I came across this 1996 review published in Entertainment Weekly of The Palace, Worldsaway, and Worlds Chat. These were the first graphical chat programs, a genre which became virtual worlds a half-decade later. The entire article is fascinating from a historical perspective, but the last paragraph in particular shows us how some things really do [...]
The vast worlds of MMORPGs seem close to postmodern theories of identity, as a player is able to radically constitute their on-line self at will. Despite this, these virtual gaming communities should not be seen as safe spaces in which a subject can realize their true (or ideal) self.