Tornar-se outros

Jogar a identidade e intimidade virtuais

Autores

  • Jiaying Chen Department of Philosophy of East China Normal University

DOI:

https://doi.org/10.34024/prometeica.2022.Especial.13533

Palavras-chave:

o virtual. identidade. intimidade. jogo. jogos online. Otherkin.

Resumo

Ao revisitar a noção de virtual de Gilles Deleuze, este trabalho examina o que o mundo virtual significa para a nossa identidade e intimidade. Traçamos três efeitos do mundo virtual: 1) a completa desintegração da fronteira público-privada; 2) a performatividade emergente das identidades virtuais; 3) a desestabilização da nossa ontologia. Da vida pública aos jogos de interpretação de papéis, mostramos a mudança do significado do jogo em vários contextos: atuar, representar e tornar-se. Seguindo a perspectiva dramatúrgica do Homem público de Richard Sennett, vemos pessoas a executar proativamente a imagem para construir a identidade do mundo real. Depois, nos jogos de vídeo, os jogadores escolhem uma identidade virtual para atuar no mundo do jogo, o que transforma o mundo do jogo num espaço liminar onde as transições de identidade continuadas se tornam possíveis. Analisamos vários casos, incluindo a subcultura Otherkin e Otaku, para argumentar que a identidade virtual e a comunidade podem trazer indeterminação ontológica e propor um programa que coexista com a alteridade.

Métricas

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Biografia do Autor

  • Jiaying Chen, Department of Philosophy of East China Normal University

    Jiaying CHEN is a writer and curator working on the cartography of technological embedded phenomena by multidisciplinary practice. She is a Ph.D. candidate in Western Philosophy at East China Normal University. Her texts are accessible on many art media. She won the Hyundai Blue Prize and was shortlisted for the Emerging Curators Project. China Academy of Art includes her paper in Forces of Reticulation. Co-writing and editing of Shanghai Contemporary Art Archival Project was published by MOUSSE.

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Publicado

2022-08-11

Como Citar

Chen, J. (2022). Tornar-se outros: Jogar a identidade e intimidade virtuais. Prometeica - Revista De Filosofia E Ciências, Especial, 11-20. https://doi.org/10.34024/prometeica.2022.Especial.13533
Recebido 2022-03-01
Aprovado 2022-07-20
Publicado 2022-08-11