Representações do Second Life : um [novo] mundo (des)virtualizado / Representations of Second Life : a [new] (dis)virtualized world

AUTOR(ES)
DATA DE PUBLICAÇÃO

2010

RESUMO

The purpose of this study is to investigate the identity creations in virtuality and the modes of subjectivity which emerge on this context, specifically in/from the simulation game Second Life. For this, we selected publicizing texts and sayings by simulator users taken from magazines, newspapers, download websites and blogs that approach the presentation, the publicizing of the program and the identity creations in the referred environment. The present study assumed that the virtual environment has transformed the world, making it another one; idea which makes the imaginary in virtual reality and is defended by Lévy (1999, p.15 -75), who often refers to a "new universe" [supposedly] made possible by virtuality. Based on statements like this, we assume the hypothesis that it is a "new" world, but that appears in the overlapping of the same and the different. To prove [or not] the hypothesis, we explored the following objectives: the problematization of reality and virtuality, the analysis of representations of the self and the other in cyberspace and the identification of regimes of truth, power relations which crosses the world called real and virtual. Through the analysis of selected excerpts, the hypothesis was confirmed once the identities created in the simulator (re)produced the possibilities of the real world and, when enunciated, such creations work in the spacing, through a movement that joins and distances reality and virtuality. Moreover, in the analyzed speechs besides the subject of pleasure (jouissance), it emerged the subject of desire, reinforcing the heterogeneity that constitutes the (post-)modern subjectivity

ASSUNTO(S)

subjectivity simulação realidade virtualidade modos de subjetividade simulation reality virtuality

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