Playing With Lara in Virtual Space morepublished in S.R. Munt (ed) 2001 Technospaces: Inside the New Media |
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Playing with Lara in virtual space
KATE O'RIORDAN
Introduction
Computer games have become part of the cultural practice of a wide range of
social groups and although the many environments in which they are played
remain socially stratified, this chapter relates specifically to their use in domestic
space. 1 will discuss the traditional evaluation of computer game space as a male-
dominated realm, and suggest that this assumption requires some revision. I
intend to explore how computer game playing is a transformative process which
offers identifications for a plurality of subject positions, sometimes beyond
gender binaries. The main aim of the chapter, then, is to articulate the
relationship between the player and the game, concentrating on the categories of
subjectivity and identity. The technologies of gaming are significant sites of
socialization which offer material interpellation to the subject. I will use two
metaphorical constructs to articulate the relationship between the player and the
game: symbiosis and the cyborg, demonstrated through a case study of specific
game material, Lara Croft1 .
I deal specifically in this discussion with console games, played in a
domestic environment and represented on a television screen, for example,
PlayStation K and Nintendo 64 l!. Although these game consoles are often
referred to as media for video games, this is a misleading association. The
games consoles are computers and the appearance of graphics on the television
screen does not relate game material significantly to video (although I will
mention some of the formal connections below). These types of game remain
in the realm of computing and to refer to them as video games
decontextualizes them. In this construction, the element which differentiates
them from other media is the physical involvement demanded by the game.
This involvement is unlike cither television viewing or the consumption of
Playing with Lara in virtual space
other traditional off-line media, which demand a psychic and discursive
involvement with the content, but limit physical involvement to the form of
the media. For example, when I view television I can physically change
channels but I cannot change the production of an image within the channel.
Through the methods outlined, I will offer an interpretation of game space
which reflects upon the ontology of playing.
Games: historical and cultural contexts
Spacewar was the first computer game, and was developed at the
Massachusetts Institute of Technology in 1962. This program required the
use of large and expensive hardware and was never developed for popular use.
The first games to enter into the public domain were Pong (1973) and Space
Invaders (1976), which really mark the emergence of computer games as a form
of popular culture. As well as these arcade games, in .1.975 the Atari
Corporation (USA) developed a games console for the home. Home Pong sold
very successfully but it is Pac Man (1982) which has become an enduring
cultural icon.
Although the 1960s and 1970s had seen developments in the games
industry, particularly in the public realm of arcade games, domestic computer
games did not begin to enter the mainstream until the 1980s when the industry
developed and diversified. This coincided with such factors as acclimatization
to computer use, an increase in economic viability, decreasing hardware size
and an increasing leisure market. Games consoles which could be used to play
many different games at home were developed; hand-held games like the Game
Boy and the Came and Watch became relatively cheap and accessible to
consumers all over the world. The 1980s and 1990s have seen the emergence
of a global market in console games, which are played by a wide variety of
social groups on an everyday basis.
The computer game in the late 1990s offers a filmic, photo-realistic world
which presents the opportunity for the player to take on the character of
choice and make identifications in the negotiation of imaginary worlds. These
opportunities are constrained, however, by the limitations of the cultural
values they reflect. Computer games, like many other media texts, reproduce
cultural narratives about colonialization, exploration, domination and aggres-
sion. Computer game playing and production are historically gendered: the
public nature of the video/leisure arcade, the cinema lobby, pubs, bars and
clubs has encouraged a male domination of this activity. As in other public
leisure spaces, a male presence has predominated. The inception period of the
1960s and 1970s is traditionally viewed as having been dominated by
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masculine user-based practices, although in the 1980s and 1990s the gender
imbalance of use has become somewhat less polarized. The creation of
computer games is also seen as male dominated. The traditional educational
segregation in the West of 'feminized' arts and humanities and 'masculinized'
sciences has created, through the conflation of sex and gender, a working
public that predominantly employs men in the engineering and programming
sectors which produce ICTs (information and communication technologies).
