Professional Documents
Culture Documents
by
Dustin Cohen
CERTIFICATE OF EXAMINATION
Supervisor Examiners
______________________________ ______________________________
Dr. Alison Hearn Dr. Nick Dyer-Witheford
______________________________ ______________________________
Dr. Sharon Sliwinski Dr. Carole Farber
______________________________
Supervisory Committee Dr. Helen Fielding
______________________________
The thesis by
Dustin Cohen
entitled:
Date__________________________ _______________________________
Chair of the Thesis Examination Board
ii
Abstract
In the virtual world of Second Life users create, manipulate and interact through
graphical avatar bodies. The novelty of designing, manipulating, buying and selling
body parts or prostheses for avatars has yielded the notion that virtual worlds, and
virtual embodiment, represent harbingers of a posthuman condition where both the
body and the world are rendered entirely malleable and no longer subject to the ‘all-
too-human’ psychical structures articulated by psychoanalysts Sigmund Freud and
Jacques Lacan. Using Freudian and Lacanian concepts and recent scholarly work
conducted on the virtual world, this thesis finds that the so-called posthuman body is
a misnomer: avatarization is not (for better or worse) the overcoming of any human
condition, but rather an interactive technique that works with the unconscious drives
that persist in comprising our complex humanity. The thesis presents a
characterization of SL ‘skins’, customizable bodies, and attachable/detachable limbs
as uncanny reminders of a time of infantile fragmentation and imaginary
(mis)identification. It then considers the relationship between the Lacanian subject
and virtual prim bodies and objects, activities involving the Second Life economy,
and relationships such as online marriages in order to demonstrate that our real,
human, lack persists in a virtual, so-called posthuman, world.
iii
Acknowledgements
This thesis could not have been possible without the patience and careful editing of my
supervisors Dr. Alison Hearn and Dr. Sharon Sliwinski. Their knowledge and guidance
made it possible, and enjoyable, to carry out interdisciplinary work. I extend my thanks,
as well, to my second reader Dr. Nick Dyer-Witheford and Dr. Carole Farber for their
interesting and constructive comments, suggestions and ideas.
This thesis developed alongside conversations and ideas I bounced off friends
and colleagues in the Media Studies program. The residues of their varied impressions
of, and reactions to, my ideas can be found throughout the thesis.
I extend my thanks to Lindsay Carrocci for her exceptional Microsoft Word
formatting prowess.
Aside from my sister, I also cannot forget to acknowledge my official sponsor
Red Bull Canada Ltd. for providing me a daily overdose dose of Caffeine and Taurine.
Their product was indispensable “during periods of increased mental and physical
exertion” and helped “temporarily restore mental alertness or wakefulness” during
“periods of fatigue or drowsiness”.
Finally, I must acknowledge my parents for (a) permitting me to spectacularly
destroy their excess wealth and resources in order to create this thesis and for (b)
keeping me adequately “triangulated” over the past two years.
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Table of Contents
CHAPTER 2 - “Old and Long Familiar”: Virtual Worlds, Avatars and the
Psychoanalytic Uncanny............................................................................................... 70
Introduction ................................................................................................................. 70
1. Oedipal Investigations and the Question of Avatarization..................................... 70
2. Freud’s Theory of the Uncanny .............................................................................. 78
3. Lacan’s Imaginary and the Fragmented Body of the Real..................................... 86
4. The Uncanny Cyborg .............................................................................................. 91
5. The Uncanny Avatar ............................................................................................... 97
5.1. The Avatar as Extimate Object .................................................................. 103
Conclusion................................................................................................................. 112
CHAPTER 3 - Objet Petit (a)vatar: SL Avatars and Lacan’s Lost Object ......... 114
Introduction ............................................................................................................... 114
1. You.0: From the Imaginary to the Symbolic….................................................... 117
1.1. Desire, Separation and the Subject............................................................ 118
1.1.1 Desire, Separation and the Subject: An Asymptotic ‘More you you’ ...... 121
1.2 The Subject of the Linguistic Chain ............................................................ 125
1.2.1 The Subject of the Linguistic Chain: The Avatar and the Point de Capiton
........................................................................................................................... 129
2. Avatars and the Name-of-the-Father .................................................................... 133
3. Functioning of the Objet Petit (a)vatar ................................................................. 141
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3.1. Economies of Desire .................................................................................. 148
4. A(v)amorphosis..................................................................................................... 156
5. L.C.Desire: Teleporting the Fundamental Fantasy............................................... 165
6. Performing a Striptease for the Gods: Avatars and the Future of the (Post)human
Drama… .................................................................................................................... 168
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List of Figures
Figure 1 – Pablo Picasso’s 1911 illustration “Mademoiselle Léonie”....................... 92
Figure 8 - Experimenting with body shape, size, sex and gender ........................... 111
Figure 17 – Kimberly Rufer-Bach and Kim Annubus from Robbie Cooper’s Alter
Ego ............................................................................................................................ 163
Figure 18 –Two images juxtaposed on the cover of Robbie Cooper’s Alter Ego ... 164
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List of Appendices
Page #
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1
In March of 2009 over one million users log in to the virtual world of Second Life
(SL) (Linden). In order to navigate and interact with others in this “computer
Synthetic 22 qtd. in Boellstorff 11). While software users have required some form of
graphical avatars such as those used in SL – far more complex and manipulable than
their text and image based predecessors – have become increasingly common.1
Before considering the SL avatar, I will briefly outline a brief history of the
virtual world avatar and consider its etymology. The term “avatar” has been used to
define the user’s graphical body, whether it be a “text-body” as in the case of MUDs
Throughout the history of computer based avatarization one can discern a clear
trajectory from these text-bodies (as in the case of MUDs or early chat clients such as
ICQ) to image-bodies (as in the case of Microsoft Instant Messenger and Facebook),
worlds (MMOs) such as SL where users can equip their graphic intensive avatars
with “scripts”, programs that allow the avatar the ability to demonstrate mannerisms
1
Recent statistics indicate that over 200 million people use one or more avatar, some for
upwards of ten hours a day (Meadows 93).
2
Islands of Kesmai (1985) launched on Compuserve and Lucasfilm’s Habitat (1986), two of
the first massively-multi-player-online-role-playing-games (MMORPG), began the trend of
gamers populating online social worlds.
2
scripted body used in SL, offering the user the ability to construct lifelike bodies, is
paradigmatic of the third, and latest, form of engagement with virtual games and
online spaces.
series, which utilize first person point of views, or real-time-strategy games such as
Command and Conquer or Starcraft, which utilize overhead or God’s eye views, the
virtual world of SL uses an in-world camera that hovers, by default, in third person
behind the head of the avatar. This third-person, behind-the-head, view requires the
user to navigate their avatar in order to experience the virtual world. The landscape
perceived in SL is “the view from your avatar’s proximity” though not its eyes
(Boellstorff 129).3 The experience of this virtual world, then, depends on the position
of the user’s avatar. Thus, the SL avatar can be thought of as the “modality through
which residents experience virtual selfhood” (Taylor, Play 110 qtd. in Boellstorff
the embodied user’s self or identity that they use to experience virtual selfhood.
since 2005, yet I would not claim that the virtual Dustin Mabellon is a direct
representation of the real Dustin Cohen. The avatar called Dustin Mabellon is not a
mirror reflection or identical token that I utilize to represent myself within the
technology; the avatar is something far more complex than a simple homologous
embodied user’s self, I argue that the graphical figure is better described as an “alter-
Now let us turn to the etymology of the term “avatar”. While popularized by
Hinduism, specifically the Sanskrit term “Avatāra”, which refers to the incarnated
“downcoming”, usually of a Hindu god.4 The term “avatar” is similar to the term
Eastern “avatāra” designate the downcoming of a deity whereby that deity undergoes
meaning of the term “avatar” has retained the original theological emphasis on
(Stephenson 3).5 This appropriation and reversal of the Sanskrit term from its
cultural and historical context. This context includes the Platonism of cyberpunk
mathematical-digital “Forms”, science fiction films such as The Matrix that assume a
“friction-free capitalism” (Gates 180). The etymological heritage of the term “avatar”
occurs when the embodied user adopts a virtual avatar. As such, the term itself often
acts as a mystification of the processes occurring when a user adopts a virtual avatar.
I suggest that this may be because the term leads us to believe that by engaging with
an avatar the user becomes something radically different, or other, than what that user
physically is, and who that user psychologically is. For example, the most optimistic
of cyber theorists take this understanding of the avatar to its logical conclusion,
promising virtual worlds as utopias where users can leave their real-world identities
and lives behind; these critics yearn for a day when human consciousness, rendered
(or “transmuted”) informatic and no longer subject to the corporeality of the body,
Singularity); (Kurzweil, Age). These fantastical claims are all the more reason to
(the impetus for which is the presumption of some sort of bifurcation between
radically different heavenly (virtual) and terrestrial (real) realms) I seek to secularize
the virtual, and demonstrate that it is fraught with the mass and inertia that comprises
5
the real. This thesis suggests, via this secularized reading, that virtual worlds can be
regarded not as spaces for interactions of an entirely novel nature, but that they
externalize reality in a form different from how it appears in day to day life. This is
one of the reasons why the avatar is better understood as an alter-ego rather than a
qualities based on its representational medium and looses certain of its more limiting,
“representation” and “transubstantiation” make such fine bedfellows: the avatar user,
the avatar as an alter-ego (Latin for “the other I”) does not dwell on the notion of re-
presentation, rather, it considers the avatar to be “a very close and trusted friend who
presentation of the user, but something that (while either physically the same or
6
In his influential essay “The Work of Art in the Age of Mechanical Reproduction” Walter
Benjamin writes of the changes that works of art are subjected to when they undergo processes
of mechanical reproduction. These processes of mechanical reproduction, Benjamin claims,
transform the spectator’s relationship to the work of art. What once was interpreted as
“auratic”, or “authentic”, about a work of art dissipates as it is reproduced mechanically and
removed from its unique place in the space, time and the fabric of tradition (Benjamin).
6
real user’s self remains immune to the seemingly different and transformative
SL allows us to discern this in a way that other virtual spaces do not. Unlike
traditional virtual worlds, which are almost entirely designed by programmers and
developers, SL and recent MMOs like it such as Entropia Universe, are almost
to achieve unless users collectively build and design a game within SL and create
their own levels and/or goals. Not surprisingly, the avatars found in SL are far more
diverse and varied than those found in other recent virtual worlds and online role-
playing games (i.e. Star Wars Galaxies, Everquest, World of Warcraft). Without an
SL users are less likely to feel constrained in their participation; one would be hard
pressed to locate a coherent, and overarching, aesthetic or narrative within SL. By not
with armour and identities that fit the developer’s criteria, one is confronted by a
virtual world that often, but by no means always, reflects the real world. In this light,
apply. The real does not lose ground, or give way, to something virtual.
