AimThe purpose of this research is to study how the way in which players use their avatar in Massive Multiplayer Role-Playing Games (MMORPG) contributes to self-construction. This particular space leads the players to the creation of a specific narrative identity, nurtured by interactions and experiences shared with peers, onto which they project fragments of themselves and their personal history that will be staged through image, action, and language. MethodFour participants were recruited through a notice published on communication servers belonging to different communities of the same online game. The hypotheses were assessed through a series of two semi-structured remote interviews based on a grid of ten themes. ResultsThe results show that role-playing is used as a tool for rewriting personal history, enabling participants to heal, on the level of the fantasy, their individual and family wounds and trauma. In this study, we also noticed that digital transparency supports the spontaneity of communications thanks to its disinhibiting function. Thus, online role-playing games turn out to be a potential space of real creativity where participants can interact by trial and error without fear of failure, where they can be destroyed and can express their own emotions and desires without destroying the other, because it's just pretend. In this way, they develop their subjectivity and try to develop a better affective attunement in order to integrate into the virtual and material human community. Digital transparency also facilitates participants’ investment in online role-playing as a place of projection and staging of their psychic contents in a symbolic repetition where the family history, even the family romance, are reinterpreted and become factors of transformation, reconciliation, or emancipation. DiscussionNarrative identities are true reflections of the participants’ concerns and are invested during and outside game sessions. Through the position of narrator, the participants talk and develop meaningful friendships with other players. They try to give meaning to a shared subjective experience that they record as their own heritage as well as the group's collective memory. In this study, role-playing provides a form of containment for possible depressive affects and diverts attention from anxieties, like Pascal's entertainment. At first, this space could serve as a kind of technological substitute, a “prosthesis” for some players with defective psychic functions, who struggle to express their emotions and to bond with others. But over the years, they seem rather to seize upon the support provided by this “psychic orthosis” that links and connects to rewrite their own history, to seek out and to come to terms with others and themselves. ConclusionIn these overlapping potential spaces of creation, players try to orient their own lives by relying on the experiences they have been able to co-construct through a common narrative, presented as both foreign and unique to themselves. They may feel better equipped to face an intersubjectivity that could sometimes be experienced as disappointing or threatening.
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