Abstract
Cyberspace “agents” such as a wand, mouse, data glove, and various on-screen avatars are extensions of the console-user’s ego; they enable the software program to stand in as an alter ego. In cyberspace this decenterment of the self comes at a price as these cyber-agents begin to mediate our lives more and more. As Baudrillard remarks, the videotape (as well as cable TV) in a way, “watches” the movie for us. We need not trouble ourselves to drive to the movie center to see the film. In a similar way, the avatar in a chat community is e-moting for us, externalizing and embodying our very emotions. Through our disavowal of these agents—this is mere simulation, this is only a game, this is not “real”—we slowly let them take over our lives having to face the question of “impassivity” (Pfaller 2002; Žižek 1999b, 2002a), which is the other side of media interactivity that is disavowed.
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© 2004 Jan Jagodzinski
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Jagodzinski, J. (2004). Looping Back to Video Games: The Question of Technological Interpassivity. In: Youth Fantasies: The Perverse Landscape of the Media. Palgrave Macmillan, New York. https://doi.org/10.1057/9781403980823_14
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DOI: https://doi.org/10.1057/9781403980823_14
Publisher Name: Palgrave Macmillan, New York
Print ISBN: 978-1-4039-6165-5
Online ISBN: 978-1-4039-8082-3
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