However, cultural values do change; public space is not as male dominated
as has been traditionally assumed and with the miniaturization of technologies,
gaming has become a predominantly domestic occupation which is conversely,
historically and discursively assumed to be the location of the feminine. This
relocation of games to the domestic sphere destabilizes any assumptions drawn
from studies of public/private, masculine/feminine space. Programming
departments now employ women, and academic and industrial segregation
has seen organizational shifts. High levels of photo-realism have introduced
artistic and design-based elements into game production. It is still true of
computer games that they largely reproduce the cultural context of male, white
and heterosexual ideologies, which remain entrenched in narratives of
violence, domination, quest and colonialism. The feminine is largely
represented as an object of reward or rescue, or as a titillating vehicle
employed as a hook for the plot of the game. However, these generalizations
must be further qualified by both the shift in location from public to domestic
and a consideration of the different games markets. Games aimed specifically at
young children, for example, deploy colour and music as major features,
although games directed at young men still feature heavy armoury, darkness
and gore.
However, design companies like Purple Moon, founded by Brenda Laurel
(1991), have researched extensively into the ways that girls play.1 After two
and a half years of research Purple Moon started developing games that would
appeal to girl gamers and have so far enjoyed commercial success. Their web
page provides a 'safe space' for girls (although anyone can access the pages), in
marked contrast to the male-dominated web pages of Games Quest and
Gamespot, which promised: 'Kick Some Bot Butt with Epic McgaGames' Latest
3D Killer' in its July 1999 headline.- The Purple Moon site and the products
associated with it tend, though, to be based on a philosophy that not only
defines play as gender differentiated but conflates sex with gender. It is not
clear that game playing, as opposed to design, is dominated by any gender and
I will suggest that games, like other media, offer a multiplicity of identities
despite the fact that the culture around them remains relatively masculine.
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The shared spaces of television and computer games
The realization of computer games on the television screen is indicative of
media convergence. The imaginary space of the screen had been utilized by
computer games well before the emergence of digital television, in the literal
sense of the technological convergence of traditional programming. The
cultural practices of television viewing are also of significance now when we
talk about computer games: who watches and when and where are all factors
to be considered. Of further significance is the assimilation of computer games
into the narrative and images of television, and vice versa. Who uses the
television, when and in what modes of viewing are issues of ethnography
which are well covered in separate work.3 In this section I discuss specifically
the assimilation of computer games into television narrative and of television
narrative into computer games.
The visual space of off-line computer games on the television screen has a
close operating relationship to the traditional reception of audio-visual media.
The television is an imaginative space, pre-populated with narrative and
images. Computer games allow active intervention into this space. I am not
reasserting the following binary: television = passive/new media = active-
television viewing is both active and interactive in a number of senses.
However, computer games operate at different levels of participation,
particularly at the physical and material one. This assertion must be qualified
by both cultural considerations and the fact that computer games offer a very
limited interactivity, in the sense that they are pre-programmed, providing a
restricted paradigm of both imagery and narrative.
I wish to emphasize some qualifications before continuing this discussion,
because it is important not to accept uncritically a utopian vision of the
freedom of computer interactivity. Computer games are partially interactive at
present, they can only offer certain freedoms and a qualified experience of
entertainment. They are primarily, however, spaces of constraint with clearly
defined parameters. Generic market leaders are quest, popular sport and
combat scenarios with simplistic plots and linear narratives. The whole games
market is too prolific to analyse in depth here, but the following contemporary
sample gives an indicator of what leads it. PlayStation Magazine (1999)
provides reviews, game information and a demonstration disk of forthcoming
games among its services. The demonstration disk features Soul Reaver,
Rollcage, Viva Football, Warzone 2100, A Bug's Life, and All Star Tennis as its
playable games. The names are self-descriptive, apart from Soul Reaver, which
stars a male-configured ghoul, and Rollcage, which is a racing game. Of these,
only All Star Tennis features any female avatars. The cultural context from
which the market emerges is largely being reproduced: popular sport
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simulations, the theme of war and film merchandising all contribute t_
traditional, conformist scenarios. Product synthesis comes into play with A
Bug's Life, aimed at children and rendered from the graphics of a computer-
animated film of the same name. This kind of merger has led to the vernacular
'Silliwood' to indicate the convergence between products associated with
Silicon Valley and that of Hollywood.
