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Original Articles

Personal identity and the massively multiplayer online world

Pages 51-66 | Published online: 01 May 2016
 

Abstract

This paper explores the implications that the construction and use of avatars in games such as Second Life and World of Warcraft have for our understanding of personal identity. It asks whether the avatar can meaningfully be experienced as a separate person, existing in parallel to the flesh and blood player. A rehearsal of Cartesian and Lockean accounts of personal identity constructs an understanding of the self that is challenged by the experience of online play. It will be argued that playful engagement in virtual worlds invites the participant to reflect upon the human being as embodied and social; qualities of which are marginalised by Descartes and Locke. The strangeness of this experience of virtual worlds confronts the player with a challenge to construct a coherent narrative of online life, of which treating the avatar as a separate person is a coherent option. This opens up the virtual world as an important space within which personal identity is explored, but one with complex implications for our understanding of what counts as reasonable and ethical behaviour.

Dieser Beitrag erkundigt die Folgen, welche die Konstruktion und Nutzung von Avataren in Spielen wie Second Life und World of Warcraft für das Verständnis personaler Identität haben. Es wird eruiert, inwiefern ein Avatar bedeutsam als eine andere Person erfahren werden kann, die parallel zum Spieler aus Fleisch und Blut existiert. Ein Rückgriff auf kartesianische sowie Locke’sche Darstellungen zu personaler Identität liefern ein Konzept des Selbst, das durch die Erfahrung des Onlinespielens herausgefordert wird. Es wird dargestellt, dass die spielerische Verwicklung in virtuellen Welten die Teilnehmer dazu bringt, über das menschliche Wesen als verkörpert und sozial zu reflektieren – Eigenschaften, die bei Descartes und Locke marginalisiert werden. Die Merkwürdigkeit der Erfahrung in virtuellen Welten stellt den Spieler vor einer Herausforderung, ein Narrativ des Onlinelebens zu konstruieren, bei dem die Behandlung des Avatars als einer anderen Person eine kohärente Option darstellt. Dies eröffnet die virtuelle Welt als einen wichtigen Ort, in dem personale Identität erkundet wird, aber eine solche mit komplexen Folgen für unser Verständnis davon, was als vernünftiges und ethisches Handeln gilt.

Este artículo explora las implicaciones que tienen para nuestra comprensión de la identidad personal la creación y el uso de avatares en juegos como Second Life y World of Warcraft. Se pregunta si el avatar puede ser experienciado de manera significativa como una persona separada, existiendo en paralelo al jugador de carne y hueso. Un repaso a las concepciones cartesiana y lockeana de la identidad personal genera una comprensión del ser que es puesta en cuestión por la experiencia del juego en línea. Se podría argumentar que la participación lúdica en mundos virtuales invita al participante a reflexionar sobre el ser humano en tanto que ser corporal y social; cualidades que son marginadas por Descartes y Locke. Lo extraño de esta experiencia de los mundos virtuales enfrenta al jugador con el desafío de construir una narrativa coherente de la vida en línea, entre los cuales el tratamiento del avatar como una persona distinta es una opción coherente. Esto muestra al mundo virtual como un espacio importante dentro del cual la identidad personal es explorada, pero también como un espacio con implicaciones complejas para nuestra comprensión de lo que se considera como un comportamiento razonable y ético.

本文探讨了在如“第二人生”和“魔兽”等游戏中解释和使用虚拟化身来理解个人身份的寓意。当它与有血有肉的运动员并行存在时,它让我们质问这种化身是否可以被体验成一个独立的人。笛卡尔和洛克有关个人身份的解释的演绎构建了一种对自我的理解受到了在线游戏体验的挑战。有人认为,在虚拟世界中嬉戏的参与反映出人类是社会的和有象征性的;它的品质被笛卡尔和洛克边缘化了。游戏者带着挑战地面临虚拟世界中体验的陌生感构建了一种在线生活的一致性的叙事,把虚拟化身看出一个独立的人是一种一致性的选择。这将虚拟世界开放成一个探索个人身份的重要空间,但是这一空间对什么是理性和伦理行为有着复杂的内涵。

Acknowledgements

My thanks to the anonymous reviewers of the initial draft of this paper for their very perceptive criticism. Earlier versions of this paper have been presented at Cardiff University and at the Vrije University Amsterdam. My thanks to those who listened to and commented on these presentations.

Notes

1. World of Warcraft is a registered trademark of Blizzard Entertainment, Inc. Second Life is a registered trademark of Linden Research, Inc.

2. It may be noted that the concept of the ‘avatar’ may embrace any online representation, so will include the visual and textual presentations of self found on social web sites such as Facebook, LinkedIn and ResearchGate.

3. Suits does not fully recognise the significance of the need for players to be conscious of the conventionality of play. See Edgar’s criticism of Suits’ interpretation of the thought experiment of the ‘dedicated driver’ as an articulation of this point (Edgar Citation2014, 34–8).

4. http://sophrosyne-sl.livejournal.com/50673.html. The deeply immersed avatar Sophrosyne Stenvaag also has Flikr and Twitter accounts, and thus an extensive online presence. See https://www.flickr.com/photos/8325800@N07/ [all accessed 11th November 2015].

5. Hume’s bundle theory the self takes this argument to its logical conclusion. The self, at least as soul substance, does not exist, for it is not experienced. All that one experiences of one’s self is a continually changing flux of mental events (Citation1985, 299–310).

6. The implications of Locke’s arguments are developed most radically, in the analytic tradition, by Parfit (Citation1986).

7. Blascovich and Bailenson (Citation2011) explore in depth the way in which the experience of online bodies, both superior and inferior to one’s flesh and blood body, may change at least the personality of the player.

8. Sandel (Citation1982) makes a similar criticism of Rawls’ (broadly Lockean) conception of the liberal self.

9. See endnote 4.

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