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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