Television is a medium in which games are both closely related and
significantly different, in both material and psychological ways. One factor
which they both share is the screen, but the spatial barrier between screen and
viewer is transformed through game technologies. The screen of the television
film or programme is a flat surface which bars the viewer from material
interpellation: it only offers a psychic location. The television screen provides a
material barrier of glass that informs the discursive symbolism of our notions
of viewing: off screen and on screen are seen as entirely distinct. The material
barrier of the screen seems proof of the division, and even technologies like the
remote control and 3-D glasses have not challenged the distinction between on
screen and off screen. Technologies of computer games, however, challenge
the material and discursive barrier of the screen because although the material
barrier is still there, its meaning is changed through locating the viewer, with a
strong identificatory presence, on the screen.
In several significant ways, the viewer/participant temporarily inhabits
game space. Although there is no 'real' space, there is an imaginative sense of
space 'behind' the screen. The significant difference between watching a
programme and playing a game is that the viewer of the game interacts with
the material on the screen by exerting some control over it. There is a direct
effect caused on the screen by the participant. Games are therefore partially
interactive spaces and developments in authoring skills have led to some of
them being labelled 'interactive cinema' (Friedman, 1995: 77). Through a
joystick and control panel, the player controls the actions of the avatar, thus
the traditional unfolding of the programme narrative is transformed into a
manipulation of the action on screen. The actions of the player determine the
actions on screen via a direct physical motor link.
The participant, then, 'inhabits' the screen space in terms of sight, sound,
spatial organization and control. The spatial organization of the participant is
transferred to that of the game space. The mental process of motion is applied
to the game space so that the participants experience moving through a
physical space as they are enacting the temporal narrative. The sensory
perceptions and physical motion of the body become both divided and
extended. The neural sensorium extends to the screen, visualizing an
interiority; interaction is not only on the screen, it is visibly below or behind
the screen. Screen space has an interiority developed by the use of graphical
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perspective, and it is this interiority that the player is activating and exploring
through a kinaesthetic relationship.
By representing computer games on the television screen through consoles
like the PlayStation H by Sony, game space is inserted into the architecture of
television. The images are imposed on an imaginary space in which we are
culturally acclimatized to viewing images that reflect certain aspects of reality.
Spatial arrangement is one of these aspects: it is a feature of screens that a flat
surface can reflect the Cartesian perspective of points about a three-
dimensional axis, which is the phenomenological experience of real space.
We are acclimatized to viewing a representation of space on the television that
visually reflects our material belief in three-dimensional space. In computer
games a slightly less realistic representation is often presented which
occasionally deploys a two-dimensional representation; however, game space
offers a reflection of the experience of actual space through the ability offered to
the player to intervene in this representation. This contrast between the
television's reflection of an understanding of space, and the game's reflection
of an experience of space, is one of the most significant differences between
these media.
The gap between the convincing images of television and the less highly
resolved ones of games is one which technological advances are rapidly
closing: the instances of two-dimensionality which used to be prolific are
deployed less and less as game producers compete with each other to simulate
increasingly virtual representations.4 Despite the diversity of materials
available on television, it is a technological space which is widely accepted
as reproducing reality: documentary, news, camcorder footage and CCTV
images prevail. Computer games join the assembly of television material but
they are selected at the point of consumption (like videos, which also share the
same commercial outlets), and are widely accepted as fictitious, imaginary play
spaces. These texts, whether fictions or simulations of the actual, share the
same credible spatial paradigm that is presented by the television screen.
