Playing with subjectivity: virtual autobiography in videogames

R. Peach

    Research output: Contribution to journalArticlepeer-review

    Abstract

    This paper examines some of the ways that Massively Multiplayer Online Role-Playing Games (MMORPG)s such as World of Warcraft (Blizzard Entertainment, 2004) disperses and fragments subjectivity by enabling players to create their game experiences into virtual autobiographies through the recognition that these experiences are perceived simultaneously by the individual and the avatar. The theories of Lacan, Rehak and Bakhtin will be discussed in relation to how traditional notions of subjectivity adapt to virtual environments in MMORPGs, drawing examples from player dossiers and short film. Finally, some implications that virtual autobiographies have on the future of subjectivity in an increasingly virtual world will be briefly outlined.
    Original languageEnglish
    Pages (from-to)29-41
    Number of pages13
    JournalMacquarie Matrix: undergraduate research journal
    Volume3
    Issue number1
    Publication statusPublished - 2013

    Keywords

    • virtual
    • autobiography
    • video game
    • narrative
    • World of Warcraft
    • subjectivity

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