In SL users are not called, a priori, to role-play. While role-play does occur,
users do not necessarily have to become someone or something else. In SL, the
noted, SL is a space whose architecture is comprised of the real and the imaginary
unreal: Reuters images of the genocide in Darfur, scale virtual models of the World
Trade Center towers, and structures that stand despite having non-Euclidean
dimensions (Guest). The avatars that populate these spaces are similar to this hybrid-
architecture. They are, themselves, qualitatively positioned between the virtual and
real. For example, it is not uncommon for a user’s virtual avatar to possess many of
the physical traits of its creator(s), while being equipped and adorned with objects
that violate the laws of gravity and physics on planet Earth. This hybrid-architecture
of real and imaginary illustrates that the emphasis we place on a sort of avatar-
highly problematic. Upon logging into the virtual world of SL, users do not abandon
their flesh and transmute into a virtual avatar. The goal of this thesis is to demystify
This need becomes eminently clear when considering Robbie Cooper’s 2007
photo-essay Alter-Ego: Avatars and their Creators, one of the most theoretically
of portraits juxtaposing a photograph of the real user (or in certain cases users) next to
a digital screenshot of their “in-world” (a term for being logged into the SL client)
avatar. Below the juxtaposed images the users offer explanations and insights into
7
Cooper draws not only from user-generated virtual worlds such as SL and Entropia Universe,
but explicitly role playing virtual worlds such as Star Wars Galaxies and World of Warcraft.
However, there is a definite lack of consistency among the explanations and insights offered by
the participants. In his introduction to Alter-Ego, Julian Dibbell, author of the seminal 1993
article “A Rape in Cyberspace”, plays on this lack of coherence, suggesting that it inhibits
attempts to claim anything final, or determinative, about avatarization in either MMORPG or
8
After perusing Alter Ego, the question of whether SL exists in the realm of the
the term “avatar”, Julian Dibbell reminds the reader that in spite of feeling a godlike
sense of control while inhabiting virtual worlds, “[w]e are no less immune to the
seductions of these worlds than the ancient gods of myth were ever safe from ours”
(Cooper). As immortal Zeus found himself in thorny situations with mortal lovers,
our real, and all-too-human, desires are equally prone to being manifest in virtual
worlds: “we fall in love, lust for power and bring our dreams of wealth and fame
along with us” (Cooper). Likewise, while a large population of users who are disabled
in real life construct alternative bodies in SL, other users construct avatars modeled
quite literally on their real selves, blemishes and disabilities included. As Dibbell
explains:
MMO metaverse environments such as World of Warcraft or SL. This lack of consistency is
evident in my own engagement with SL as well. One friend I met in SL who is deaf in the real
world explained that her avatar(s) offered her a body that could, via text chatting, speak. Other
users I have befriended claim to use their avatars to experiment with different sexual
persuasions or to simply enjoy building and scripting virtual objects.
8
After all, the “real” portrait and the “virtual” screen-shot are both conventions of representing
the self. Neither one is determinatively real or imaginary. This alone suggests that the
distinction between “virtual” and “real” is highly problematic.
9
In light of Cooper’s photographs, then, we can claim that the separation between the
real and the virtual is a porous and wafer thin membrane. One Alter Ego participant,
whose SL avatar appears nearly identical to her real world self, explains:
the following way: “Harmony is an extension of my real-life self. I see her more like
one would see one’s conscience sitting on one’s shoulders” (Cooper). Thus, while one
does find, for instance, “furries”, users who adopt animal avatars, or metal-clad
cybernetic bounty hunter avatars, many users’ avatars are premised on what they
understand to be their real world self. In spite of the contradictions that appear
observation; all the participants in the photo-essay have constructed, in one way or
Thus, it follows that the ways we characterize avatar play should be as unique
and diverse as the players themselves. (Likewise, methodologies that work to analyze
the world of SL might not work to analyze World of Warcraft or Everquest, as the
rationales for avatar creation differ from one virtual world to the next.) Alter Ego can
framework. In keeping with this relativist view, I am not proposing an entirely cut
and dried method of theoretical analysis. A truly viable analysis would have to
the users themselves. The uses and characteristics of avatars, and indeed virtual
worlds themselves, have become as varied as the types of selves one finds in the real
characterizing the avatar as located wholly in the register of the imaginary or the
essay. Rather than adhering to either a utopian vision of a self “imbued with the
freedom and flow of the digital medium itself”, or a dystopian vision of a simulated
liberating and less oppressive, both more social and more playful, and ultimately as
9
In “The Cyberself: the Self-ing Project Goes Online, Symbolic Interaction in the Digital Age”
Laura Robinson reminds the reader that conclusions of cyberculture studies reliant on research
done on MUDs are based on early internet users. (Robinson 100) These studies, subsequently
becoming paradigmatic of online identity studies, tended to emphasize the imaginary role-
playing dimension of virtual identity construction, a dimension that now describes, according to
Robinson, only a very small percentage of internet (and avatar) use. Studies on MUDs,
Robinson notes, were conducted before the internet reached a critical mass in the general North
American population. As this critical mass was reached, some years after the heyday of the
MUD, the architecture of virtual worlds has become far more inclusive. It is becoming clearer
that one methodology, oriented toward imaginary role playing, cannot suffice. Theoretical
frameworks suitable for analyzing identity construction and play in present day virtual worlds
must account for the inconsistent, and multifarious, nature of avatar use and the increasing
impossibility of universalizing the phenomenon.
11
more universal lens for something “deeper”, something that is neither “liberating” or
entirely paradoxical to claim that while each user’s relationship to their avatar is a
commingling of undeniably unique personal factors, that the virtual self – whether
identical to the user’s real self, or radically different from it – does not depart from
of these positions, but to try to find a way to work between them. Thus, I will part
ways from an entirely relativist view of the avatar and suggest that while each user’s
avatar is indeed unique and does require a tailor made method of analysis, the task of
this thesis is to reveal that it is also important to pay attention to a deeper, all-too-
This thesis will consider the interaction between the user’s sense of self or
subjectivity and their SL avatar through the ideas of the psychoanalytic theorists
Sigmund Freud and Jacques Lacan. It will ultimately side with the Lacanians Bruce
Fink and Slavoj Žižek, who insist that the aim of psychoanalysis is to understand the
12
functioning of the largely unconscious drives that comprise our complex humanity.10
What follows is an intervention into understanding the relationship between the new
media of virtual worlds and selfhood and subjectivity using a “subjective” Lacanian
Cyberfeminist scholars are reviewed in Chapter One. In the face of these types of
contemporary virtual worlds might resemble? That is to say, against the abundant
reality and cyberspace, I will deploy Freud’s concept of the uncanny (“unheimlich”)
and call on the assistance of the psychoanalytic concepts “lack”, “desire”, “the object
petit a”, and the “fragmented body”, concepts that have only existed on the fringes of
contemporary cyber-discourse.
This thesis argues for an understanding of the avatar which attempts to move
10
That is, Fink and Žižek as opposed to Lacanian / Post-Lacanian literature that reads Freud
and Lacan “through the lens of Foucault” as proto post-Structuralists. (Powell) The thesis holds
that readings common to cyberculture studies, including those of the psychoanalytically-
informed (Turkle, “Multiple”) cyberfeminist scholar Sherry Turkle, appear, at times, to mis-
read the project of psychoanalysis as a denial of the human subject - a reading that ignores
Lacan’s lifelong engagement with the subject. Unlike the largely post-Structuralist position of
cyberfeminism, which comprised a great deal of the groundbreaking cyberculture studies of the
1990s, “Lacan was never interested in the ‘death of man’, which he ridiculed as a straw man
tactic in his seminars of the mid-1960s, nor did he bracket out all questions of the subject as
consistently as Michel Foucault. Thus, Lacan never reduced subjective agency to … the
transpersonal insistence of power” (Powell). In The Lacanian Subject: Between Language and
Jouissance, Bruce Fink is at pains to remind the reader that Lacan was not a post-structuralist
who sought to deconstruct and dispel the notion of the human subject, rather Lacan’s work
questioned what it meant to be a subject and the failures associated with becoming one (Fink,
Lacanian ix). For Lacan, then, otherness does not threaten, but is in fact the support for, the
subject. This is the view that Fink and Žižek push throughout their interpretations of Lacan.
13
dispersal of the self into multiple selves and subjectivities. The different
conceptualization of the avatar attempted here does not entirely dismiss post-
with virtual avatars. It does, however, raise questions about the view that
Symbolic authority of what Lacan calls the “master signifier”. It also raises questions
about characterizations of the avatar as a performative tool for the discursive creation
Furthermore, this thesis attempts to move the theoretical debates about avatars
engagement. It takes seriously, but not exclusively, the humanist wisdom found in the
Old Testament book of “Ecclesiastes”: ‘What has been is what will be, and what has
been done is what will be done, and there is nothing new under the sun’ (Ecc. 1:9)
and attempts to fuse it with a study of new media technologies. Despite having quoted
new media articulated throughout this thesis is not entirely a conservative one. As
Tom Boellstorff suggests, it is not true “that there is nothing new under the virtual
14
sun” (Boellstorff 5). As such, this thesis insists that the so called “posthuman”
thought together with how those technologies interact with something that is indelibly
“human”. 11 To introduce this concept I will juxtapose two mythical figures that have
and Time Vol.1: The Fault of Epimetheus, that our contemporary techno-culture can
glean much from the ancient Greek myth of the brother gods Prometheus
given the task of rationing out qualities for all the earth’s creatures so that each may
forgets to give humankind positive qualities. This is obviously a problem, for without
these qualities humans would be consumed by predators and utterly lost. Plato
qualities] and found that man alone was naked and shoeless and had neither bed nor
arms of defence” (Plato). Unsure of what else to do, Prometheus steals the
mechanical arts of Hephaestus and Athena – along, of course, with fire to utilize them
– and gives them to humankind. Stiegler reads this myth as a parable about humanity;
we are in a constant search for our inherent humanity, and, as a result we continually
transformation becomes, paradoxically, our essence. This ancient, yet prescient myth
tells us that human nature involves fabricating and re-fabricating our selves. In this
view there is nothing more natural than artifice and flux. I will call this the
But, this is not the end of the story of what we are. In The Birth of Tragedy
Friedrich Nietzsche intuits that the ancient Greeks held another co-existent view of
and Euripides and asks what lies behind, or beyond, the technological prostheses with
which we are forced to endlessly re-negotiate ourselves.12 This view holds that there
are forces, or structures of some kind, that govern man, in spite of his ever-
Oedipus Rex, which elucidates this later, Dionysian, dimension of self, a dimension
fulfills the premonitions of the Oracle at Delphi that Jocasta’s son will murder her
husband Laius and, in turn, will sleep with her. Oedipus goes on to unknowingly
murder a man who turns out to be his father Laius and finds out that his wife is, in
fact, his mother Jocasta. Nietzsche asks, “Oedipus, murderer of his father, husband of
12
If one reads Nietzsche as primarily a ‘genealogist’ then he certainly belongs alongside
Epimetheus. But here, we are considering the ‘Dionysian’ Nietzsche. My reading of Nietzsche
is not that of a “Nietzschean reference of post-structuralism” (Žižek Sublime, 172) but rather,
Nietzsche’s sense of the Dionysian ‘will’ as the terrifying ‘real’ thing standing behind the
Apollonian principium individuationis. For what I take to be Nietzsche’s basis for this idea see
the concept of the “Will” as it is used throughout Arthur Shopenhauer’s Essays and Aphorisms.
13
The Dionysian designates the chaotic, intoxicating, instinctual, destructive, orgiastic,
excessive – yet nevertheless structural – aspect of the human being. Greek tragedy, it must be
emphasized, developed out from the cult of Dionysius. Here, the spectator became aware of the
gulf between the frail, corporeal, and needy human and the continual fertility and orgiastic
robustness of the natural world.
