Popular Culture Review Vol. 5, No. 1, February 1994 | Page 112

108 _Po£ularCulture^^ contests our workaday identities are briefly transcended, our empirical worlds vicariously expanded, our "ontological thirst" for more of reality answered. Besides the narrative and imaging (mythic content) stressed by Eliade, however, I think today we must also emphasize the process. With hyp>ertext offering adults the chance to join the kids in reading "choose your own ending" stories, with virtual reality giving both kids and adults the highest technology to "make . . . believe" into "almost reality," even formerly passive and solitary entertainment has become interactive. Users who may not know their fleshly neighbors' names become p>art of electronic network communities, sharing thoughts and feelings in new varieties of conununion through ritual. The older varieties of participant-communities continue to thrive as well. Whether social elite attending museum and gallery openings or home boys and girls rallying at sports events, we participate in elaborate rituals, identifying ourselves not only with the artist or team, but also with the group(s) whose meml^rship (process, activity) we thus so actively share. Traditionally, of course, religious believers were supposed to see reality and define themselves prinurily in terms of their official religious faith/institution; however, many archaic echoes might sound in the secular aspects of their lives. But a century of sociological studies have shown how, in Western Europe and America at least (locus of the "general culture" to which 1 here refer), most members of the official religions have in fact molded their faithinterpretations and ethics to fit the contours of their surrounding culture and secular ways. The effect of this on American Pr