Donald E. Jones speaks of gaming and virtual world avatars as the fantasy of the ultimate display.
And fantastic.
What is an avatar?
[in computing] the graphical representation of the user or the user's alter ego or character. It may take either a three-dimensional form, as in games or virtual worlds, or a two-dimensional form as an icon in Internet forums and other online communities. It can also refer to a text construct found on early systems such a MUDs. (Avatar, Wikipedia)
Avatar defined*
the incarnation of a Hindu deity (as Vishnu) an incarnation in human form an embodiment (as of a concept or philosophy) often in a person a variant phase or version of a continuing basic entity an electronic image that represents and is manipulated by a computer user (as in a computer game)
*Merriam-Websters Free Dictionary
Monsters are unsendable and unnamed text, according to Derrida. Yet they show up.
Do monsters demand the right to laugh, to sing, and to weep, but also the right of victims? Jacques Derrida The Post Card
is a hybrid, body- machine a connection-making entity a figure of interrelationality and global communication that deliberately blurs categorical distinctions (human / machine, nature / culture, male / female, Oedipal / nonOedipal) emphasizing a network of differences and political accounts of constructed embodiments (Christian Hubert). Donna Haraway has defined cyborg subjectivity as requiring a commitment to partiality, irony, intimacy, and perversity (A Cyborg Manifesto)
Although real embodiments of the cyborg character certainly exist, theorists like Haraway and Hayles situate the cyborg as a subject position. Furthermore, as writers like Sherry Turkle and Sandy Stone acknowledge, human-machine interactions that articulate new subject positions based on human dependence on the machine interface, qualify as cyborg relations. These writers concentrate in particular on the possibilities of alternative identities on the Internet. Without the surgeries required for physical prostheses, the screen can act as a kind of prosthesis through which race, gender, age, and shape are rendered invisible (Turkle, 1995). Jessica Santone, Cyborg
Thinking theoretically.
If monsters are what cannot be sent and avatars are what is sent forth, what then is a cyborg? It is intuitive to think that maybe the cyborg can mediate between the two somehow, but the road to mediation is a complex and rocky one due to our anxieties about technology and the deposing of the body.
And they operate on a principle of constantly emerging through technology. When recognized for what they are, they sink back into the shadows and change (their name, their approach, their appearance) or they lose their influence. Hence, they are also MONSTERS (re: Derrida).
Everyday cyborgs
Eye Tanya (Tanya Vlach): heroic everyday cyborg rewriting her own circuitry.
A prosthetic limb doesnt represent a need to replace loss anymore. It can be seen as a symbol that the wearer has the power to create whatever it is they want to create in that space so people that society once considered to be disabled can now becomes the architects of their own identities Aimee Mullins
Who is.?
Warning!
In other words The technology becomes less visible, more transparent. The Doctor is user-friendly. In fact, he needs friends (companions) to survive. His bodies are his avatars, his ultimate display fantasy that he uses to make friends and social connections.
Cyborg Friendship
We are all monsters online, constantly emerging through text, mediated by the screens of computer technology. We build names online through which we make promises of who we are there. We forge friendships through those promises. Sometimes we have more than one name and more than a single set of promises.
The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of telepresence. Such modeled worlds and their rules may draw from the reality or fantasy worlds. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.
Virtual World (Wikipedia)
MMORPGs are usually highly competitive games. Open worlds, such as Second Life or Blue Mars, also focus on environment creation, scripting, and other forms of art, as well as providing venues for social activism and distance learning. But most of these activities lend themselves to two goals
Avatar Development
are two major goals of virtual reality for those who play there. But the discrepancies between the projections and the realities can cause anxiety.
Facilitated by projections of fantasy Mediated by technology Trust is built around the named projections Betrayal is a constant source of anxiety as the self is always emerging anew Complicated by alts or alternative personas (represented by various avatars) with names of their own
In one sense, the Doctor has been used here as a parable for online identity and vice versa. But it is the Twelfth Doctor who represents an online identity that is quite divorced from its main identity. The Twelfth Doctor represents the wildness of an online identity divorced from consequencesat least, until it is discovered. And named.
In this scar of the Self or tracks of my tears is found the emergent self or monster that must be integrated or destroyed. Since it has been named as part of the Self, chances are pretty good it will be integrated. (But stay tuned.)
A reality parable
Last year, my presentation at this conference included a story about the reallife passing of an online friend and the virtual memorial service we held for him in World of Warcraft. When I presented this, I thought he was actually dead. 40 players met online and marched for over three hours to a harbor in the game, where we shared memories and lit virtual fireworks in his honor.
It was very special. My guildmate, Micheala, took hundreds of screenshots. She does beautiful work. Here is one.
The person we mourned told some of us about his real life: his name, his physical disabilities and personal tragedies, his hatred of his own imperfect body, his emotional ups and downs, and even sent his close online friends a few photos. There were promises of real-life meetings. We were a family. When he turned out to be alive, some were happy and some were not.
I would like to say the story had a happy ending, and we all learned to love each other for all our selves as they really were. But the person who died left again (moved to a different server). This time, no one mourned his leaving.
Its something that would not have happened if we hadnt known so much about his sad and tormented real self. He had let us enter into the Scar and get a glimpse of the Self.
Perhaps he feigned death because he wanted to give us a better story. But he came back, even if it were only to leave again, in a less dramatic manner.
Conclusions
In cyborg friendship, the terror of technological power and possibility of the deposing of the body becomes reframed as an issue of trust and betrayal, mediated by idealized projections (of humanity or a related fantasy self). The Self is the scar we leave in time through which we are constantly emerging, surprising others, not always in a good way (sometimes in a good way).
Sometimes the projections are dystopian rather than utopian, as we embrace the monstrous in ourselves. But the real monster is that which emerges unannounced and has no name. We play with identity online to reconfigure our age-old grappling with the complexity of the Self, and to connect with others.
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