16
his mother, solver of the riddle of the Sphynx! What is the significance of the
mysterious triad of these deeds of destiny?” (Nietzsche, Birth 30). Sigmund Freud
resuscitates Oedipus’ fate early in the 20th century to offer an answer to Nietzsche’s
question about the largely “unconscious” desires and currents that structure our sense
of self.14 For psychoanalyst Jacques Lacan, these unconscious forces and structures
inhere at the core of the subject. Of importance here is the articulation of a tragic, or
Dionysian, dimension of the human closed off from conscious, or deliberate, intent:
we are not the masters of our own house.15 We will refer to this as the Oedipal
(the lesson of Epimetheus), but also inescapably structured and governed (the lesson
of Oedipus).16
14
Although it is disputed how much he read or how well he read Nietzsche. Nietzsche is not a
Psychoanalyst before the letter and Freud is not a Nietzschean. But neither did Freud deny that
his idea of ‘the id’ from Nietzsche. The most we can say is that interesting parallels exist
between psychoanalysis and Nietzscheanism. (Chapelle 13)
15
“…all the celebrated figures of the Greek stage – Prometheus, Oedipus, etc.- are but masks of
this original hero, Dionysius. There is godhead behind all these masks; and that is the one
essential cause of the typical ‘ideality’, so often wondered at, of these celebrated characters.”
(Nietzsche, Birth 34). Furthermore, let us note that Dionysius is less a God than he is Necessity.
Regarding Euripides’ tragedy, the question has been asked “What God, we want to know, no
matter what provocation could make a mother dismember her son and still retain her Sophia?”
(Euripides 150). The divinity of Dionysius as the “incarnate life-force itself, the uncontrollable
chaotic eruption of nature in individuals and cities…amoral, neither good nor bad…”
(Euripides 149). Euripides’ The Baccae, described as a “mysterious, almost haunted work,
stalked by divinity and that daemonic power of necessity which for Euripides is the careless
source of man’s tragic destiny and moral dignity” (Euripides 149).
16
Fragments attributed to the pre-Socratic Heraclitus reveal that this paradoxical claim is a
quite ancient one. I want to spend a moment with Heraclitus as his ideas have been extremely
influential in my resurrection of Oedipus and Epimetheus. The central claim made in this thesis
is informed by Heraclitus’ fragment “We step into and we do not step into the same rivers. We
17
for both Epimetheus and Oedipus has resulted, as Nick Mansfield suggests, in two
define the nature or structure of the subject (its ‘truth’), and (2) those that see any
tension is expressed by (1) psychoanalysis (i.e. Lacan), on the one hand and (2) post-
however, has abandoned balancing these two forms of subjectivity; the symbolic
reminder that we are not masters in our own house has been largely neglected in
favour of analyses of selfhood that focus on the factors responsible for the
construction and endless maintenance of the house. Regardless of what side of the
time for Oedipus. One could argue that there has been a deliberate attempt to abandon
any remaining supports for “humanism”, and pose a radical “anti-humanism” in its
are and we are not.” (Presocratics 36). These statements reveal that Heraclitus considered
“being” and “becoming” simultaneously. In other words, “everything flows, but it flows
systematically” (Osborne 91). The river water, and all the creatures and life forms that move
through it, are in states of constant transformation. But there are factors such as the riverbed
and the banks of the river that, while also in constant transformation, provide a systematic form
that is identifiable as a “river”. Now, transfer Heraclitus’ example of the river to selfhood. Ones
sense of self is the product of both “river water” containing all the ideological and historical
forms that move through it, and a needy, corporeal and mortal “riverbed”. Of course, in both
the example of the self and the example of the river, it is possible that a river can cease to be a
river, and that a self can cease to be a self. Contemporary culture is rife with emphasizing the
contingency of both the river and the river bed, the self and the body, without asking the
question of whether some wisdom stands behind the seemingly paradoxical claim that
“changing, it rests” (Presocratics 37).
18
place.17 This sentiment can also be located in the wild success of MMOs, such as SL,
where the buying and selling of virtual body parts is normal and routine. As will
become clear throughout Chapter 1, some of the academic work done on virtual
worlds such as SL consider them to be spaces where users, via their avatars, rehearse
for a coming posthuman era, when the body will no longer possess any psychical
Rather than the cryptic Socratic maxim “know thyself”, the postmodern theorist
recites the maxim: change, or (re)create thyself. In contrast, this thesis argues that we
The effect that the generally post-Oedipal era of postmodernism has had on
our understanding of the interaction between the self and virtual media technologies
demands serious attention. We can learn much from academic work on virtual reality
and online identity produced throughout the late 1980s and 1990s. This work
generally takes two directions: one optimistic, the other pessimistic. The more
Haraway and Giles Deleuze.18 The other, more pessimistic strand of postmodern
17
For instance, see Louis Althusser’s For Marx and Foucault’s The Order of Things. The idea
is summed up quite nicely in a collection titled Posthumanism edited by Neil Badminton. This
academic “anti-humanism” finds itself materially reflected in pursuits such as the Human
Genome Project, and in biotechnologies, which allow for gene therapy and germ line
interventions.
18
…who in turn, rely heavily on Foucault’s indictment of movements such as psychoanalysis as
privileging some truth of our innermost being. This theoretical tradition, privileging difference,
and challenging the very idea of making generalities is best expressed by Foucault, whose
works proclaim: “we are not generalities”…“we are not merely instances of a larger human
character…immune to the contingencies of changing history …regardless of culture’s particular
experiences/histories” (May 10). It is not some universal human being that makes me what I
am, proponents of this view purport, but the “temporal movement” of a changing, and
19
theory addressing virtual reality and online identity is found in the writings of Jean
characterizes virtual worlds as spaces where users can be liberated from their
selves (Turkle, “Always”). The more pessimistic view sees the new post-Oedipal era
Lacanian categories of Imaginary, Symbolic and Real” and conflates them into a
however, have a shared foundation: they function either by revising and watering
down Oedipus, turning him into a theoretical straw man, or tossing him into the
At this point I will acknowledge some broad aspects of Deleuze and Guattari’s
influential anti-Oedipal position and let the reader know why I do not find it
“productive” while the Oedipal story is premised on the “lack” of the mother and
regulated by “law” of the father (Deleuze and Guattari, Anti 3); (Ross 63). Thus,
unpredictable world that “leaves its stamp on me”, that “makes me what I am” (May 11). While
“themes” such as “discipline, normalization, bio-politics etc…” can be discerned through the
study of history, history itself, according to Foucault, is not directed by any outside teleology or
dialectic, nor does it correspond with any universality internal to the subjects produced by it.
The bodies of these subjects can be thought of as “docile”, or wholly “subject to formation
imposed from outside” (Siegel 619). “Who are we” is not what Foucault is after; rather, he is
after “Who are we now” (May 22).
19
Chapter 3, however, will briefly confront Deleuze and Guattari’s ideas in reference to the
Lacanian object petit (a).
20
Guattari champion an entirely positive form of desire free to form connections with
other bodies and the outside world. This positive desire is premised on continuous
mutation and transformation, and thus, does not reduce the “multiple forms that desire
can take to those forms that can be referred to by the personal identities of the
I agree with Deleuze and Guattari that the Oedipal triad of the Jocasta
(mommy), Laius (daddy), and Oedipus (me) is a constraint on the most radical
arrangements of bodies and subjectivity; however that does not cause me – like it
does them – to seek a move beyond the Oedipal triad. In calling for a form of life
beyond constraint (i.e. negativity, lack, prohibition), the anti-Oedipal position moves
us into a wholly posthuman, wholly Epimethean, territory that is against the intention
of this thesis. Rather, as will become clearer throughout the ensuing chapters, the
claims I present here articulate a positive and connective reading of the avatar insofar
representative of a Deleuzian self endlessly “being born of the states that it consumes
and being reborn with each new state” but rather is representative of becoming and
difference that does not exist outside the auspices of the negativity and lack that the
Oedipal triad represents (Deleuze and Guattari, Anti 16). Rather than ignoring
Oedipus has much to tell us about the variability, contingency, and possibilities
armoring, all myth and tragedy, and all existentialism, in order to perceive what is
nonhuman in man, his will and his forces, his transformations and mutations”
(Deleuze and Guattari, Anti xx) I am interested in the interaction between man’s all-
too-humanness and his capacity for transformations and mutations. For this reason, I
do not align myself entirely with Oedipus or Epimetheus: I do not advocate becoming
carried away with a dark, repressive, lack and slogging through life like the plague
stricken flagellants in Bergman’s The Seventh Seal, nor do I advocate for the day
when, the subject wills itself into a state of purely positive and transformative desire,
endlessly “defined by the states through which it passes.” (Deleuze and Guattari, Anti
20).20
I am especially wary of the position that regards virtual worlds, such as SL,
for better or worse, as spaces where users rehearse for a time when the body becomes
wholly malleable and dynamic. This wariness is the impetus for considering virtual
thesis, including the “Oedipus complex” and the “uncanny”, for Lacan, the
irreducible lack at the heart of the subject is of prime significance. This lack, first
theorized as the subject of the Imaginary in his paper on the “Mirror Stage’ (1949
though first delivered in 1936), never leaves us, in spite of the fact that it is later
20
Finally, whether undermining the position of the human, or (as Foucault puts it) being
“anti-homo”, is an ethical response to the threat presented by the horrors of fascism is a
difficult matter. Suffice it to say that the articulation of an utterly nonfascist form of
subjectivity without recognition of where the human begins and ends risks being equally as
vicious as a fascist form of subjectivity that is certain of where the human begins and ends.
Frankly, I do not care for extermination, whether one pure ‘I’ exterminates another ‘I’ or
whether the ‘I’ is exterminated in order to be monstrously connected to other ‘I’s and the
natural world.
22
subsumed under the more linguistic identification with the Symbolic, as described in
“The Function of the Field of Speech”. In the virtual world of SL users must create
and re-create their avatar – rendering explicit aspects of their self that tend to be
obscured in real life. We look to the much discussed Second Life economy from the
a glimpse of our desires in action. From this perspective, the avatar itself is a
desiring-thing organized around what Lacan calls objet petit a (Lacan, Sem XI). For
Lacan, the Other, which can be considered akin to the (m)Other in the Oedipal drama,
represents that to which we are always striving to return. Thus, the objet petit a, is
derived from Other – Autre in French – as the little Autre, literally, little Other. While
child’s fantasy of the (m)Other’s desires which comes to structure the child’s very
being. It is this imaginary relationship that is made explicit in our interactions with
our avatars. The interactive reflection of the avatar makes explicit the subject as an
endlessly desiring thing, one that for Lacan is both an effect of and movement
through language.21 Thus, it is no coincidence that SL has been featured in the news
for its increasing integration with real life: the avatar in SL is a virtual reflection of
what has always been at the core of the subject, a reflection that, like our original
encounter with the mirror during the mirror stage, reveals the alienating virtuality at
the heart of subjectivity. Through this prism, the role and significance of the avatar
21
In the same way as Saussurian linguistics imagines the synchronic relationship between
signifiers as a process that never ends up in any finality of meaning.
23
postmodernist formulations. This thesis will attempt to elucidate and explore some of
these differences.
