Page 212 - Cyberculture and New Media
P. 212

Tony Richards                     203
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                             tautologically pointing toward the figure of somebody standing on the ground
                             of their own two feet. There is here within this ‘reflexive-performativity’ a
                             sort  of  giddy  auto-erotic  freedom  (a  much  simplified  Nietzschean  self-
                             making) which would see itself as existing a level-above and beyond the old
                             traditional or grounded identities. Sherry Turkle along the similar lines talks
                             of new media as spaces that allow us to explore and expand our individual
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                             identities .  On  this  model  networking  sites  (also  ‘Second-Life’  and
                             videogames) would allow us to create ourselves again and show ourselves as
                             new faces each time anew to the world (a morphous or protean being-outside-
                             the-world).
                                     An interestingly befuddled argument on the morphous and playful
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                             performativeness by Filiciak  would merit further symptomatic investigation
                             for the problem of identity which would seem to be both free (in that like
                             Gauntlett  he  celebrates  the  protean  nature  of  “postmodern”  identity
                             opportunities within games) yet sees the player as soon to be swallowed up
                             into some cyberspatial self-forgetting (which presumably would land us back
                             into a form of slavery?). He argues thus:

                                     We  are  creating  our  “self”  not  as  a  linear  process  of
                                     construction  and  striving  towards  some  original  target  –
                                     each identity  we create is a temporary formation. Erosion
                                     of our individual  “self” in  macro scale is reflected  in the
                                     fall of collected identities, like a nation [...] we cannot talk
                                     anymore  about  a  single  identity  that  produces  temporary
                                     identities subordinate to itself. Thus in the era of electronic
                                     media we should rather talk about hyperidentity, which is
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                                     related to identity as hypertext to a text.

                                     However four pages earlier we find that such playful opportunities
                             for morphing our identities is based yet again on a model where the player
                             finds themselves con-fused with the textual universe within which they find
                             themselves  wrapped up. The power of Cinematic identification again  finds
                             itself rehoused:

                                     The  process  of  secondary  identification  taking  place  in
                                     cinema theatres depends paradoxically on distance while in
                                     the case of games we encounter something more than just
                                     intimacy.  Identification  is  replaced  by  introjections-the
                                     subject  is  projected  inward  into  an  “other”.  The  subject
                                     (player) and the “other” (the onscreen avatar) do not stand
                                     at  the  opposite  sides  of  the  mirror  anymore-they  become
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                                     one.
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