Challenging the asymmetry of online interactions between humans and avatars in an online video game space: a unique example of relative independence and autonomy

Fiche du document

Date

29 novembre 2022

Type de document
Périmètre
Langue
Identifiant
Source

Hybrid

Relations

Ce document est lié à :
info:eu-repo/semantics/reference/issn/2276-3538

Organisation

OpenEdition

Licences

https://creativecommons.org/licenses/by-sa/4.0/ , info:eu-repo/semantics/openAccess




Citer ce document

Jacques Ghoul Samson, « Challenging the asymmetry of online interactions between humans and avatars in an online video game space: a unique example of relative independence and autonomy », Hybrid, ID : 10.4000/hybrid.2539


Métriques


Partage / Export

Résumé 0

Are avatars simply a vehicle of sorts, allowing us to move about in an otherwise inaccessible digital world? The present article intends to challenge the standard conceptualization of this particular figure by offering a different vision. Through research based on interactionism and data collected from an ethnography, it is possible to go beyond the conventional, asymmetrical understanding of the avatar figure and consider it as an entity unto itself, having a certain degree of independence and autonomy.

document thumbnail

Par les mêmes auteurs

Sur les mêmes sujets

Sur les mêmes disciplines

Exporter en