Put differently, the thesis will look for what is uncanny about avatarization.
What if the avatar body - that excessive, perpetually incomplete, double with which
the user engages on their screen is not an overcoming of the Symbolic, but a working
with something that is constitutive of our very humanity? Such a formulation would
the avatar user as “traversing” the “fundamental fantasy” laid down to cover over the
this thesis seeks to consider the object petit (a)vatar. It does not strive to close down
readings that emphasize new openings and new becomings, but does wish to insist
time on an Oedipal calendar” and remain subject to what is “old and long familiar”
world (specifically SL) avatarization carried out throughout this thesis, the first
chapter provides a review and analysis of the major themes and theoretical tendencies
cultural studies focus since the time the virtual world was launched for public use on
June 23, 2003 (Virtual). This textual analysis focuses on the underlying assumptions
24
scholars have made about the relationship between the user and their avatar. I
inquired how each text generally (a) considered selfhood and/or subjectivity and (b)
regarded the relationship between virtual world avatarization and selfhood. I then
the interactions between the real user and their avatar). Next, I noted the limitations of
each category. Drawing from personal experience as a long time user of SL and
anecdotal evidence from other SL users I felt that these scholarly studies (especially
avatarization. I utilize personal, first person, experience to inform the textual and
The second chapter, “‘Old and Long Familiar’: Virtual Worlds, Avatars and
something primitive (Freud, Uncanny, 147). This reading of the avatar primarily
draws on three texts to develop its claims: E.T.A Hoffman’s 1816 short story “The
Sandman”, Sigmund Freud’s essay “The Uncanny”, and Lacan’s essay on the “mirror
stage” in Ecrits. This chapter argues that the avatar can be understood as an uncanny
The third chapter, “Objet Petit (a)vatar: SL Avatars and Lacan’s Lost Object”,
draws on Sigmund Freud’s Beyond the Pleasure Principle, Jacques Lacan’s “Function
of the Field of Speech” in Ecrits, and selections from his Seminar XI: The Four
of, and interaction with, their avatar. It argues that the avatar provides an opportunity
to catch a glimpse of the user’s insatiable desires in action. From this point of view,
Specifically, the avatar visualizes and renders explicit the lost object (or objet petit a),
the remainder of the user’s entry into Culture/Language/the Symbolic, that inheres at
the core of the subject. The SL avatar can never reach completion or totality. Instead,
this chapter will argue that in buying new skins, limbs, and clothing users are seeking
to incorporate little pieces of the (m)Other. In the middle portion of the chapter I
consider how the user’s engagement with avatars in SL recalls the father’s “no” - the
Chapters 2 and 3 – plays on the relationship between “nom” (name) and “non”, which
user’s limitations and assuages his or her frustration at being unable to return to the
26
(m)Other. The later portion of the chapter turns to focus on the relationship between
of castration. This chapter argues that the avatarization carried out in the virtual world
of SL does not deviate drastically from the way Lacan claims we live our real lives;
The examples selected throughout these chapters are intended to provide what
I, as a long time user of SL, believe offer a sense of the routine activities that
provide experiences that SL users would not call anomalous, such as the buying and
selling of virtual body parts and forming an online relationship. For example, whether
subculture, it is likely they will customize their avatar body in one way or another.
Likewise, novice and long time users are both confronted by the issue of avatar
rendering. I have tried, to the best of my ability, to select personal observations (and
observations located in other scholarly texts) that give a sense of life in SL. I avoided
Second Life”, I return to the dual figures of Oedipus and Epimetheus and situate the
Introduction
engagements with SL since the virtual world was launched in 2003 (Virtual).
Attention will be paid to the underlying assumptions made about the interaction
between the user and their avatar, asking how the text generally conceptualizes the
self, and how it regards the effects that virtual worlds are having on selfhood. The
avatarization. Rather than moving chronologically, the chapter will move from
scholarly engagements advocating the avatar as liberation from some physical and/or
the avatar as a technical object intricately tied to, and capable of revealing, our
literature dealing with Second Life avatars: (1) The “Posthuman” Avatar, (1a) The
“Posthuman (Capitalist)” Avatar, (2) The “Performative” Avatar, (3) The “Human”
that are creating new types of posthuman beings. Virtual bodies, this category
contends, act as harbingers of a time beyond the human. In their article “Embodied
Narrative: The Virtual Nomad and the Meta Dreamer”, Denise Doyle and Taey Kim
28
explore narratives of embodiment in virtual worlds and web 2.0 environments (Doyle
and Kim 209). The two researchers communicate with one another using the
monikers Wanderingfictions (for the researcher in the virtual world of SL) and
Dongdong (for the researcher in web 2.0 environments). Early in their discussion
Wanderingfictions explains to Dongdong that she acts and moves as if her “non-
human” (SL avatar) body and identity were real (Doyle and Kim 214). Dongdong,
post-, human form of identity, agrees, stating that “…we are all becoming
posthuman freedom that accompanies the loss of one’s human identity and body
virtual. There is little true form here, only a series of associations” (Hayles 25-26);
reproduction in his essay “The Work of Art in the Age of Mechanical Reproduction”
and Marshall Mcluhan’s notion of the changes that linear, or “Guttenberg”, man
informed posthuman self-identity; in one case human beings are affected by a world
that no longer has a sense of the “auratic”, in another case human beings are affected
claim by Dongdong:
A clear relationship exists between the decline of Benjamin’s aura and “the Taj
Mahal without India”, or Mcluhan’s non linear electronic community and the idea of
Taj Mahal, comprised of virtual scripts and codes, deployable and removable at the
click of a mouse interrogates the authenticity, and awe, that the real Taj Mahal once
inspired. The world itself no longer demands our attention and focus in the way it did
Studies of online identity, one of the most famous being Sherry Turkle’s Life
on the Screen, often work with Benjamin’s insight that “even the most perfect
reproduction is lacking in one element: its presence in space and time, its unique
existence at the places where it happens to be” (Benjamin). Turkle explains that “in
simulation identity can be fluid and multiple, a signifier no longer points to a thing
that is signified, and understanding is less likely to proceed through analysis than by
30
navigation through virtual space” (Turkle, Life 49); (Turkle, “Beyond” 646). Here,
virtual simulation does something to our identity, it creates a new sort of self, one
whose outward appearance – via its mechanical reproducibility and its inhabiting of
Social theorists, philosophers and novelists have long noted the tendency for
modern technologies, and technocratic ways of living, to alter our sense of self and
what it means to be an “I”. Doyle and Kim’s posthuman conversation piece can be
J.K. Huysmans; both of whom recognize, in their own ways, that the belief in an
unchanging human self (as a unitary, solid subject) is being radically interrogated and
subjectivity can assist in our analysis of Doyle and Kim’s posthumanism. In his late
essays “The Question Concerning Technology” and “The Age of the World Picture”
Heidegger considers the changing status of the self amidst modern technology. Tied to
this changing status is his assertion that modern technology displaces the “wordliness”
of the world and puts a human-world in its place. He uses the term “enframing” to
explain the way humans, as users of modern technology, have come to relate to (and
contrasts a windmill with a modern hydroelectric power plant. In describing how the
windmill differs from the type of “revealing” that characterizes modern technology, he
explains that the “old windmill’s…sails do indeed turn in the wind; [but are] … left
entirely to the wind's blowing. …the windmill does not unlock energy from the air
currents in order to store it” (Heidegger, “Question” 14). The windmill only transfers
motion, it “reveals” wind energy, but does not commandeer nature’s energy or store it
for future use (Mitcham 49). In contrast to a windmill or a wooden bridge that joins
one bank of the Rhine with the other, a hydroelectric plant is set in the current of the
river.23 The river itself, when impacted by the hydroelectric plant, appears under the
command of human beings. The hydroelectric plant challenges the energies of the
Rhine, stores them in a non-sensuous abstract form whose value is discernable by, and
exclusively for, the will of human beings. This, in turn, gives humans a different view
23
In the “Question Concerning Technology” Heidegger comments that:
The hydroelectric plant is set into the current of the Rhine. It sets the
Rhine to supplying its hydraulic pressure, which then sets the turbines
turning. This turning sets those machines in motion whose thrust sets
going the electric current for which the long-distance power station and
its network of cables are set up to dispatch electricity." In the context
of the interlocking processes pertaining to the orderly disposition of
electrical energy, even the Rhine itself appears as something at our
command. The hydroelectric plant is not built into the Rhine River as
was the old wooden bridge that joined bank with bank for hundreds of
years. Rather the river is dammed up into the power plant. What the
river is now, namely, a water power supplier, derives from out of the
essence of the power station. (Heidegger, “Question” 16)
The bridge, in his argument, preserves the Rhine’s intrinsic value: the river retains its own
value, we simply cross over it. “The bridge”, Heidegger writes “lets the stream run its course”
(Heidegger “Building” 150). The power station, on the other hand, transforms the Rhine into a
very different object and its value becomes a human value. Even from the vantage of an
observer: staring out at the bridge one sees the river running beneath it, its flow unobstructed,
unimpaired by the bridge that stands across it. The bridge does not direct the flow of the water.
On the other hand, an observer of a hydroelectric power station built into the Rhine witnesses a
different sort of river, one whose flow is obstructed, impaired, and directed by the power
station.
32
Heidegger’s claim that the world has been turned into “standing-reserve” as a result of
His argument throughout “The Question Concerning Technology” that there was a
different way of revealing called techne that aimed to bring things forth and let them
appear that pre-exited our own method of technological “switching about” can be
conversation piece occurs within a worldview that believes modern technology has
done, and continues to do, something drastic to how we live and what we are. This
view regards virtual technologies, and the types of identities and selves conditioned
challenged forth as standing-reserve. The virtual world of SL, where users’ online
paradigmatic of the Heideggerian claim of being switched about ever anew. This
is less and less subject to the “wind’s blowing”, and increasingly under the purview
one comes to consider the posthuman body as one fabricated entirely by, and for, the
While in SL, I often ask other residents whether they feel there is a typical SL
body. Some of the time I am told that the fact that there is no typical SL body is one
of the reasons the user was drawn to the virtual world in the first place. Doyle and
Kim lucidly convey this position and preference. While many users do have avatar
bodies that resemble their own, they often assert that they do not feel a sense of
authenticity and normalcy, that there is no interior subject or substance; their self is
dispersed and endlessly switching about. Their avatar-bodies are always potentially –
or virtually – a canvas for something else. Most SL users I have encountered do not
find the idea of an anchoring, or normal, SL body intelligible. In fact, all the objects
in SL, constructed of geometric prims24, are examples of standing reserve that have
no inherent value of their own apart from the value that human users bestow upon
them.25 One might alternatively associate this state of being without inherent form.
Novelist J.K. Huysmans associates this state of being without inherent form with
24
“The basic building block of Second Life… All in-world objects are constructed from
primitives. A prim is a basic shape (such as a box, sphere, cylinder, etc.) that can be
manipulated, stretched, cut, twisted, hollowed, and otherwise mangled into various forms. A
builder can link a collection of prims together to form one cohesive object. The math works out
to 15,000 prims for each 65,536 m2. So for example, a 512 m2 parcel has 117 prims, a 4096 m2
parcel has 937” (Puritans).
