The Social and Technical Anatomy of Digital Bodies
Edited By Jaime Banks
Chapter Eleven: Alignments & Alliances: Associations of Value (Kristine Ask / Mark Chen)
| 107 →
Alignments & Alliances
Associations of Value
KRISTINE ASK & MARK CHEN
Avatars are not alone. While avatars invite players to experience the world through (usually) a single digital embodiment, this body is only meaningful because it is situated in specific historical, social, and material contexts. They are constructed through associations among players, games, and stories, and among people, technologies, and fantasies. Through these associations, the digital representation of self is rendered into a subject with values and positions, with histories and futures, with friends and enemies. In this chapter, we will further investigate the avatar’s relationship to other actors, features, and symbols in and outside the game, and how they construct a preferred way of playing by unpacking the social components of alignments (the relative values held by the avatar as a character) and alliances (the formal associations held by the player and/or avatar).
Drawing on actor network theory (Latour, 2005), avatars may be understood as distributed through networks, or assemblages, as the avatars engage in different alliances to position themselves as encoded/enacted constructs. This approach highlights the relational; how phenomena come to be through associations between different actors (both human and non-human), and how such associations produce avatars with specific values and worldviews. Avatar’s alignments are created through alliances in four ways: alignment through systems, alignment through factions, alignment through players, and alignment through technologies. For each alignment, different values are inscribed...
You are not authenticated to view the full text of this chapter or article.
This site requires a subscription or purchase to access the full text of books or journals.
Do you have any questions? Contact us.Or login to access all content.