In the same way that the television screen approximates a representation of
reality, computer games offer a representation of virtual reality. They are not
'true' virtual reality, which would be totally immersive, but neither are
televisual images true off-line reality. Computer games are only partially
immersive because of this feature of the screen, which although offering
representations of three-dimensionality, is flat. Another significant difference
between the experience of television programme images and the images of
computer games as they stand is that the player has a physical as well as a
psychical relationship to the narrative space. In the mode of television viewing
there is no direct physical connection between the representations on screen
and the viewer.
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In the mode of game playing, the player is connected to the narrative space
through a handset. This can be a multi-game application with buttons, or can
be a dedicated aspect of a particular game. The game Die Hard Trilogy, for
example, supplies a gun-shaped handset which projects a light and appears to
'kill' figures on the screen. This brings the game experience closer to that of
virtual reality, but there still remains the barrier of the screen to the full
immersion promised by virtual reality. When viewing television the screen is
the material, impermeable barrier which renders the images 'unreal'. When
playing, the screen has a psychological semi-permeability which occurs
because the player appears to affect the screen space, penetrating the
boundaries of the technology with human input.
This psychological and physical intervention into game space connects off-
line game playing to other interactive media such as virtual reality, the Internet
and on-line games. If television represents the simulacra argued by the post-
modern paradigm (Baudrillard, 1981), computer game playing inserts the human
agent into the circuit of simulation. The physical continuum between the player
and the space of the game reinforces the psychical one to the extent that the
experiences represented on the screen are not the same as the vicarious ones of
television. The poles of active and passive, represented and received, player and
viewer are collapsed into a new paradigm of experience and subjectivity:
'Everywhere ... in which the distinction between these two poles can no longer
be maintained, one enters into simulation' (Baudrillard, 1981: 31). Baudrillard's
assertion that this collapse in polarity means that everything in the experience of
the postmodern is shifted into the realm of representation is destabilized if we
consider the relationship between the avatar and player. As I will elaborate
through an evaluation of Lara Croft' , the symbolic realm of representation has a
material relationship with the consumer through computer games because the
identity of the player is required to activate the meaning of the game.
Avatars and symbiosis
The avatar is the player's point of intersection with the narrative of the game
and his/her virtual presence in that space as a cyberbody or virtual self. The
avatar is the point of entry into the simulation. Avatars, also known as game
sprites or iconic representations, come in a variety of forms, with a subsequent
variation in behavioural paradigms, perspectives and appearances. The element
which is common to most off-line avatars at the time of writing is that they are
pre designed. The player has a choice of different avatars in some games, but is
seldom active in the design process. This means that the avatar adds to the
constraining factors of game play as well as providing a point of insertion.
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This point of insertion can be articulated through the metaphors of
symbiosis and the cyborg. Symbiosis infers an organic-to-organic relationship
which grants too much agency to the computer. However, it is a useful model
which has helped to describe the relationship between player and game:
It is very hard to describe what it feels like when one is 'lost' inside a
computer game precisely because at that moment one's sense of self has
been fundamentally transformed. Flowing through a continuous series of
decisions made almost automatically, hardly aware of the passage of time,
the player forms a symbiotic circuit with the computer, a version of the
cyborgian consciousness described by Donna Haraway (1985) in her
influential 'Manifesto for Cyborgs'. The computer comes to feel like an
organic extension of one's consciousness, and the player may feel like
an extension of the computer itself.
(Friedman, 1995: 83)
This material and psychological symbiosis is composed of the continuum
between the player holding the controls and the actions of the avatar on
screen. It is also created by the immersion experienced by the player while his/
her identification is transferred to the game space. Processes of communication
with the immediate and actual environment are transferred to the simulated
environment.