25
i.e. “…As this historical transformation of beings into resources becomes more pervasive, it
increasingly eludes our critical gaze; indeed, we come to treat even ourselves in the terms
underlying our technological refashioning of the world: no longer as conscious subjects in an
objective world but merely as resources to be optimized, ordered, and enhanced with maximal
efficiency (whether cosmetically, psychopharmacologically, genetically, or even
cybernetically)” (Thompson 5). If all things are transferable, offering the maximum possible
use, so are the avatar-bodies who call SL their home. If modern technology has “changed our
taste or sense of the world”, it has also changed our taste or sense of the body, what it means to
be a self (Wrathall 101).
26
That is, symptomatic of living in a culture drifting away from the niche carved out for it by
the Aristotelian cosmology where bodies, by their very nature, were understood as having a
natural way of moving (Aristotle). As Des Esseintes, the aesthete-dandy protagonist, and
modern-man par excellence, of Huysmans prophetic 1884 novel Against Nature foresaw: while
34
Wanderingfictions and Dongdong claim that virtual worlds like Second Life
are doing something to us: “we are shrinking, growing, expanding, deforming,
Kim 218). They write as if their sense of “I”, their sense of selfhood and subjectivity
needs to be changed; she feels “very fluid”, “changes all the time”, and is “free of
form” (Doyle and Kim 218-219). By focusing on technical extensions and prostheses
as responsible for altering what it means to be an “I” Doyle and Kim’s article clearly
the self was once thought to possess a fixed place and nature, it is increasingly losing that place.
Des Esseintes suffers from a terrible stomach ailment. Due to his illness his meals are prepared
in the form of a Peptone enema. He comes to enjoy the enema so much that he begins preparing
enema-meals for himself and ends up revelling in the experience. Such an unorthodox manner
of nourishment may revolt us, but for Des Esseintes, "[t]he experience…was, so to speak, the
crowning achievement of the life he had planned for himself; his taste for the artificial had now,
without even the slightest effort on his part, attained its supreme fulfillment. No one would ever
go any further; taking nourishment in this way was undoubtedly the ultimate deviation from the
norm…" He revels in the aesthetic and artificial, and this incident is no exception. Reflecting
on the Peptone enema he thinks to himself: “What a slap in the face of mother nature, whose
monotonous demands would be permanently silenced”. In the present day we do carry much of
Des Esseintes appetite for the artificial around with us, especially in those increasingly
common instances where our bodies become the canvases for works of cosmetic surgery.
Esseintes’ aesthetic attitude transpires, he admits, in a self “beneath a firmament no longer lit
by the consoling beacon-fires of ancient hope” (Huysmans 221) Likewise, the Copernican
revolution (initiated by the decline of Ptolemaic astronomy and Aristotelian cosmology), has
been followed by immensely significant historical shifts such as Darwin's anti-teleological
theory of natural selection, Freud's relocation of the unconscious into the post-Enlightenment
mindset, Einstein's theories of special and general relativity, and two World Wars, that, taken
altogether, stain the belief that human beings have a circumscribed place in the cosmos and can
be developing toward a teleological endpoint of History. We no longer regard ourselves as
creatures whose bodies and thoughts have a pre-determined role in the cosmos. In The Gay
Science, Nietzsche conveys this post-Copernican sentiment: “What were we doing when we
unchained this earth from its sun? Whither is it moving now? Whither are we moving? Away
from all suns? Are we not plunging continually? Backward, sideward, forward, in all
directions? Is there still any up or down? Are we not straying, as through an infinite nothing?”
(Nietzsche, Gay 181).
27
Less celebratory discussions of SL avatars and identities, such as Stuart Boon and Christine
Sinclair’s paper “A World I Don't Inhabit: Disquiet and Identity in Second Life and
Facebook”, regard SL avatarization as a “new kind of experience” as well (Boon and Sinclair
35
consumer researchers’ Handan Vicdan and Ebru Ulusoy’s article “Symbolic and
Huysmans who noticed existential and aesthetic changes occurring in social patterns
and habits, Vicdan and Ulusoy’s analysis draws on shifts in contemporary political,
economic and technical habits and practices. These patterns, commonly referred to as
economy, the tendency toward working with immaterial information rather that
material objects and the ensuing proliferation of images and screens that accompanies
these trajectories (Bell); (Jameson); (Harvey). This perspective holds that the social
the shift from the stability demanded by the rigid Fordist mode of production to the
Condition 147, 302). Aside from flexible accumulation, the post-Fordist period saw
16). While Boon and Sinclair note disquieting and discomforting aspects of the SL avatar,
they regard the avatar as “artificiality writ-large”, that is, something akin to a body for a new
world where users can (re)create themselves and their relationships to others (Boon and
Sinclair 21).
36
created a disposable and flexible worker by tactics such as short term contracts
ceaseless change rather than the control demanded by Fordism, has engendered a
7). This “flexible personality” emerges not only in response to casual labour
Anthony Elliot argues that the postmodern self is subject to the “disorienting
effects of new capitalism”; it is a self that is constantly in motion and does not
commit itself to long term employment (Sennett, Corrosion qtd. in Elliot, Concepts
138). These effects produce modalities of selfhood that do not privilege stability. The
becoming, ever open to the new experience” under the flexible regime of new
relatively stable aesthetic of Fordist modernism [having given] way to all the ferment,
(Harvey, Condition 156). According to this position it is in this context that digital
(Harvey, Condition 171).28 The postmodern body, labouring in call centres positioned
throughout the globe or designing new software and upgrades, is inserted into these
Critics also note that the new capitalist sensibility, marked by non-allegiance
and malleability, fosters a “self identity [that] is free from the stain of gender, class,
and race” (Elliott, Subject 142). Returning to Vicdan and Ulusoy, the two classify the
28
One way of theorizing the postmodern self is that it is engendered by contemporary forms
of labour and modes of production include the “protean” (Lifton qtd. in Figueroa-Sarriera),
“saturated” (Gergen qtd. in Figueroa-Sarriera) or “flexible” (Martin “Flexible” qtd. in
Figueroa-Sarriera) subject. Gergen, for example, regards the self as saturated: “the ego as a
hollow tube through which, under different circumstances, different parts of our personality –
each time a different one – find expression” (Filiciak 64). These ideas of the subject are
related insofar as their view of the self co-responds to new social positions and practices
demanded of our bodies by the capitalist mode of production. These formulations resonate
with contemporary descriptions on the Left about labour and current modes of production
(i.e. post-Fordist, Toyotism) that call for the emergence of a ductile, flexible subjectivity
(Brown 92). Michael Hardt and Antonio Negri’s Empire exemplifies an analysis of new
political powers (Empire) and contemporaneously unrealized subjectivities and relationships
between people (the Multitude), and provides a rallying cry for the emergence of a new body
able to harness this to its advantage and render itself discontinuous with contemporary
regimes of control – in other words, to use flexibility against itself. Hardt and Negri write:
“We certainly do need to change our bodies and ourselves, and in perhaps a more radical way
than the cyberpunk authors imagine. In our contemporary world, the now common aesthetic
mutations of the body, such as piercing, tattoos, punk fashion and its various imitations are all
initial indications of this corporeal transformation, but in the end they do not hold a candle to
the kind of radical mutation needed here”. (Hardt and Negri, 216)
38
SL avatar body, which users (re)construct for its own sake, as a phenomenon of life in
postmodern and post-industrial culture. They insist that the popularity of virtual
worlds and their capacity for the creation of avatars is part and parcel of a postmodern
urge to be a self “independent and free of nature and any particular way of being and
living” (Vicdan and Ulusoy 17). In other words, they hold that the user engages with
(Capitalist)” critics this ability to leave the referent behind in order to be free of “any
particular way of being and living” is often naively taken to underscore some
fascination with new ways of defining one’s self on a scale previously unseen
(Filiciak 88). Filiciak acknowledges that the sense of self one finds in MMORPGs is
premised on the user’s desire to shape their own self into something that real life
social, sexual, or racial limitations prohibit; this view resonates with Foucault’s claim
that we possess no inside self, no essence that makes us what we are.29 As such, for
Contemporary practices and techniques, in line with the capitalist desire to render the
body wholly flexible, responsive and malleable are not aimed at merely disciplining
29
According to Foucault, one’s subjectivity, or sense of a coherent identity, is the effect of
being subjugated by social factors and forces. This subjugation is carried out by discourses,
which order certain types of thought and behavior. Foucault is interested in creating a “history
of the different modes by which, in our [Western] culture, human beings are made subjects”
(Foucault, “Subject” 208). For Foucault, subjectivity is a contingent, socio-historical construct
of power and domination, and therefore subject to change and modification. There is no
absolute, transcendental stance from which to grasp a fixed subject.
39
the body of the consumer; rather, they are aimed at experimenting upon the user’s
body and identity, transforming them, and rendering them commensurate with
to computer networks we have the possibility to freely form our self (Filiciak 100).
that life in 21st century post-industrial countries is oriented toward the consumption of
or symbolic (sign) value rather than attaining the object (referent) itself. In describing
“the most advanced state of th[e cotemporary global information] economy”, Manuel
Castells explains that “the products of the new information technology industries are
Holmes).32
Jean Baudrillard, who calls these signs “simulacra”, claims that we are
witnessing the creation of a new order of objects and bodies that no longer exist in the
real of physical materiality, but in the order of the symbolic immaterial code. At this
30
Foucault considers these techniques and arrangements of technologized shaping of the
body and self, or “bio-technico-power” (locatable in genomics and gene mapping, artificial
intelligence, biotechnology, networks of surveillance et cetera.) to be “technologies of the
self” insofar as they have an effect on the self in a way that prior “disciplinary” techniques
did not (Dreyfuss and Rabinow xxvi); (Foucault Discipline).
31
The most obvious example of this is the shift from physical-analog to digital-binary: we
work with objects reducible to the 1s and 0s of binary code, objects qualitatively different
from those understood as a myriad combination of physical and chemical properties.
32
Steven Shaviro, David Harvey and others write of the re-organization of capital that has
occurred over the last forty years, explaining that “production is subordinated to circulation,
instead of the reverse. Money, the universal equivalent, has become increasingly virtual
(unmoored by any referent) over the past half century, and everything is decentered or
unmoored in its wake” (Shaviro 129).
