Title: Virtuality Under Erasure; The Complexities of Virtual Worlds Abstract: What becomes of a virtual world when 'virtual' is increasingly under erasure? Online worlds are creating considerable 'real' world economic impact, including very real six figure salaries produced exclusively from trafficking in virtual goods. Though perceived by the mainstream as no more than simulacra, virtual worlds challenge 'legacy' reality's claim as the signified. Virtual worlds are not economic clean rooms nor ideal laboratories; by virtue of their contestation for representation, contaminations are ceaselessly traded between the 'real' and 'virtual'. Obtaining the grandest virtual rewards, those that command legacy world currency in legacy world markets, requires social interactions. Virtual social groupings often form outside of the virtual worlds, whether from friendly LAN parties or Black Snow Interactive's video gaming "sweatshops" in Mexico. Most games also require a steep entry fee, from computer hardware, operating systems, and Internet access to the time, money, and technical prowess required to access and succeed in these realities. Such requirements mediate entry into these spaces and police their homogeneity. The worlds themselves are also loaded, and Robert Shapiro was wrong to suggest EverQuest's "virtual market doesn't require a powerful government". The virtual reality is that EverQuest, as with every massively multiplayer game/world, requires a government of metaphysical power to determine how hunger, sleep, even death are integrated. Outlets for actions that influence the worlds' underlying dynamics are extraordinarily restricted. These limitations are introduced not by medium but by priority. This study compares legacy with new reality in an attempt to measure the influence of virtual worlds.