In virtual worlds on Prezi - these are the four themes that seem to me to have dominated the virtual worlds seminar series (link). I'm just taking the first today, which is the problematic nature of notions of virtuality. I considered applying Lefebvre, because in a sense some virtual worlds seem to work in opposition to other spaces (heterotopias) and others seem to mirror them (isotopias) - but this sort of analysis hinges on the distinctiveness or even the separation of the virtual from the everyday and the series has made me question this. So that drives me back to interrogating the concept of the virtual. So we think of the virtual as 'almost', an approximation or a movement towards something more real; we regard it as an 'as if' world, a simulation of the more familiar, it is 'quite similar' to the everyday, but always, as Deleuze and Guattari suggest it is defined in relation to 'the real'. In our uses of the term virtual, the word reality is bracketed or elided. On Saturday I suggested that one of the most common uses of the word was in describing a virtual learning environment - a place where virtually no learning at all takes place! But our discussions on the virtual took us further on as we saw that many non-digital experiences shared the same charcteristics that have begun to associate with the virtual. Viewing film, immersive book reading, drama, role play and fantasy games are good examples of when an imaginative parallell world is conjured into being...and these sorts of experiences are interwoven with mundane reality just as virtual world gameplay is. Players and inhabitants of the metaverse engage in multiple textual worlds in which the distinction between online and offline becomes arbitrary. Constance Steinkuehler's 'constellation of literacy practices' is a very helpful description of this. There is a continual to-and-fro movement between RL and VL which suggests that any distinction between the two should be more precisely defined than we have tended to do so far.