The Identity of a Gamer in the Virtual Space of Video Games
In this article, the author is trying to solve the problem of user identity in the space of video games. The variety of opportunities is open through the modern technology providing a wide field for discoveries. How does an inclusion, immersion and living in a virtual reality made with tools of technology occur? The modern video game industry raises pressing social, ethical and existential problems. The user is transferred into the virtual space of a video game through a special technological and informative content, living in the image of the character and avatar on the screen. The subject identifies the character as him-/herself and "lives" a different life in the virtual world. The research made in the article is based on modern video games (World of WarCraft, Dark Souls, Blood-borne, God of War, etc.), which are very popular in modern game culture. In these games, we can find a specific atmosphere, mythological content and social connections between players. In case of personal experience of living and observing the virtual game world, the phenomenological hermeneutic analysis was chosen as the main research method. The study examined the videogame identity forming process in different ways. Single and MMO role-playing games (RPG) were chosen for analysis as a more visual opportunity to reflect inclusiveness due to the features of the genre (the ability to create the character's appearance, choose armor and directly influence the plot through the choice of active actions). In conclusion, the author came to the following. (1) Video games passed through a long period of formation, development and acceptance in society. The perception of this phenomenon was transformed from an association with mental illness to research and creative interest. (2) It is possible to take video games as a new form of art and creativity. (3) The virtual space created by tools of technology has its own content and mythology and exists regardless of the presence of the player. (4) The gamer's inclusion and living in the virtual world is created by the virtual world itself and by its content. (5) The ability to create the appearance of the character contributes to the gamer's formation of his/her identity and the demonstration of self-image within the video game space. The changes occurred in video games allow looking at this phenomenon of popular culture from a different perspective. Video games are only beginning to enter the research field of historians, philosophers, sociologists and other researchers. This is a significant stage for the development of video games both in the form of culture and in the extension of various spheres of activity.
Keywords
видеоигры, виртуальный мир, идентичность, опыт сознания, соучастное внимание, миф, гик-культура, video games, virtual space, identity, experience of consciousness, cooperative attention, myth, geek-cultureAuthors
| Name | Organization | |
| Babinovich Vasiliy S. | Tomsk State University | winterik1@mail.ru |
References
The Identity of a Gamer in the Virtual Space of Video Games | Vestnik Tomskogo gosudarstvennogo universiteta – Tomsk State University Journal. 2019. № 446. DOI: 10.17223/15617793/446/8