Abstract

This essay considers the digital avatar not simply as a name for a virtual double of the player of videogames, but as bound to or manifesting psychological drive, a kind of homunculus of the drive. Drawing on a wide range of theories that have informed technical constructions of the subject, it applies in particular an important moment in Lacan's description of the drive to the concept of the gaming "avatar." It argues that the avatar is a variant of precursor representations of the drive specific to the technical imaginary of videogames.

Additional Information

ISSN
1053-1920
Launched on MUSE
2008-08-22
Open Access
No
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