Avatar (A’): Contrasting Lacan’s Theory and 3D Virtual Worlds.A Case Study In Second Life

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Auteur principal: Carlos Hernán González-Campo
Format: Artículo científico
Langue:en
Publié: Universidad del Norte 2013
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author Carlos Hernán González-Campo
author_facet Carlos Hernán González-Campo
contents Avatar (A’): Contrasting Lacan’s Theory and 3D Virtual Worlds.A Case Study In Second Life Carlos Hernán González-Campo Mónica García Solarte Guillermo Murillo Vargas Psicología multi Lacan Avatar the Other user Games Lacan did not propose a totalized subject, but he proposed a divided one whose representation is structured in each interaction with its peers through Saussure’s argumentative language. This shows the real, the imaginary or the symbolic as (a), (a’) or (A). This study tries to propose and discuss that it is currently possible to establish virtual issues, taking into account social and psychological effects of the cyberspace and the capacity to decide and execute actions. Virtually, the representation is given by the Avatar known as (A’), since it is an evolution of the Other (A). This interaction is being done through the use of language, with the construction of signifieds and signifiers. Signifieds are conceived in the virtual world and signifiers in the real one, but the last one could allow the first one to materialize the Other (A) in the Avatar (A’). Second Life is a metaverse, a massively multiplayer online role-playing game (MMORPG), which shows 3D virtual worlds where each subject is able to create its Avatars characterizing its own identity through the subject’s desires. 2013 artículo científico 0123-417X https://www.redalyc.org/articulo.oa?id=21328601006 en http://www.redalyc.org/revista.oa?id=213 Psicología desde el Caribe application/pdf Universidad del Norte Psicología desde el Caribe (Colombia) Num.2 Vol.30
format Artículo científico
id redalyc_21328601006
institution Redalyc
language en
publishDate 2013
publisher Universidad del Norte
spellingShingle Avatar (A’): Contrasting Lacan’s Theory and 3D Virtual Worlds.A Case Study In Second Life
Carlos Hernán González-Campo
Psicología
multi
Lacan
Avatar
the Other
user Games
Avatar (A’): Contrasting Lacan’s Theory and 3D Virtual Worlds.A Case Study In Second Life Carlos Hernán González-Campo Mónica García Solarte Guillermo Murillo Vargas Psicología multi Lacan Avatar the Other user Games Lacan did not propose a totalized subject, but he proposed a divided one whose representation is structured in each interaction with its peers through Saussure’s argumentative language. This shows the real, the imaginary or the symbolic as (a), (a’) or (A). This study tries to propose and discuss that it is currently possible to establish virtual issues, taking into account social and psychological effects of the cyberspace and the capacity to decide and execute actions. Virtually, the representation is given by the Avatar known as (A’), since it is an evolution of the Other (A). This interaction is being done through the use of language, with the construction of signifieds and signifiers. Signifieds are conceived in the virtual world and signifiers in the real one, but the last one could allow the first one to materialize the Other (A) in the Avatar (A’). Second Life is a metaverse, a massively multiplayer online role-playing game (MMORPG), which shows 3D virtual worlds where each subject is able to create its Avatars characterizing its own identity through the subject’s desires. 2013 artículo científico 0123-417X https://www.redalyc.org/articulo.oa?id=21328601006 en http://www.redalyc.org/revista.oa?id=213 Psicología desde el Caribe application/pdf Universidad del Norte Psicología desde el Caribe (Colombia) Num.2 Vol.30
title Avatar (A’): Contrasting Lacan’s Theory and 3D Virtual Worlds.A Case Study In Second Life
topic Psicología
multi
Lacan
Avatar
the Other
user Games
url https://www.redalyc.org/articulo.oa?id=21328601006