40
nihilistic stage of Western culture signifiers refer only to other signifiers and we lose
the ability to comprehend binaries such as “signifier” and “signified”, or “real” and
“unreal”.33 We now work with models of the “real” and the “true” that only refer to
other models of “real” and “true”. Often misunderstood as illusionary, the simulacra
simulacra it is not the territory that precedes the map, but the map that precedes the
territory. The map does not represent the territory, but as “simulation generates
meaning from models that pre-exist experience and perception of the ‘real’”, it comes
to constitute the territory (Pawlett 82). Thus, simulation comes to “have no relation to
any reality whatsoever: it is its own pure simulacrum” (Baudrillard, Simulacra, 6).34
33
The placement of Baudrillard here might confuse readers of Baudrillard, and demands an
explanation. Given Baudrillard’s ever changing perspective, he need not be considered,
ultimately, as a theorist concerned with Capitalism and its effects. Capitalism comes to be
merely one facet of Baudrillard’s investigations and certainly does not remain the prime-
mover of history throughout his career. Primarily, for Baudrillard, it seems that something
ominous has happened to the West’s relationship to, and interpretation of, the world. While
this change is clearly recognizable in the realm of economics and finance, the economy does
not govern that change. In other words, for Baudrillard post-modernity signals the end, or
exhaustion, of the trajectory of modernity. Capital gets sucked into the nihilistic void of post-
modernity, but it was not capital that caused that void. Rather, modernity’s liberatory promise
(the telos of the Enlightenment) has been fulfilled: we are now living with having liberated
everything (including the commodity form). This explains the title of his essay “After the
Orgy” (Baudrillard, Transparency, 4). After the “orgy” of modernity we have nothing left to
liberate and so, in lieu of anything new to liberate, we have turned to simulating objects to
liberate. On these conditions, in relation to the intellectual project of Modernity having come
to fruition, does Baudrillard consider the technologies and techniques of capital. On these
grounds “what has been liberated has been liberated so that it can enter a state of pure
circulation, so that it can go into orbit… the goal of liberation is to foster and provision
circulatory networks” (Baudrillard, Transparency 4). It is following this “orgy” that we find
phenomena such as virtual economies. These are economies that, true to the dark promise of a
completed Modernity, are emancipated, or liberated, from real economies. For this reason, I
stress that Baudrillard’s ideas can support a “Posthuman” and/or “Posthuman (Capitalist)”
consideration of avatarization.
34
Baudrillard locates this type of simulation in “…the omnipresence of code in the West –
DNA, binary, digital – [which] enables the production of copies for which there are no
originals. Unsecured and cut adrift from the ‘reality’ which representation has for centuries
prided itself on mirroring, we are now in the age of simulation” (Berry and Pawlik).
41
era of “sign exchange value” as the principle of equivalence. Only things transformed
into code are meaningful, and the world is modeled on general equivalence. Things
The SL “consumer”, Vicdan and Ulusoy allege, plays with its flexibility and
capacity for (re)creation, consuming via the (re)creation of “symbolic selves” (Vicdan
and Ulusoy 2); (Martin “Use-Value” 18).36 In their characterization of the SL user as
“creat[ing] symbolic selves” Vicdan and Ulusoy are working with a resolutely
symbolic simulacral sign. SL, and the avatars therein, provide the ability for
consumers to work with a simulation of their bodies. As signs are not necessarily tied
to the consumer’s real body or self, avatar bodies and identities are celebrated as
being “beyond constraints” and harbingers, par excellence, of the so-called “friction
free” utopia to-come. Under this schema, through their technologically mediated
35
Following Katherine Hayles, we have moved from thinking of objects (and increasingly
ourselves) in analog terms of “presence and absence” to thinking in digital terms of “pattern
and randomness” (Hayles 25). The “hyper-real” self, according to Baudrillard, represents a self
that exists in an environment where everything has become transparent and explicit. The body
undergoes transmutation in endeavours such as genetic cloning and the self, in turn, is crushed.
Our selfhood is no longer that of an active “player”, but more of a passive “spectator”. We are
no longer selves who stand dialectically against the object, but selves whom the object has
rendered “lifeless, bored, drained and atomized”. (Elliot, Concepts 150). Postmodern selfhood
exchanges a modernist sense of self (such as the Freudian one) with some hidden, concealed
depth or interiority, for a self that has no repressed element or “depth of meaning”. (Elliot,
Concepts 151) The hyper-real self, for Baudrillard, is passive and thinks in accordance with the
“code” of dominant symbolic systems. (Elliot, Concepts 151)
36
One might look to Jean Baudrillard’s For a Critique of the Political Economy of the Sign as
well as Jennifer Martin’s article “Consumer Code: Use-value, Exchange-Value, and the Role of
Virtual Goods in Second Life”, an exploration of virtual worlds through modern theories of
consumption which suggests that “use-value” (based on physical-material needs/the ability to
fulfill a need) has been overridden by “exchange-value” as well as “sign-value”. From this
point of view users consume symbolic-meanings (i.e. individuality, power, status, community
belonging) in relation to the virtual world of SL.
42
feels that they can dictate who and what they are, free from the limitations of
Within virtual worlds, Vicdan and Ulusoy contend, users interact with and
“cult of the hyperreal”. (Vicdan and Ulusoy 17) This cult is concerned less with
buying, selling and interacting with material objects (that had use-value) than they are
concerned with immaterial objects (that have symbolic value). Vicdan and Ulusoy
consumer reactions to the so-called bodily and subjective freedom of SL. Their study
documents consumers who “want to be something else” and who want to get to know
people “quickly and easily, ‘cause you’re not so worried about your appearance as
you might be in real life” (Vicdan and Ulusoy 9). A consumer named Raven explains
We’re born with set bodies. They look a certain way; they
will always look a certain way and that’s it. My mind doesn’t
have those constraints. Raven is a woman that my mind
projects as me. I guess if you’re given the opportunity to be
anything, to think outside the box like that why stick with
what you are in real life when you could be an animal you
admire, a beautiful fish (Vicdan and Ulusoy 8-9).
This desire to be beyond constraint is, of course, ludicrous: aging, sickness and death
befall the body irrespective of whether we think we have mentally overcome them.
To simply ignore them is to ignore an entire history, and tradition, of tarrying with
these, fundamental, negative aspects of the human condition. Furthermore, this desire
43
speaks to the fantasy of having originally had a stable body or identity that is
information” (Deleuze and Guattari, Anti 458). This has led their commentators, such
moored to a fixed referent or signifier, produce a new body or territory from which
consideration of the avatar have much to tell us about the context of our second lives:
they are indispensable in articulating the political and economic conditions that might
compel a user to spend hours each day with their virtual avatar. A discussion of these
not adequately consider Oedipus, the category runs into severe limitations. The
starting point of the “Posthuman” category is a fantasy that the avatar represents some
deviation from what once was a core or autonomous self. The very term “posthuman”
44
connotes that there once was a human, a self, or a subject that virtual avatarization (as
posthuman; it was always historical, and its essence has always been wrapped up in
posthuman avatar represents the next phase of a human that has little or no interior
human essence, and on the other hand, it clings to the fantasy that the avatar
represents the next phase of a human that did – at one time – have an interior human
essence. Because this tension is not adequately resolved, “Posthuman” critiques tend
formations of self, and denizens of a new world of symbolic creation with immaterial
signs, where we are naively told we can be what and who we want to be.
This “Posthuman” sense of the avatar resembles the Hindu and Judeo-
human, now we are moving beyond-the-human; but in its desire to theorize what
comes next, the category does not adequately, or care to, inquire what the human was.
As such, it is no coincidence that the category continues the idea that the avatar is a
bound in the ways that the human self was bound; it inhabits a world without
limitations. The drawback of this way of thinking is that it leads to the fantasy that
37
It is not coincidental then, that this position often involves creating a straw man of figures
paradigmatic of modernity and the early modern period such as Descartes without adequately
contextualizing their arguments. Žižek’s The Ticklish Subject, for example, is concerned with
returning to an interpretation of Descartes’ cogito that differs tremendously from the cogito
endlessly straw manned and blamed.
38
One might, as well, look to Katherine Hayles’ How we Became Posthuman.
45
once cut adrift, rendered discarnate, or posthuman, we are liberated from the weight,
mass, and inertia of what was once our human condition. Such a dualistic way of
thinking, between the human and the posthuman, only serves to perpetuate a limited
the popular press where SL is often characterized as a place where individuals can
role-play, or explore an aspect of their personality that real life denies them. While
articles explore how we perform our selves and identities in these virtual
extension of our self, nor does it regard the avatar as a simulacral symbolic body that
consumers “consume for its own sake”. Rather, articles that develop a theory of
language, illocutionary acts such as naming that constitute us each time we utter
39
Butler is not, however, oblivious to the difficulties of performativity and asserts that it is not
simply a matter of going into the closet and deciding which gender one want to be (Hall 126). It
would be an error to believe that the subject is ever in a truly ‘free zone’ of performativity.
46
a…teacher, woman or lesbian” (Butler, “Decking” 17). Speech acts produce a fiction
of unity, but there is always a disjunction. Each time the subject contextualizes him or
instability potentially offers a moment of possibility and change.40 For Butler we are
not stable subjects who go about our lives taking on acting roles. While some of us
are freer in our constitution than others, the act of performance literally constitutes
who we are (Butler, “Decking” 18). There is no internal actor who takes on her roles:
“…this ‘I’ does not play its lesbianism as a role” (Butler, “Decking” 18). She is
reconstituted as a lesbian each time she names herself, in the process of mimesis and
emerges in this flux of performance-identities. Butler does not deny that a subject
exists, writing that “[t]he denial of the priority of the subject is not the denial of the
subject” (Butler, “Decking” 24). By this she does not jettison the subject but redefines
the subject as a discrete entity outside of its performative roles. In other words, the ‘I’
40
To explain this continuous instability and possibility one might look to Jacques Derrida’s
notion of “différance” in Margins of Philosophy (Derrida 3-27). He proceeds from Saussure’s
claim that language is a system of signs whose meaning is never present. If one were to try
and find meaning in the sign ‘Rock’ I would go to the dictionary. But this endeavour would
provide me with multiple definitions and within these definitions terms and figures of speech
such as ‘Hard’, ‘Mineral’, ‘Crack-Cocaine’ and ‘Rock the Boat’. If I were to look for the
meaning of any of these terms I would find another multiplicity of signs. Derrida however,
“…elaborates that the meaning of any, apparently ‘present’ sign is nothing but the
relationship between all the absent meanings the term is not” (Deutscher 30). Derrida uses
différance to demonstrate that a sign such as ‘Rock’, or ‘Organic’ cannot be autonomous and
stand isolated. It is derived from the French verb ‘differer’ which translates to “defer” and
“differ”. Différance is “not the difference ‘between’ terms but the passage of infinite, endless
differentiation giving rise to apparent identities between which one might then argue there is
difference” (Deutscher 31). As such, a sign’s meaning is deferred in an endless process. It
“…is never present in and of itself, in a sufficient presence that would refer only to itself”
(Derrida 11). The signified concept is slippery, indeterminate and always in a process of
deferral, leaving it perpetually open to a change in context and new linguistic possibilities.
47
exists; however it exists only through repeated expressions of its identity and
al. consider dress up and fashion in MMORPGs. They describe digital dress up as a
transformative kind of play where users take on new roles and learn about themselves
in order to play with and against gender (Fron et al. 13). Their analysis relies on
Butler’s assumption that “gender is always a doing, though not by a subject who
might be said to pre-exist the deed… There is no gender identity behind the
‘expressions’ that are said to be its results” (Butler, Gender qtd. in Fron 15).
role playing, theatricality and performance in virtual worlds is Jacqueyn Ford Morie’s
“opening for a new interrogation of the world and ourselves and consequently the
possibility of imagining other kinds of space, other possible ways of being a body-
Most virtual worlds, SL included, adopt a third person point of view. In this
third person point of view the avatar appears out in front of the users’ “physical and
theatricality whereby we watch ourselves perform in the third person (Laurel qtd. in
Morie). To explain why we would want to watch ourselves perform, Morie notes the
etymology of the term “theatre”. The term derives from the Greek “theatron”, which
48
designates “a place for seeing, not simply in the sense of watching but also in the
virtual reality environments. The Head Mounted Display41 used in virtual reality,
which, for the purposes of our discussion, could be considered as analogous to the 3D
avatar in virtual worlds, acts as a “mask that removes other masks” (Morie 134). By
“other masks”, Morie is referring to the personas through which we perform our
specific social roles. The avatar, like the Head Mounted Display, is a technology that
creates the conditions where our social masks are no longer necessary, allowing the
user to explore a “private and more personal self” (Morie 134). Thus, the theatricality
(understood as “theatron”) of virtual worlds involves the avatarial mask: this mask
allows us to grasp, behold, and/or understand our private and more personal self.
