Advice columnist Ann Landers made in the 1990s this observation on the benefits of the Internet:
"It's wonderful for the lonely. There are a great many lonely
people out there, and it makes them feel that they're a part of the
living world. They can talk to somebody. Somebody will talk to them. And
I think it's wonderful."
The characters in LOST fit that description a decade after she wrote those words.
Each of the main characters in the series were alone. A few had abandonment issues; a few had self-esteem issues; some were socially awkward; some harbored deep pain and resentment that they could not share with anyone. Loneliness is a yoke that chokes off a person's socialization in their community. Loners tend to withdraw into themselves. They tend to live in their own room, isolated from outside contact. There are few avenues of expression. They guard themselves against anything new, because they believe they will get hurt in the end.
So the characters have issues, deep issues.
The series focal point was Numbers, people as data. The candidates were numbers. The airplane was a number. The survivors were numbers. Numbers equate to a mathematical system, such as the basis of computer programs, modules and levels.
Some theorized that LOST represented the in-game, on-line community of loners who find their own community playing a survival game called LOST on the internet. Each person shown in the series is a representative avatar of a real person isolated in their dark, lonely room, waiting for interaction and missions with their "on-line" co-players. Like in any game, there are teams competing for something (power, control, territory, kills). The island is their game map. Exploration is part of the fun. Danger is part of the game play. How players interact with other is a key component to the outcome of the game itself. And that final reward for "winning" the game (through escape, sacrifice, redemption or whatever sub-code reward there is) was going to Heaven.
Simple ending to a complex on-line game which had little rules (or at least confusing rules).