ON THE QUESTION OF IDENTITY IN THE CYBERSPACE OF DIGITAL GAMES

Journal Title: Marketing Identity - Year 2015, Vol 3, Issue 1

Abstract

In this paper, the author studies influence of the cyberspace of digital games on human identity. Firstly he clarifies the idea of real identity, which originates in the intersection of four dimensions: physical, mental, social and cultural. The real identity, according to the author, is represented by dynamic continuity of changes in all of the dimensions that synthesize in conscience. Identity on social networks is an intermediate stage between real and virtual identity. The author outlines that also photograph, as the so-called real presentation of human, is virtualised to some extent. In the highest degree of virtualisation players are represented by avatars in the cyberspace of digital games because an avatar is constructed by programmed features of the game. Despite this, identification with an avatar in digital games is often very strong because players can realise their ideas and hopes through avatars. Several authors, for example Sh. Turkle, P. J. Eakin and A. Brings note that the cyberspace of digital games brings identity multiplication and that this identity is parallel to the real identity. Virtual identity can shift to real life, therefore it is important to learn to think critically and distinguish various degrees of identity virtualisation in human.

Authors and Affiliations

Slavomír Gálik

Keywords

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  • EP ID EP169646
  • DOI -
  • Views 124
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How To Cite

Slavomír Gálik (2015). ON THE QUESTION OF IDENTITY IN THE CYBERSPACE OF DIGITAL GAMES. Marketing Identity, 3(1), 450-457. https://europub.co.uk/articles/-A-169646