(Re-)Orienting the Video Game Avatar

Item

Title
(Re-)Orienting the Video Game Avatar
Games and Culture
Is Referenced By
SQUTGJYP
Abstract
This article explores the cultural appropriation of the term avatar by Western tech culture and what this implies for scholarship of digital games, virtual worlds, social media, and digital cultures. The term has roots in the religious tradition of the Indian subcontinent and was subsequently imported into video game terminology during a period of widespread appropriation of Eastern culture by Californian tech industries. We argue that the use of the term was not a case of happenstance but a signaling of the potential for computing to offer a mystical or enchanted perspective within an otherwise secular world. This suggests that the concept is useful in game cultures precisely because it plays with the “otherness” of the term's original meaning. We argue that this indicates a fundamental hybridity to gaming cultures that highlight the need to add postcolonial perspectives to how issues of diversity and power in gaming cultures are understood.
volume
15
issue
8
pages
962-981
Date
12/2020
short title
Games and Culture
Language
en
doi
10.1177/1555412019858890
issn
1555-4120, 1555-4139
Source
DOI.org (Crossref)
Date Submitted
2021-08-25T14:01:18Z
is compiled by
ARCANES
Frichert
has source
Visio complète

Annotations

There are no annotations for this resource.