This relationship has been understood in different ways, as liberatory -
Today at the end of the twentieth century, many of our children have access
to the one to five rooms inside their apartments. Video game technologies
expand the space of their imagination' (Cassell and Jenkins, 1999: 265-6) - and
as destructive - 'Video games can thus be understood as a paranoiac
environment that induces a sense of paranoia by dissolving any distinction
between the doer and the viewer' (Robins and Levidow, 1995: 109). These
responses point both to the social significance of this site and to its difference
from other media. The assertion that these spaces can expand the imagination
is an optimistic reaction, which we must qualify by reminding ourselves of the
limitations of game space. The judgement of this relationship as 'paranoiac'
suggests that this psychological continuum is understood as a disturbing
infliction, a notion which I would dispute as simplistically deterministic and
technophobic. This assertion is informed by social debates5 which range over
two main areas: content and form. Content involves the already familiar debate
about violence in the media, its effects, and censorship. Form refers to whether
or not technologies have a propensity for damage in themselves, in fears
ranging from eye strain to disorientation or neural damage, epilepsy and
strokes. These are fears which are regardless of actual game content but arise
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from the physical processes of repetitive playing. These latter debates
unfortunately arise from a deterministic view which ignores the social relations
which structure technological development.
However, Robins and Levidow's definition of games as paranoiac
environments emphasizes the significance, impact and proliferation of the
relationships between avatar and player in contemporary postmodern
experience. The negation of this experience, through the connotations of the
term 'paranoiac', denies the imaginative dimension of the subject positions
offered to the player. The experience that the consumer has of most media texts
is one of material interjection into the form only (turning the pages of books,
choosing the video, using fast forward, rewind or changing channels);
interjection into the material content of games is a different experience which
offers an expansion of space, not a retraction. This symbiotic model ignores the
social relations which structure this relationship, and for this reason I will employ
a further model which provides us with a way of realigning this paradigm.
The cyborg is a useful model to articulate the relationship between player
and avatar: 'A cyborg is a cybernetic organism, a hybrid of machine and
organism, a creature of social reality as well as science fiction' (Haraway, 1991:
149). The cyborg has the advantage of implying a relationship between an
organism and technology which is much closer to the actual relationship
between player and game. It recognizes the game as a static artefact which is
only activated by organic agency, highlighting the power that the player has
in this relationship, usefully bringing us away from dystopian visions of
psychic damage and technological determinism. Although new technologies
can provide new sources of agency, they are still structured through human
relations. We should embrace this model cautiously in view of the more
sinister implications of the word 'cyborg', whilst also seeing how it positively
opens up a space to explore the potential freedoms involved in our
increasingly enmeshed relationship with developing technologies.
A case study: Lara Croft1
Paradoxically, the most famous current avatar of these game spaces is
represented as female: this is Lara Croft , the avatar of the games Tomb Raider
(1997), Tomb Raider 11 (1998), Tomb Raider III (1999) and Tomb Raider: The Final
Revelation (forthcoming). Fanzines receive letters which are purportedly written
to Lara by gamers. Lara Croft(' shares some representational similarities with
James Bond and has also been proposed by British government ministers to
serve as an iconic 'ambassador' for scientific excellence.0 Douglas Coupland, a
popular writer, claims to be in love with her (Coupland and Ward, 1998), and
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in a recent survey (Shurville, 1998), 70 per cent of male respondents claimed to
be sexually attracted to Lara. Although female contributions to the same
survey were few, both heterosexual and lesbian female respondents claimed to
identify with Lara. As well as in the mainstream, Lara also appears as a popular
figure in the lesbian press.7 A whole market of commodities has emerged
around 'her', including a promised film and an appearance in a high-energy soft
drinks advert for Lucozade.
Lara's cultural popularity is an indicator of how far computer games and
their imagery have interjected into non-computer-mediated communication,
appearing as significant sites of commodification within the symbolic and
material processes of representation in the circuit of culture (Hall, 1997).
Games and their avatars provide a new point of identification in culture for the
consumer. Potentially, different subjective positions can be developed and
arguably new kinds of subjectivity may arise through this relationship between
player and avatar, within larger domains of representation.
Lara is a group of pixels arranged in a shape which indicates a young
woman of twentysomething. The player does not see much of her face and
although the angle of view can be changed, it defaults to a point slightly to the
rear of Lara (Fig. 14.1). This means that it is her profile from behind that is most
Figure 14.1 Lara Croft1 . Image supplied courtesy of Cor: Design Limited. Lara
Croft' and TM Core Design limited. All rights reserved.
