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virtual-identity-and-imagery

The use of culturally significant virtual creatures and avatars, such as the Greater Scooch-a-mout, to rally support and symbolize group identity.

1 chapter across 1 book

Rainbows End (2007)Vernor Vinge

Chapter 31

In this chapter, a large-scale virtual and physical confrontation unfolds around a university library, where two competing belief circles—the Scoochis and the Hacekeans—engage in a battle of robots, virtual creatures, and public influence to claim control over the library space and its 'real books.' The conflict blends real-world robotics with immersive virtual imagery, attracting a massive global audience and involving various stakeholders including artists, law enforcement, and corporate interests. The chapter highlights the fusion of technology, culture, and social power struggles in a near-future setting.