I ALWAYS have the last laugh.π
I recently posted this in a Writer's Group I'm in:
"Hello all. Gina Davis here. I was recently a guest of Dave Maresca's in his Hollow9ine Network, where I had the good fortune to discuss, amongst other things, my first book, CyberDayze, and my writing of a new book, CyberDayze: My Second Life. Check it out:
https://itunes.apple.com/us/podcast/episode-11-gina-davis-interview-part-1/id1265342580?i=1000399784022&mt=2
CyberDayze: My Second Life is now complete and headed to the publisher next week. I'd like to share the book blurb I wrote for it, now. Here goes:
Following in the footsteps of CyberDayze, written by myself, Gina Davis, and co-Author of CyberDayze: My Second Life, which is a book about another person's antics in the virtual world he coined 'Sin City' and formally known as Second Life.
As Wikipedia explains it:
"Second Life is an online virtual world, developed and owned by the San Francisco-based firm Linden Lab and launched on June 23, 2003. By 2013, Second Life had approximately 1 million regular users. In many ways, Second Life is similar to massively multiplayer online role-playing games; however, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective".
Follow with Joe in his five year addiction to the game, the many personas that he created, stating that each was even more morally demented than the preceding personas.
The book lends the question on why seemingly balanced individuals in real life find such an attraction in creating devious characters and acting out less than admirable antics while engrossed in this virtual world. We also share his confusion of his behaviors, his love/hate relationships with others involved in the game, the negative effects that took place in his real life as a result of his lengthy addiction to this game and how he was forced to ultimately give up his participation in Second Life as it further took his real life into serious difficulties that could no longer be ignored. He also acknowledges his love for his online relationships, as well as his love for the game, since he adamantly explained that his Second Life was so much better than his real life. This made his cold turkey breakaway from Second Life difficult and painful. He also admits to finding himself logging onto the game at times, when temptation overwhelms his better judgment.
I hope that professionals in psychology and the newly emerging field of cyber psychology can use this work academically and for case study in trying to understand why we do what we do in the WorldWideWeb that runs completely counter to our real life morals and values.
I came across a book called The Cyber Effect, written by a pioneering cyber psychologist Mary Aiken, PhD, who explains on her book's cover, "Human behavior changes online."
And that, it certainly does. My book CyberDayze and CyberDayze: My Second Life are actual proof of her theory. I beseech you to read it, as her arguments shed light on the 'whys' of my and Joe's seemingly unexplainable behavior in our respective works.
There currently is no existing genre for our books and it is my goal to remedy this, since I firmly believe that others will have their own cyber stories to share in days to come. After all, it's a new world we now live in with the advent and rapid rise of the WorldWideWeb. I have named this new genre Social Network Psychology.
Do you have a cyber story to tell? Let's write it together. CyberDayze@gmail.com"
And immediately got this comment:
Woopee-fucking-doo. Tv will pollute your craft. Insidious bastards, appropriating with impunity. Instead of all this waffle about how great you are, why not post an excerpt of your most fantastic writing."
To which I replied:
"I just did."
TouchΓ©.