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Figure 14.2 Lara Croft' . Image supplied courtesy of Core Design Limited. Lara
Croft* and TM Core Design Limited. All rights reserved.
reinforced to the player as a position of identification. During some action in
the game a more extended profile is displayed when she goes into a pre-
programmed sequence, such as swimming or shooting (Fig. 14.2). The external
profile of her entire body is viewed by the player eventually, through the
completion of the game narrative. In the advancement through the narrative,
the player is rewarded by a developed disclosure of the entire external
appearance of Lara.
Lara is represented as wearing minimal clothing: for most of Tomb Raider III
she wears shorts and a vest, a gun belt and boots, her brown hair usually in a
practical long plait. There is a degree of appropriateness and functionality in
some scenes: she wears a coat, gloves and trousers in Antarctica, for example.
The clothes are always figure-hugging and thus retain the shape of her body
image. She is a classic phallic fantasy figure: long legs, large breasts and a small
waist. Her physiology is improbable, representing a Barbified caricature,
suggesting the possibility of ironic play to enter into any identification with
Lara. At the point of reception there is ample opportunity to enjoy Lara as a
representation of hegemonic desirability which can be identified either with or
against. There is evidence to suggest that heterosexual men and women and
lesbians can all read her as desirable/ It is not problematic to imagine that any
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subject position could find her desirable, as she is represented symbolically as
the desirable phallic woman: 'the Uzi-toting cybcrbabe'.9 As with any
successful mainstream figure, then, Lara provides a wide range of subject
identifications which can interpellate the game player.
The features of Lara's visible appearance conform to certain stereotypes: the
pin-up figure and the clothing arc informed by existing images of intensely
heteronormative femininity. Some of her preconfigured movements also
strongly connote sexuality, such as the crawl - for this move Lara gets down
on her hands and knees and crawls away from the player who is positioned to
view her from behind. What makes Lara so resonant of sexuality is that the
plot of the game focuses on the player's manipulation of her virtual body. The
aim of Tomb Raider is to learn how to 'propel' Lara as proficiently as possible.
However, this is not the model of control it might first appear, because the
player is also 'Lara' during game play. The rhetoric of gamers indicates the
extent to which a partial identification occurs: 'Having fought your way past
the thrills of speeding tube trains that bowl you along the track and the
pneumatic drill that will certainly have killed you a few times' (PlayStation
Magazine, 1999: 127). The writer of this review is addressing a you who is both
Lara and the player. When playing Tomb Raider, players often refer to Lara as
T. These rhetorical references indicate the partial transfer of subjectivity which
can occur. Although the player is positioned as a voyeur by the default
perspective which always returns to a point behind Lara, the active relationship
between the Lara icon and the player repositions the voyeur as the voyeur/
actor. This incorporation of self into avatar while playing renders debates
about objedification and stereotyping rather less tenable, because Lara is not
entirely an object of control, but rather a process of interaction within the
paradigms of the game.
The subjectivity of the player experienced in tomb Raider is surprisingly
complex. Several positions are held in tension at once in the process of playing:
that of the player, that of Lara and that of the 'player in action'. The 'player in
action' is simultaneously Lara Croft in the game world, the self in the game
world and the self external to the game world. The self external to the game
world cannot be analysed here, because this 'self is the individual player as
well as a conceptual realm. Such analysis would require a more detailed
interviewing of players. What we can analyse is the textual representation of
Lara in which the player's self is imaginatively inserted, partially transferring
self to avatar. Through the partial transference of subjectivity which occurs,
neither the player nor Lara's paradigm of behaviour is completely determined.
The active role of the player in the Tomb Raider games provides a forum for a
range of subject positions to be experienced through playing with Lara. One
could spend the whole time in the game space headbutting a wall if one so
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desired (but not much narrative would develop). Lara does not have a discrete
identity but neither does the player-as-Lara, and this confusion of the
paradigms of identity and narrative allows for some freedom of identification.
