unhealthy preference for virtual over real-life experiences. This immersion can distort users' perceptions of identity, as individuals often create avatars or personas that differ significantly from their true selves. This exploration of identity can be liberating, but it also raises questions about authenticity and self-representation. For some virtual worlds, this is an ongoing struggle, as we’ll see later in this series.
The impact of technology on human interaction: Virtual worlds also influence how people interact and form communities. While these spaces foster global connections and shared experiences, they may also lead to superficial relationships and a sense of isolation. According to some critics, the reliance on digital communication undermines the depth of face-to-face interactions, creating a paradox where users feel more alone despite being connected.
“We are our choices.”
attributed to philosopher Jean-Paul Sartre
The challenges presented by virtual worlds can be further understood through Ernst Jentsch's concept of the "uncanny". This notion describes the unsettling feeling that arises when something familiar becomes strange. In virtual environments, users often grapple with this uncanny sense as they navigate the blurred lines between reality and simulation. This disorientation prompts deeper philosophical inquiries about the nature of existence and our relationship with technology.
Conclusion
Throughout this exploration of virtual worlds, we have traced the evolution of a concept that has profoundly influenced human interaction and creativity. From the imaginative narratives of Jules Verne and H.G. Wells to text-based computer programs, we’ve seen how fiction and technology intertwine to shape immersive experiences.
“Reality is merely an illusion, albeit a very persistent one.”
attributed to Albert Einstein
As our digital interactions evolve, they challenge our perceptions of reality and raise questions about authenticity and identity. Looking ahead, part 3 will examine how advances in technology since 1980, particularly the rise of graphics-based virtual reality, have transformed virtual worlds into rich, interactive experiences.
In the meantime, I’d like to hear about your experiences with virtual worlds and how they have shaped your understanding of reality. Have you ever felt at home in a virtual world? Feel free to share your thoughts in the comments!
Quite a history! Lots of information that was new to me.