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Identity, the Avatar, and Communities in Star Wars the Old Republic and Related Digital Worlds.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Identity, the Avatar, and Communities in Star Wars the Old Republic and Related Digital Worlds./
Author:
Fitzell, Jeffrey Michael.
Description:
1 online resource (67 pages)
Notes:
Source: Masters Abstracts International, Volume: 84-06.
Contained By:
Masters Abstracts International84-06.
Subject:
Cultural anthropology. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29999596click for full text (PQDT)
ISBN:
9798358492905
Identity, the Avatar, and Communities in Star Wars the Old Republic and Related Digital Worlds.
Fitzell, Jeffrey Michael.
Identity, the Avatar, and Communities in Star Wars the Old Republic and Related Digital Worlds.
- 1 online resource (67 pages)
Source: Masters Abstracts International, Volume: 84-06.
Thesis (M.A.)--The University of Texas at San Antonio, 2022.
Includes bibliographical references
It is perhaps reductive to say that identity is complex and the way we interact with technology makes it more so. In this thesis, I seek to understand how certain digital worlds affect our identities. To accomplish this goal, I conducted an ethnographic study within Star Wars: The Old Republic, a massive multi-player on-line role-playing game, where individuals create and interact with online personas. Following other research on single player worlds (Waggoner 2009), my research examines the idea of identity by splitting it into three parts the physical, the digital, and the liminal spaces between physical and digital identities. I argue that Waggoner's ideas of identity can be applied to the players of Star Wars the Old Republic. Further I suggest that the concept of projective identity (Gee 2003, Waggoner 2009) provides a productive approach for understanding how players express themselves in such a place. I contended that projective identity is what emerges from the liminal spaces between a players physical and virtual identity, and that it is created with intention and influence from both. In what follows, I first introduce the world of The Old Republic before reviewing other research on digital worlds and theories of identity specific to my project. Then I move onto cover the results of my methods reflecting on what was planned and the actual implementation. After that I present my results and discussion of them before offering some tentative conclusions.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798358492905Subjects--Topical Terms:
2122764
Cultural anthropology.
Subjects--Index Terms:
AvatarIndex Terms--Genre/Form:
542853
Electronic books.
Identity, the Avatar, and Communities in Star Wars the Old Republic and Related Digital Worlds.
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Source: Masters Abstracts International, Volume: 84-06.
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Advisor: Halvaksz, Jamon A., II.
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Includes bibliographical references
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It is perhaps reductive to say that identity is complex and the way we interact with technology makes it more so. In this thesis, I seek to understand how certain digital worlds affect our identities. To accomplish this goal, I conducted an ethnographic study within Star Wars: The Old Republic, a massive multi-player on-line role-playing game, where individuals create and interact with online personas. Following other research on single player worlds (Waggoner 2009), my research examines the idea of identity by splitting it into three parts the physical, the digital, and the liminal spaces between physical and digital identities. I argue that Waggoner's ideas of identity can be applied to the players of Star Wars the Old Republic. Further I suggest that the concept of projective identity (Gee 2003, Waggoner 2009) provides a productive approach for understanding how players express themselves in such a place. I contended that projective identity is what emerges from the liminal spaces between a players physical and virtual identity, and that it is created with intention and influence from both. In what follows, I first introduce the world of The Old Republic before reviewing other research on digital worlds and theories of identity specific to my project. Then I move onto cover the results of my methods reflecting on what was planned and the actual implementation. After that I present my results and discussion of them before offering some tentative conclusions.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29999596
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click for full text (PQDT)
based on 0 review(s)
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