Avatar (A’): Contrasting Lacan’s Theory and 3D Virtual Worlds.A Case Study In Second Life
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| Format: | Artículo científico |
| Langue: | en |
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Universidad del Norte
2013
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| _version_ | 1876428154232373248 |
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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 |