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

Lacan did not propose a totalized subject, but he proposed a divided one whose representation is structured in each interaction with its peers through Saussures argumentative language. This shows the real, the imaginary or the symbolic as (a), (a) or (A). This study tries to propose and discuss that...

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Detalles Bibliográficos
Autores principales: Mónica García Solarte, Carlos Hernán González-Campo, Guillermo Murillo Vargas
Formato: Artículo científico
Publicado: Universidad del Norte 2013
Materias:
Acceso en línea:http://www.redalyc.org/articulo.oa?id=21328601006
http://biblioteca.clacso.edu.ar/gsdl/cgi-bin/library.cgi?a=d&c=co/co-015&d=21328601006oai
Aporte de:
id I16-R122-21328601006oai
record_format dspace
institution Consejo Latinoamericano de Ciencias Sociales
institution_str I-16
repository_str R-122
collection Red de Bibliotecas Virtuales de Ciencias Sociales (CLACSO)
topic Psicología
Avatar
the Other
multi-user Games
Lacan
Second Life
psychoanalysis
spellingShingle Psicología
Avatar
the Other
multi-user Games
Lacan
Second Life
psychoanalysis
Mónica García Solarte
Carlos Hernán González-Campo
Guillermo Murillo Vargas
Avatar (A): Contrasting Lacans Theory and 3D Virtual Worlds.A Case Study In Second Life
topic_facet Psicología
Avatar
the Other
multi-user Games
Lacan
Second Life
psychoanalysis
description Lacan did not propose a totalized subject, but he proposed a divided one whose representation is structured in each interaction with its peers through Saussures 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 subjects desires.
format Artículo científico
Artículo científico
author Mónica García Solarte
Carlos Hernán González-Campo
Guillermo Murillo Vargas
author_facet Mónica García Solarte
Carlos Hernán González-Campo
Guillermo Murillo Vargas
author_sort Mónica García Solarte
title Avatar (A): Contrasting Lacans Theory and 3D Virtual Worlds.A Case Study In Second Life
title_short Avatar (A): Contrasting Lacans Theory and 3D Virtual Worlds.A Case Study In Second Life
title_full Avatar (A): Contrasting Lacans Theory and 3D Virtual Worlds.A Case Study In Second Life
title_fullStr Avatar (A): Contrasting Lacans Theory and 3D Virtual Worlds.A Case Study In Second Life
title_full_unstemmed Avatar (A): Contrasting Lacans Theory and 3D Virtual Worlds.A Case Study In Second Life
title_sort avatar (a): contrasting lacans theory and 3d virtual worlds.a case study in second life
publisher Universidad del Norte
publishDate 2013
url http://www.redalyc.org/articulo.oa?id=21328601006
http://biblioteca.clacso.edu.ar/gsdl/cgi-bin/library.cgi?a=d&c=co/co-015&d=21328601006oai
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AT guillermomurillovargas avataracontrastinglacanstheoryand3dvirtualworldsacasestudyinsecondlife
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