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fbtwitterlinkedinvimeoflicker grey 14rssslideshare1
Languages: English
Types: Doctoral thesis
Subjects: HM, GV

Classified by OpenAIRE into

ACM Ref: ComputingMilieux_PERSONALCOMPUTING
This thesis explores the performative enactment of identity and embodiment through\ud an online ethnography of the online game Final Fantasy XIV. It is argued that online\ud identity must be viewed as performative, that is, enacted through speech and action,\ud and embodied via the avatar, which acts as a body project for the player. The avatar\ud identity is also constrained by the notion of authentic identity, which denotes how a\ud single body is expected to hold a single identity. The thesis makes contributions to\ud three areas. Firstly, in substantive terms, the thesis contributes original sociological\ud knowledge of online social interaction, drawn from an online game and its related\ud spaces, which remain under-researched sociologically. Secondly, the thesis makes a\ud theoretical contribution through a theoretical framing of how online, embodied\ud identity is achieved in an online game in a performative fashion, which is centred on\ud the body of the avatar, coupled with the speech and actions of the player. Finally, the\ud thesis also offers a methodological contribution through its original use of photo\ud elicitation in online interviews, and furthers the debates around (online) ethnography.\ud An 11 month programme of fieldwork was undertaken, comprising 36 asynchronous,\ud image elicitation interviews, extensive participant observation of the game over the\ud 11 months, and observation of the official forum lasting nearly six months. The\ud thesis concludes that online identity and embodiment in these spaces are heavily\ud constrained by norms drawn from everyday life, such as heteronormativity, and\ud racism. The game design is also influenced by the developers‟ norms and values,\ud such as the avatar appearance. The possibilities for performative identity and\ud embodiment are severely constrained by the community, who reify the game space\ud as separate from “real” life and reject the inclusion of non-normative avatars.
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    • AARSETH, E. 2006. How We Became Postdigital: From CyberStudies to Game Studies. In: D . SILVER & A. MASSANARI, eds. Critical Cybeculture Studies. [Kindle ebook]. Amazon UK. pp.37-46.
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