Baudrillard's theories on simulation and the sim-ulacra are fascinating.
That notion that reality no longer emits signs to indicate its existence
and that simulacrum is not just a copy, but the hyperreal, is genuine food for
thought making me deeply consider the true value of signs and symbols in
constructing our reality. Looking deeper into the concept, Baudrillard
discusses a four stage breakdown of signs:
1. A faithful image/copy
2. Perversion of reality
3. Profound reality
4. Pure simulation
My research into the topic led me to consider avatars and
their use today. What I found is that there an array of ways in which
avatars are used by people, in particular when playing social games such as
Second Life. Derived from Sanskrit, the word avatar is translated to
'incarnation'. In its modern sense, avatars are an
online representation of a user, and can take many forms such as
a screen name or a three dimensional visual representation. Offering infinite
possibilities, creation of an avatar gives a user an opportunity to
express themselves outside of the physical world.
The thoughts of Sherry Turkle on this topic are interesting. Turkle
believes that experiences with computer environments provide users with
new forms of existence which can redefine the notion of identity. What
this provides is a chance for individuals to express unexplored aspects of the
self, and in some circumstances provide a transformation of their
identity.
Whilst I'm not much of a gamer these days, I used to be prone to some
online sports gaming. Personally, my online avatars have always been fairly
simple recreations of myself. I'm boring in my avatar creation and use my own
nickname for my characters, visually making them as similar a recreation of
myself as I could.
In my readings on avatars and social gaming, I discovered that I am a
minority in this regard with many people going to elaborate measures in
creating an avatar. Most fascinating to me was the lengths people go to, in
joining communities within games like Second Life.
Rules, roles and rituals play a huge part in a world that offers
endless opportunities to be as individual as one desires. Things like
wedding customs, special greetings and choreographed dance routines
are part and parcel of interaction in Second Life. I was puzzled that when
offered genuine freedom in a virtual world like Second Life,
users swarm to join groups like Goreans or vampire bloodlines which
have strict requirements governing how users can act and interact within the
game.
Whatever their reasons, it is clear that people love Second Life and the
opportunities to interact with the virtual world it provides; in 2011 Second
Life averaged approximately 14-18 thousand new registrations each day.
REFERENCES:
Adee, S 2012, 'Me, Myself, I', New Scientist, 215, 2877, pp. 38-41, Academic Search Complete, EBSCOhost, viewed 21 January 2013.
Koles, B, & Nagy, P 2012, 'Virtual Customers behind Avatars: The Relationship between Virtual Identity and Virtual Consumption in Second Life', Journal Of Theoretical & Applied Electronic Commerce Research, 7, 2, pp. 87-105, Computers & Applied Sciences Complete, EBSCOhost, viewed 21 January 2013.
Although, like you, I am not much of a gamer, I am fascinated by gamers' behaviour, e.g. choosing rules instead of freedom. The scope for research in this field is phenomenal. I can't wait to see the discoveries this research will no doubt reveal!
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