The continuity between the subject position of the player and the iconic
representation of Lara allows for a cyborgian model to be employed in
analysing this relationship, as the pixels on the screen have a continuous
relationship with the effects of the self of the player. While playing, the body is
directly connected to the action on the screen, entering into an affective
physical relationship with the programming code. Through the physical and
psychological continuum with Lara, the player enters into a symbiotic
hybridity which negotiates game space so that the self becomes the self-and-
avatar, in a diffuse but distinct relationship between person and machine.
Computer games - a different social space
The model of the cyborg abounds in computer literature, popular culture,
science fiction and critical theory. Along with symbiosis, it provides a useful
metaphor to articulate the blurring of the boundaries of human identity and
technology. As I have explored in the case study above, even in one of the
least immersive and paradigmatically constrained models of computer games,
the off-line, television console game, the self is projected into the circuit of
simulation. Even through the medium of television, game technologies draw
upon a more involved relationship with the player, eroding the complete
distinction between the medium and the self.
The possibilities for constructing a partial, and always contingent, sense of
self in the realms of virtual reality, cyberspace and computer-mediated
communication are extensive. By exploring the real-world model of the games
console, which has already found its way largely unnoticed into the living
room of domestic space, I hope to have illustrated aspects of the complex
relationship between the players and images that appear on our screens. The
screen-as-mirror can now be physically related to, and a new reflection of self
can be played with. The image in the mirror has still been put there by
professional designers, but the viewer can enter in a projected guise and
temporarily embody it with his/her own self, however gendered. Through
these means the closed circuit of simulacra comes to refer to the real - the
player. Computer games are significantly different from either imagined
narratives, television, or narratives of fiction, because the computer game has
physical presence: it provides a prosthesis for embodying the imagination and
is an extension of the body, offering a consolidation of embodiment, putting
'you' or 'I' into the game.
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The game technologies discussed here are already being superseded (for
example, digital video disk, DVD). Interactivity is becoming more entrenched
in popular culture, cyborgian practices are being increasingly explored. What
this reveals is that between the medium and the consumer is a dynamic which
prohibits the analysis of either the medium, the material or the consumer in
isolation. The complexity of the relationship between the player and the game
destabilizes any easy object/subject formation and questions the polarity
between the consumer and the media. Cyberspace is with us in many forms,
and game space is the most enduringly popular. Although it is clear that the
architecture of such space is not new, the relationship that the consumer has
with the material and medium is increasingly different, changing the ways we
conceptualize separate domains of self and other. It is clear, then, that different
theoretical constructions are required to analyse, rather than observe, the
collapses which are occurring.
Acknowledgements
Acknowledgements and thanks are due to Irmi Karl, Dr Sally Munt and Dr
Simon Shurville for their generous advice and contributions.
Images supplied courtesy of Core Design Limited. Lara Croft '- and TM
Core Design Limited. All rights reserved.
Notes
1. Laurel is a researcher, author and software designer of long standing in the
industry. Her company web site is www.purple_moon.com (accessed May 1999).
2. www.bigbig.com/gqand www.gamespot.com (accessed May 1999).
3. See, for example, Gauntiett and Hill (1999), Silverstone (1992) and Ang (1991).
4. Exceptions are the popular Abe games: Oddysee and Exoddus,
5. These debates are ongoing but have been returned to specifically in the wake of
several news events, most recently the Littleton shootings in Colorado in April
1999. See, for example, 'In the line of fire' by Paul Keegan (1999), pp. 2-3.
6. On the BBC web site, and reported in the mainstream press.
7. She was the cover girl' in the June 1999 issue of the magazine Lesbians on the
Loose (Australia), for example.
8. These groups were the only ones who identified themselves by their sexuality in
Simon Shurville's survey, and I don't wish to imply that people who identify with
other sexualities are excluded from this.
9. ht tp://news2.thls.bbc.co.uk/hi/english/sci/tech/
ncwsid%5F225000/225615.stm (accessed July 1999).
238
Knte O'Rhmlan
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