The Unconscious Self in Role Playing Video Game’s Avatar
Abstract
In the world of digital video games, human players are present through surrogates. Surrogates in the video game is a character which also called by the term avatar which is a self-representation of real players. The presence of avatars in role playing games are formed through a process of creation by the gamer. The production of avatars cannot be separated from the unconscious mind of the players, the unconscious desire, ego and ideology. This avatar creation process continues ongoing, following the progress of the video game story. The decision, the path, and the act that the player take in completing the story are gradually reshaping the avatar. In the end, the avatar eventually became a manifestation and reflection of the unconscious minds of the video game players. This research conducted using ethnography and Jacques Lacan psychoanalysis theory.
Keywords
Full Text:
PDFReferences
Aarseth, E. (2004). Genre Trouble: Narrativism and The Art of Simulation. in: Wardrip Fruin, N., Harrigan, P. First Person: New Media as Story, Performance, And Game. Cambridge: The MIT Press.
Baudrillard, J. (1998) The End of the Millennium or the Countdown, Theory, Culture and Society. Sage Publication Journal. Volume: 15 issue: 1, page(s): 1-9.
Bernard, H. Russel 1994 “Methods Belong to All of Us”, in Robert Borofsky (Trans.) Assessing Cultural Anthropology. New York: McGraw-Hill.
Bracher, M. (2003). Jacques Lacan, Diskursus, dan Perubahan Sosial: Pengantar kritik budaya psikoanalisis. Trans. Gunawan Admiranto. Yogyakarta: Jalasutra.
Bogost, I. (2010). Persuasive Games. Cambdrige and London: MIT Press.
Caillois, R. (1961) Man Play and Games. Trans. Meyer Barash. London: The Free Press of Glencoe, Inc.
Cassell, J., Jenkins, H. (2008). From Quake Girls to Desperate Housewives: A Decade of Gender and Computer Games. In: Kafai, Y Et Al. Beyond Barbie & Mortal Kombat: New Perspectives on Gender and Gaming. Cambridge and London: The MIT Press.
Flitterman-Lewis, Sandy. (2005). Psychoanalysis, Film, and Television. Dalam: Allen, R. C. 9ed), “Channels of Discourse. Television and Contemporary Criticism”. New York and London: The University of Carolina Press.
Fron, J Et Al. (2007) The Hegemony of Play. Presented in The Situated Play. Digital Games Research Conference. Tokyo.
Freud, S. (1963). Character and Culture: Vol. 9. The Collected Works (P. Rieff, Ed.). New York: Collier. Goldstein, J. (2005). Violent Video Games. In: Raessens, J., Goldstein, J. Handbook of Computer Game Studies. Cambridge and London: The MIT Press.
Griffiths, M., Davies, M. (2005). Does Video Game Addiction Exist? In: Raessens, J., Goldstein, J. (2005). Handbook of Computer Game Studies. Cambridge and London: The MIT Press.
Harrigan, P., Wardrip-Fruin, N., Crumpto, M., (2010). Second Person: Role-Playing and Story in Games and Playable Media. Cambridge: MIT Press.
Hepburn, A. (2003). An Introduction to Critical Social Psychology. London: Sage Publication.
Huizinga, J. (1955) Homo Ludens: A Study of the Play Element in Culture. London: Beacon Press.
Juul, J. (2009). A Casual Revolution: Reinventing Video Games and Their Players. Cambridge and London: The MIT Press.
Kafai, Y Et Al (2008). Preface: Pink, Purple, Casual or Mainstream: Moving Beyond the Gender Divide. In: Kafai, Y Et Al. Beyond Barbie & Mortal Kombat: New Perspectives on Gender and Gaming. Cambridge and London: The MIT Press.
Kapp, K. (2012). The Gamification of Learning and Instruction: Game Based Methods and Strategies for Training and Education. San Fransisco: Pfeiffer.
Kirkpatrick, G. (2009). “Controller, Hand, Screen: Aesthetic Form in the Computer Game”. Games and Culture. London: Sage Publication. Lacan, J. (1977). Ecrits: A Selection. New York: W.W.Norton
Lacan, J. (1977). The Four Fundamentals of Psychoanalysis. London: Hogarth Press.
Lacan, J (1997). The Language of the Self: The Function of Language in Psychoanalysis. Translated by Anthoni Wilden. Baltimore: John Hopkins University Press.
Mayra, F. (2008). An Introduction to Game Studies. Padston: Sage Publication.
Metz, C. (1982). The Imaginary Signifier: Psychoanalysis and the Cinema. Bloomington: Indiana University Press.
Paiton, M. Q. (2001). Purposeful Sampling. In Alan Bryman (ed), Ethnography, Volume II. London: Sage Publication.
Rigby, S., Ryan, R. (2011). Glued to Games: How Video Games Draw Us in and Hold Us Spellbound. Santa Barbara: Praeger.
Saukko. Paula. 2003. Doing Research in Cultural Studies: An Introduction to Classical and New Methodological Approaches (Introducing Qualitative Methods series). London. Sage Publication Inc.
Salen, K., Zimmerman, E. (2006). The Game Design Reader: A Rule of Play of Anthology. Cambridge and London: The MIT Press.
Spradley, James P. 1997. Metode Etnografi. Yogyakarta. Tiara Wacana Yogyakarta.
Rodriguez, Hector (2006). The Playful and the Serious: An approximation to Huizinga’s Homo Ludens’, Game Studies. (6) 1, dalam http://gamestudies.org/0601/articles/rodriges (diakses pada 8/12/2016 15:20)
Ruti, M. (2010). “The Singularity of Being: Lacan and the Immortal Within”. Journal of the American Association Psychoanalytic, Vol. 58, No. 6.
Vasseleu, C. (1991). “The Face before the Mirror- Stage”. Hypatia, Vol. 6, No. 3. Wijaya, B.S. (2015). “Desire and Pleasure in the Branded Reality Show as a Discursive Psychoanalysis”. Jurnal Humaniora, Vol. 27 No. 1, pp. 27-41. DOI 10.22146/jh.v27i1.6406.
W. R. (1835). “The Pleasures of Hope”. The Dublin Penny Journal, Vol. 4, No. 177
DOI: https://doi.org/10.31315/jik.v16i2.2687
Refbacks
- There are currently no refbacks.
Copyright (c) 2019 Jurnal Ilmu Komunikasi
Jurnal Ilmu Komunikasi indexed by:
Copyright of Jurnal Ilmu Komunikasi ISSN 1693-3028 (print), ISSN 2407-8220 (online)
Alamat:
Kampus II UPN "Veteran" Yogyakarta, Jl. Babarsari 2, Tambakbayan, Yogyakarta 55281
Phone: (0274)485268
Fax: (0274)487147
Email: jik@upnyk.ac.id