was in middle school in the early 2000s, I became obsessed with Ragnarok: Online (2002): a massive multiplayer online role-playing game made by a South Korean company called Gravity. I lived and breathed it, spending all my time outside of school cultivating a character in the fantasy-game world and a community around it, through online forums. It was immersive and satisfying; unlike the social world that I inhabited in real life, it made sense,