The production of self or the gamer as a product of his game
New social norms of society emphasize the responsibility of the individual towards its own destiny. Action and the production of self go hand in hand. Role-playing games offer a territory to this experiment of self, perhaps even to a production of self. However, the search for recognition immobilize...
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Veröffentlicht in: | Psychotropes (Paris, France) France), 2012-01, Vol.18 (3-4), p.45-98 |
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Format: | Artikel |
Sprache: | fre |
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Zusammenfassung: | New social norms of society emphasize the responsibility of the individual towards its own destiny. Action and the production of self go hand in hand. Role-playing games offer a territory to this experiment of self, perhaps even to a production of self. However, the search for recognition immobilizes players in front of their screens, encouraging them to seek new objects for their equipment, to succeed in their battles and, to reach ever higher levels of the game. Therefore, it is not only the objective conditions of independence that are acquired at ever later stages, and often precariously at that, it is also the modes of structuring of the personality. Playing games online refers to the tension experienced by young people torn between a social injunction to autonomy and to the production of self on the one hand, and the socio-economic factors that make it difficult to turn this project into reality. Adapted from the source document. |
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ISSN: | 1245-2092 |