Becoming others

Prometeica - Revista De Filosofía Y Ciencias 2022 (S1) (2022)
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Abstract

By revisiting Gilles Deleuze's notion of the virtual, this work examines what the virtual world means for our identity and intimacy. We sketch three effects of the virtual world: 1) the complete disintegration of public-private boundary; 2) the emerging performativity of virtual identities; 3) the destabilization of our ontology. From public life to multiplayer online role-playing games, we show the changing meaning of play in various contexts: performing, acting, and becoming. Following Richard Sennett's dramaturgical perspective of the public Man, we see people proactively perform the image to construct the real-world identity. Then in the video games, players choose a virtual identity to act in the game world, transforming it into a liminal space where continued identity transitions become possible. We analyze several cases, including Otherkin and Otaku subculture, to argue that virtual identity and community can bring ontological indeterminacy and propose a program that coexists with otherness.

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