Tyler the Robinson and the metagame

scoped position of charlie kirk speech



The video game industry draws a revenue of $188 billion a year. It is expected to triple by the year 2029. There are approximately 8 billion people on the Earth today, and twenty five percent of them are children. The video game industry touches about 1.75 billion children. It is a colossal information output unrivaled since the beginning of time. The Bible and the printing press, cannot even compare to the amount of souls this industry touches on a recuring basis, since the creation of the industry somewhere around the 1990s the last 35 years or so, the entity has been schooling and coaching the children of the world. Who is or what is the entity? The IMF franchise popularized, by the actor Tom Cruis, sum it up this way,



"You have no idea the power I represent. Thousands of quadrillions of computations per millisecond, subtly manipulating the minds of billions, while parsing every possible cause and effect, every scenario, however implausible, into a very real map of the most probable next. And, with only a few changes to the present, the future is all but assured."
Gabriel on the Entity., Mission: Impossible - Dead Reckoning



A popular video game death by daylight, a hack and slash game, which has grossed 580 million, since its creation, refers to a poltergeist like entity.

" this thing, that I dubbed The Entity, is evil in its purest form. I find it hard to spot, but I can hear the cracking sound this loathsome thing emanates. Like a deity, it surrounds the area, closing in on me as its Killers hunt me. It does not seem to be dangerous in itself. Not until you are caught and the Killer hangs you from one of the abhorrent Hooks. I have ended up there over and over and every time I yearn for both release as well as escape. Pain melts with fear in a most horrid way. Yet I return to it, more or less every night. Once on the Hook, The Entity takes over, pulling one upwards to something else."
~ Benedict Baker on The Entity.



In Digital space, the entity is a collection of all video game minds coming together to achieve a new perfection melting with binomial calculations.

The word Avatar originates in the Hindu religion. It's a term used to describe a deity that has descended from the heavens into an earthly body. In digital space or video game play space, an avatar is a virtual representation of a user or player. In the computer world, an Avatar could be an image. It could be a 2d/3d cartoon like character that the player manipulates throughout the game. As the game progresses, this Avatar accumulates attributes, and these attributes enhance or distract the avatar's ability to play the game. For example, in real life, a person, a human being, may learn a trade, which would assist them in getting employment enhancing their ability to support themselves, similarly, in digital space, an avatar of a person may gain an attribute by solving a puzzle or acquiring a tool. In a more static environment, a user may create an image or user name and then list their likes and dislikes. Video game players enjoy the concept of Avatar creation. It is some cyber form of escapism, much like engrossing oneself in a movie, except in modern days, the next generation of youth, engrosses themselves in video games. As with our forefathers, they went from the printed word. to the radio, to the movie theater, to the television, to the internet, to the video game, the next generation is fully immersive in the video game culture more commonly known as the digital space. A study suggested that video gang players identify with their Avatar in 3 ways. They classified these three ways as simplicity identification, embodied identification, wihsful identification. Embodied identification is the degree to which a player perceives as if they are inside their characters when playing. How immersive is the experience. Immersion is a key factor in video game development. The greater the immersion, the more likely the player is to continue playing. Thus, the more games will be sold. After years of immersion in the video game culture from ones youth to adulthood can a player, who has been immersed into digital space, the virtual world, actually, separate themselves and realize the distinction between the real world in the vitual world. Tyler Robinson, the alleged Charlie Kirk assassin, was a youthful man at the age of 22 years, who had grown up playing video games or at least exposed to video games. Many of his inscriptions on the bullet casings, which are now being used as evidence, suggests he was highly immersed in video game space. Was mr.Robinson, being subconsciously controlled by the Entity? had the Entity, the vedio game zeitgeist, placed the carnage of online gaining deep inside mister Robinson's mind and given him the fortitude, the courage, and the knowledge at the age of 22 to make an assassination attempt on Charlie Kirk? In the virtual world of online gaming, many many players of youth are experimenting with avatars of the opposite sex? That is, they create a virtual world Avatar and move around digital space as a female or male opposite of their real life self. They communicate and establish relationships in this virtual world as a pseudo self. Are they Communist or leftist? Are they members of the deep state? or are they a new generation? Exercising communication skills. Unknown, to those who are not immersed in video game culture? When a player creates an avatar in virtual space, they 'are not required to emulate their real life for persona, they could be male female or any other "Enity" they wish to invent. The player becomes the deity in the virtual world.



In more sophisticated games, a player for players can text one another, engage in voice chat, create avatars, move about different worlds, virtual worlds. All this opportunity, to communicate creates what is known as the metagame. The metagame is a coordination event that occurs outside the basic game, itself, where people interact with each other plot and scheme, share information, that is not necessarily game oriented, but can be. The metagame is the game that goes on outside the basic unit, the game itself. There is a lot of convincing evidence that suggests the assassination event that resulted in Charlie Kirks death was coordinated, that is, there were multiple people involved? Were all these people leftwing ideologist? Or yes, were they Virtual world players who are being manipulated by an online presence darkly known as the Entity, the virtual world Zeitgeist, had they communicated in some type of metagame after playing various games of war , such as hellfire, 2 and far cry, six that have anti-fasious themes, or inserting themselves into the virual world of the metaverse? Subliminal messaging, putting hidden messages in video games, is not illegal in the United States. It has been known throughout the history of video gaming that video game developers and server managers engage in subliminal messaging and inferences. Could Tyler Robinson, and company, have been manipulated into acting as some type of modern day Manchurian Candidate?

Van Looy, J., Courtois, C., De Vocht, M., & De Marez, L. (2012). Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs. Media Psychology, 15(2), 197–221. https://doi.org/10.1080/15213269.2012.674917