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The identities shaped by online games - World of Warcraft.
Pages 16 (4016 words)
This literature review will examine the concepts of identity and stress as they relate to World of Warcraft play. This literature can help in framing the topic through understanding the identity and the ways in which it is formed so that real world identity creation can be reflected in an understanding of a virtual world identity and vice versa…
Watslawik and Born state that “ego psychoanalytical theory places the individual within a more or less nurturing social context, as contrast with the more confrontive view of classical theory wherein the individual is seen more as contesting society”. The nature of human interaction, according to Erikson’s theory, is in finding communities in which nurture is the primary benefit. While an individual seeks a community in which shared values and beliefs are experienced, or in the case of game play, shared goals, eventually it is the sense of nurture that is built that will provide the attraction to a community.
The following literature review will focus on the identity as it is positioned in an online environment as a created and semi-controlled entity. This will be discussed through the created and controlled aspect, as well as how that control is not complete as the social dynamic and the real life characteristics begin to come through to the online identity.
Avatar as it Becomes Part of the Community
Individual and the Avatar
The nature of identity is the result of a tension between conformity and individuality. In seeking to find an identity, the individual must find a position between these two oppositional forces in order to find both acceptance and individuation. This phenomenon creates an internal conflict within which the individual seeks to find a sense of self and the acceptance of self by the community. ...
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