Curiously, Morie follows up her discussion of masks that remove other masks
and the etymological significance of “theatron”, with the quote: “posthuman theorists
maintain that interaction with our technologies allows us to gain new understandings
avatar and the “Posthuman” avatar are often quite similar. The two categories regard
virtual worlds, and the avatarization that occurs therein, as conditioning or allowing
for the user to become a qualitatively different sort of self than so-called real life
permits.
41
Head Mounted Display (HMD): “A display system built and worn like goggles that gives the
illusion of a floating monitor in front of the user's face. The head mounted display (HMD) is a
critical component of a body-worn computer (wearable computer). Single-eye units are used to
display hands-free instructional material, and dual-eye, stereoscopic units are used for virtual
reality applications.” (Computer Desktop Encyclopaedia)
49
One slight exception to this is artist Mark Stephen Meadows’ book I Avatar –
the Greek term “persona” (Eng. “mask”) which does not designate that which hides
one’s face, but what one really is. Thus, rather than the avatar initiating a qualitative
shift or radical extension of the posthuman variety, the avatar as “persona” (Gr.)
Fascinated by the new, his book begins by describing, “a strange migration into…
machines from which the driver [the user] can peek out, squinting through alien eyes,
and find a new world…” This migration also allows the “driver” to “…look inside
himself, as if gazing into his navel, and find a new landscape inside as well”
(Meadows 37). Confusingly, Meadows describes the avatar as the user’s “inner-hero”
and, at other times, calls it “the usher of a posthuman era”. As the user of the
“teleports our psyche” (Meadows 93). This sentiment is expressed most clearly when
he suggests that in fifty years man may look back and note this as the period where
argument, there is no human left to be extended into technology; this new body is
built as much as it is born. Meadows, sounding like a New Age shaman, announces
50
that “this is not science fiction but ‘progress’, it is how we grow into our imaginations
Meadows discusses the users “inner hero”. He informs the reader: “you are the trunk
of the identity tree, your avatars are the leaves” (Meadows 96). Given his prior
comments about the avatar as the usher of the posthuman era, it remains unclear,
however, whether he feels there is a discrete thing called the “I”. If not, how can there
be an “identity tree”? Meadows cites the work of Dr. Volcani, who stresses the fact
that the avatar allows us to control an aspect of our personality in a similar way that a
child uses a doll to externalize an inner hero (Meadows 96). But where does
personality, personhood, or the drive to externalize an inner hero come from in the
first place? What generates the desire to see the hero succeed? The questions and
contradictions multiply as Meadows explains Dr. Volcani’s argument that the avatar
allows us to “experiment with new worlds, new versions of ourselves, and rehearse
for life” (Meadows 96); (Brown 138). Are these “new worlds” and “new versions” of
ourselves closed off to us by the limitations of real life? Or are these worlds and
Meadows argues that our avatars are us “in transformation. Being able to
watch ourselves [in a sort of play therapy] creates a reflective state that’s good for us”
(Meadows 96). Some of the tensions in Meadow’s work are resolved when he calls
the avatar an “auto portrait”. A portrait is always a combination of “realism and the
42
Critics such as Paul Virilio lament this type of body. See the chapter “From Superman to
Hyperactiveman” in his Art of the Motor for an exceptionally frightening account of where this
type of body may end us up. (Virilio, Art 100)
51
auto-portrait possesses these qualities, but is also interactive. These ideas square well
with his other assertions that the avatar remains “deeply attached to the psychology of
connected to the psychology and real life of the user, but necessarily, and
Second Life and the Technological Imagination”, Donald E. Jones argues that SL
avatars allow user(s) to partake in types of creative activity that might not be
available to them in real life (Jones 19). He also explains virtual bodies are capable of
“extending the real body into virtual space” (Jones 22). This virtual extension,
however, extends us in ways conditioned by our real lives. For example, users often
(mysterious) figure” (Jones 22-23). According to Jones, virtual worlds are spaces
where users can construct either normalized (i.e. highly gendered, with certain ideal
physical beauty traits) or fantastic (i.e. strictly performative, like a “furry” that allows
Similarly to Meadows and Morie, Jones claims that, “…in the imagination
world of SL, the material flesh is transcended [into] new configurations of self that
fulfil wishes and fantasies” (Jones 25).43 But, what are we transcending? For instance,
43
One is reminded here of Rita Koganzon’s claim in her article “The World Made New” that
SL seems to be a rehearsal of social behaviour in an unpressured low stakes environment, rather
than taking responsibility for the self we are given. (Koganzon) For another spin on this see
52
when a child rebels against her parents by getting drunk, tattooed, and pierced, does
she transcend their parental authority? Obviously not; the tattoos, drunkenness and
piercings actually qualify and call upon that parental authority. If my body does not
meet the culturally proscribed criteria and I turn to an imaginary world that allows me
to create a body that does meet those criteria, my unacceptable physical body remains
unacceptable. Indeed, my unsatisfying body is the impetus, foundation, and motor for
imaginary play is suspect as the limits of the user’s material body are actually the
extension of the self without losing sight of its groundedness in actuality and
embodiment of the flesh” (Jones 28). He continues: “a true understanding will ensure
that, instead of being distracted by godhood and monstrosity, we can ever seek the
human in whatever form it takes” (Jones 28). In the idea that we simultaneously enter
into new performative extensions while being “embodied in the flesh” there is an
avatars. We noted earlier that the Greek “theatron” designates “a place for seeing, not
simply in the sense of watching but also in the deeper meaning to see – to grasp, to
behold, to understand”. Similar to the root “theatron”, the Greek term “persona” (or
Paul Virilio’s comments in The Art of the Motor about cyber-sex, which, claim nearly the same
thing – albeit from a darker point of view. This “low stakes environment” seems to be a space
where we are free to let our imagination have its way with others, without concern for their
flesh or embodiment.
53
“mask”) does not designate that which hides one’s face, but rather, what one really is.
SL, understood as a theatre, where users adopt personae, then, provides the ability to
grasp, behold, or understand, what one really is. Following the theories of the
“Performativity” category, this is done by rendering explicit the fact that the user
really is not a fixed subject behind a mask, and does not exist outside of its masks.
When facing their screens, users construct and reconstruct their masks, rendering
explicit that there is no actor outside the role, confirming that the “I” exists only
through repeated expressions of its identity and identifying labels. Thus, the
selfhood. SL, in this context, provides a space for the self (understood via
or utterance that the avatar undergoes constitutes a sense of self within the user whose
and consequently, to engage with the engenderment of new selves. Each performance
demonstrates the constant defferal and flux that comprises the self. When Morie
explains that “virtual environments proffer exceptional insights…” (Morie 134), one
wonders what, exactly, these insights illuminate? When she speaks of “new
landscapes” we suspect that this “newness” has been brought into being
on finding the New World but something closer to the feelings of the engineers who
artificially constructed the Palm Islands in Dubai. The user does not behold a
54
previously unknown, unchanging core-self, but, rather, a self in flux that blossoms in
new and newer ways. For this reason, Meadows explains that the avatar allows us to
play, and “experiment with new worlds, new versions of ourselves…” (Meadows 96).
Theorists of cyber “performativity”, along with the “posthuman” theorists, assert that
have it both ways; it seems unclear as to whether – despite performing endless new
identities – there is some interiority, some “identity tree” that generates the desire for
an “inner hero” to succeed. Like the “Posthuman” category, this category focuses too
heavily on what virtual worlds such as SL allows users to become. Here, the term
of the avatar describes a type of theoretical engagement that focuses on the relation
between the real user and her avatar. One example of this “Human” approach is Don
Heider’s article “Identity and Reality: What Does it Mean to Live Virtually?” While
Heider acknowledges that SL avatars are evocative of a culture where medical and
cosmetic surgery has become sophisticated, accessible and affordable, he does not
reduce SL avatars to the drive toward body modification and manipulation (Heider
human-cat hybrids, etc…, Heider explains that “most people [in SL] are not devoted
55
to” such groupings, and that “people generally create avatars that look much like they
do in real life…people overwhelmingly not only chose human forms, they chose
human forms that resemble what they report to look like in the real world” (Heider
136). So, while Heider recognizes that identity and selfhood is something fluid and
order simulacra (which has no relation to any reality whatsoever; it is its own pure
simulacrum), Heider argues that SL avatars are intricately tied to a real person
The avatar refers back to some “thing”. Heider suggests that avatars provide the
44
Likewise, in their article “Docile Avatars: Aesthetics, Experience, and Sexual Interaction in
Second Life”, Shaowen and Jeffrey Bardzell write of Bondage-Discipline-Sado-Masochism
(BDSM) culture in SL as a new interface on a classic taboo (Bardzell and Bardzell 5). Instead
of claiming that SL is qualitatively different than real life, the Bardzell’s focus on the idea that
the brain has always been the largest sex organ. Throughout his work, Žižek makes much of
this idea, describing sex as masturbation with a real person. In an interview he explains: “It's
not only that masturbation is having sex with an imagined partner. What if real sex is only
masturbation with a real partner? That is to say, you think you're doing it with a real partner but
56
One of the most frequently cited studies of avatars, “The Proteus Effect: The
and Jeremy Bailenson is demonstrative of a position that pays keen attention to the
relationship between the user’s real/offline and online self-representation. The study
aims to better understand the “protean” nature of avatarization in virtual worlds. (The
derives from the mythological sea god Proteus who, in Homer’s Odyssey,
interrogation.45) Yee et al. spend time in the game World of Warcraft compiling data
on the attractiveness of different avatar types and rating them on a scale from least to
most attractive. Participants are then provided with these different avatar types to use
in other virtual reality environments.46 The type of avatar the researchers provided to
each participant affected how the participants acted in the virtual environment. The
researchers concluded that “participants assigned to more attractive [in this instance
assigned shorter avatars” (Yee and Bailenson). Avatars ranked with a high degree of
you use the real partner as a masturbatory device, the real partner just gives you a minimum of
material so you can act out your fantasies” (Žižek, “Hysteria”).
45
In the fourth book of Homer’s Odyssey, Menalaus exclaims “Then we rushed upon him
with a shout and seized him; on which he began at once with his old tricks, and changed
himself first into a lion with a great mane; then all of a sudden he became a dragon, a leopard,
a wild boar; the next moment he was running water, and then again directly he was a tree, but
we stuck to him and never lost hold, till at last the cunning old creature became distressed,
and said, Which of the gods was it, Son of Atreus, that hatched this plot with you for snaring
me and seizing me against my will? What do you want?'” (Homer 48)
46
While the participants could see their avatar, the users they interacted with saw a control
avatar that was not, given the scale the researchers devised, highly attractive or unattractive.
This way the researchers cancelled out social feedback, or “priming”.
57
information to strangers than short avatars did. The study also looked at the effect of
interactions than participants given shorter avatars” (Yee, Bailenson and Ducheneaut
2). This research demonstrates that the early cyberculture rhetoric (featured by
virtual and physical worlds (Yee, Bailenson and Ducheneaut 39). The Proteus effect
explains that our behaviors “shaped by our digital avatars in virtual environments
carries over into physical settings” (Yee, Bailenson and Ducheneaut 39). The
researchers suggest that “neither the virtual nor the physical self can ever truly be
liberated from the other. What we learn in one body is shared with other bodies we
inhabit, whether virtual o[r] physical” (Yee, Bailenson and Ducheneaut 39). This
study ties the “protean”, flexible, bodies users adopted in virtual worlds to their user’s
al. arrive at similar conclusions as do Yee and Bailensen., alleging that avatars tend to
be similar, but somewhat more attractive, outgoing, risk taking and superficial, than
the user understands him or herself to be in real life (Messinger et al. 4). The
researchers note that differences between the user and their avatar can be explained
behavioural constraints and “deindividuate” the user, causing them “to experience a
58
loss of personal identity and lead[ing] them to behave in ways not normal for that
monitored public areas of the virtual world and studied the habits of avatars (Varvello
et al.). Supporting the conclusions of Yee and Bailensen and Messinger et al., the
researchers concluded that avatars act similarly to the way humans act in RL. Avatars
tend to gather in small groups of two to ten, visit the same sorts of virtual places as
one another, and show highly predictable behaviour.47 Varvello et al. importantly also
be an entirely new world are not grounded in fact. According to their study only
30,000 to 50,000 users were active in a given month, only 0.3% of the registered
users on SL (Varvello et al. 2). Furthermore, the researchers note that 90% of the time
avatars do not move around despite the ability to walk, fly, and teleport (Varvello et
al. 2). Most users prefer to chat. Finally, the researchers note that 30% of the SL
regions attract no visitors and that the number of concurrent visitors barely reaches
50,000 (Varvello et al. 13). This is not to negate the creative activities that do occur in
SL, but to offer a reminder that these activities are not occurring all the time. 48
47
Jamie Loke’s “Identity and Gender in Second Life” raises a similar point: when female SL
users are given a choice to become something else, Loke found that the norm was to adhere
to the “stereotypical beauty standards of reality” (Loke 146).
48
On January 15, 2007 Second Life became host to a cyber protest against the anti-immigration
policies of Jean-Marie le Pen and the French Front National. Avatars from all around the
metaverse came together to devise new ways of combating the right wing policies of the
movement. A ‘violent’ protest erupted outside the gates of the Second Life headquarters for the
Front National. During the protest the anti Front National protestors levelled digital buildings
and created a surreal scene outside the headquarters. There have been a number of Second Life
protests that cross over into the real world, including one against the war in Iraq.
59
avatar can be located in J. David Velleman’s article “Bodies, Selves” and Tom
groundwork for the radical inseparability of the virtual from the real. In “Bodies,
Selves”, J. David Velleman strives to understand the extent to which the user is their
ran!” when using an able bodied avatar (Velleman 2)? The common view, he claims,
is to regard the avatar as “make believe”, a prop in “pretend play” (Velleman 2). This
common view insists that “the agency of the human participant is also fictional”
(Valleman 3). Velleman disagrees, arguing that the user’s performance with their
the user “literally performs fictional actions” (Velleman 3). In analytic transference
the analyst [A] and the patient [P] may perform “fictional” roles as a parent [p] and
child [c].49 [Pc] may attempt to “fictionally” seduce [Ap], however [Pc] is really
making that attempt, “and really is the agent of that unreal action” (Velleman 3).
Thus, actions carried out within the transference are not make-believe, but are
“fictional actions literally performed” (Velleman 3). Velleman explains that one has
the sense that [P] and [A], as [Pc] and [Ap], really are the selves of the people they
are representing. Likewise, he argues that in virtual worlds such as Second Life the
49
Velleman himself does not utilize this notion [A,P…]. I have designated the analyst as parent
by [Ap] and the patient as child is designated by [Pc].
60
user is “speaking the literal truth when he says of his avatar “this is me” (Velleman
3).50
Velleman claims that within “virtual play” users do not “generally attribute
attitudes to their avatars at all; they simply have thoughts and feelings about the world
of the game, they act on that world through their avatars but under the motivational
force of their own attitudes … players themselves want the items that their avatars
buy on their behalf” (Velleman 9). Something radical does not happen to the user and
the user does not become something new. Velleman explains that “users don’t
the characters, behaving in character, under the impetus of their own thoughts and
feelings” (Velleman 10). The avatar is not considered to be an extension that the user
controls, but a thing that stands in between, something that the user does things with,
or what the user does things as (Velleman 11). It is more a proxy for one’s real body
The user’s own, very real, “beliefs and desires” control the avatar. In virtual
play “a person really has a fictional body…but their relationship to that fictional body
is real” (Velleman 20 and 13). Like the user’s real body, the virtual avatar “expresses
traits, thoughts and feelings conceived of as belonging to…” the user (Velleman 21).
Velleman continues:
50
But this is not a matter of intent, virtual worlds – governed by ‘virtual play’ are not the same
as a child’s game of ‘make believe’ (or ‘pretend play’) (Velleman 4). ‘Virtual Play’ such as SL
is not outside the ‘reality principle’ as a child’s game of ‘pretend play’ may be. A user cannot,
as a child may, do what whatever she or he pleases. Rather in ‘virtual play’ the user exists in a
live, shared, world that is not pretend. For example, if a user wants a pirate ship, they must
build, buy, or be given one as a gift. One’s own actions are constrained by their avatar, the
interface, and the natural laws that govern the virtual world. “Virtual Worlds”, according to
Velleman, are not places we can “conjure up or conjure away” but have a “determinateness and
recalcitrance” more like real life.
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world body joined to a literal, real world mind. The personae users adopt in SL, like
the patient’s persona as [Pc] and the therapist/analyst’s persona as [Ap], are tied to
he does not believe online culture warrants a “posthuman” classification. SL, for
Boellstorff, is a “profoundly human” space. He claims that, while online culture is not
posthuman, virtual worlds are not totally human (Boellstorff, 5). It is not true, he
insists, “that there is nothing new under the virtual sun” (Boellstorff 5). In SL, we do
find transformed possibilities for subjectivity; we are not quite human. But this does
According to Boellstorff virtual worlds borrow assumptions from real life and
show us that our real lives have been virtual all along. For this reason he expresses
concern about considering the virtual and the actual through a rigid binarism. The
term “virtual” connotes an “approach to the actual without arriving there”. Drawing
on Deleuze and Virilio, Boellstorff claims that the virtual “…must be defined as
strictly a part of the real object” (Virilio, Vision qtd in Boellstorff 19); (Deleuze,
Difference 260 qtd. in Boellstorff 19). As part of the real object, there is an inherent
“as if” quality: “a basic starting point for any serious discussion of the virtual must be
recognition of the non autonomy of the virtual – a recognition of the fact that the
62
embedded” (Malpas). Boellstorff dwells on the “gap” between the virtual and the
actual (Boellstorff 19). If this crucial gap were “…to be filled in, there would be no
virtual worlds, and in a sense no actual world either” (Boellstorff 19). In virtual
worlds, users are, through “techne”, invited to “open up a gap from the actual and
discover new possibilities for human being. At the same time, virtual worlds highlight
the virtuality that has always been a part of the human condition. This is why it is
mistaken to temporalize this virtual human into the figure of the ‘posthuman’”
(Boellstorff 25, 238). Because the virtual and the actual have always been
inseparable, Boellstorff does not see SL and virtual worlds like it as technologies
which will overcome the limits of the human form. He claims that “forms of selfhood
and sociality characterizing virtual worlds “does not necessarily mean the end of the
human…we need to see the human re-configured and organized differently” (Nayar
He speaks of “homo cyber” (Boellstorff 29), the virtually human, as comprising (a)
forms of human social life emerging (i.e. new subject positions) online, and (b) the
63
way human being has always been constituted – as in the myth of Epimetheus –
Boellstorff does not harbour the fantasy that the avatar represents a move
beyond, or post-, the human as if there were a stable “I” prior to the immersion of
digital technologies into everyday life. In a section near the conclusion of his book,
to human beings” (Ong qtd. in Boellstorff). Rather than making sharp distinctions
between humans and posthumans Boellstorff recognizes the Epimethean idea that
technology alters our “sensory ratios” (Mcluhan 67). This idea of change as endemic
posthumanism.
Boellstorff claims that it is “in being virtual that we are human”. Virtual
worlds, and the ability to craft therein, provide new ways for us to define humanity
between persons”, is not something that creates an artificial body or extends us into
some simulacral posthuman space, but is simply a way of making the virtual
129). So, while Boellstorff argues that, “in virtual worlds we can be virtually human,
because in them humans, through techne, open up a gap from the actual and discover
new possibilities for human being”, he does not highlight posthuman possibilities but,
rather, insists that “virtuality has always been a part of this human condition”
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methodology against posthumanists such as Sadie Plant: “It is not that theories of the
capacity as old as humanity itself, but aspects of selfhood and society within them are
Techne”. Given that techne is (one of) the thing(s) that makes us human, Boellstorff
ethnographic tools used to study human cultures in the actual world” (Boellstorff
Turkle and claims that virtual avatars allow us to reflect on what being human can
mean (Turkle, Life 24); (Turkle, “Computer”).52 For this reason Boellstorff provides
humanist posthumanism.
In the thesis introduction I suggested that the human be thought of as dual, that is,
subject-of some unconscious structure (articulated by the ancients in the guise of the
through the figure of Epimetheus). Thus, while I agree with Boellstorff’s Epimethean
51
He quotes Levy’s comment that “rather than inaugurating the posthuman, virtual worlds
make us ‘even more human’” (Levy 216 qtd. in Boellstorff 238).
52
Considering avatarization as a version of, rather than differing from, the human is an
approach shared by Boellstorff, Heider, Yee and Bailenson, Messinger et al., Varvello et al.
and Velleman.
65
The remainder of the thesis will consider this dimension and inquire as to what an
the literature does not overtly advocate the view that users are performing new
identities and subjectivities, nor does it advocate the idea that users are participating
in a technology acting as harbinger of some radical shift in what the human being is.
While its articulation will be the task of the remaining two chapters, the germ
of such an approach can be found in the ideas of the “Human” theorists such
(Cleland). Cleland introduces the idea that the SL avatar can be thought of as uncanny
other, between subject and object, living and nonliving, and real and virtual. Cleland
speculates about the virtual image reflected back at the SL user and, drawing on
phantasmatic element, of the real object or living being.54 The cinematic, or in the
case of SL digital-virtual, imaginary reflects back our “shade, our phantom, our
double, our replica, in a new kind of mirror” (Metz 44 qtd. in Cleland). This thesis
within us as a result of what Freud called primal castration and the fundamental
53
This Oedipal side supplied by psychoanalysis will provide the humanism for our
posthumanist-humanism.
54
In psychoanalysis, "phantasy" with the "ph" refers to the unconscious psychic content of the
drives.
66
This thesis will build on Cleland’s brief suggestion that virtual world avatars
call us to return to Lacan’s description of the “fragmented body”, that is, the body
uncanny return of the infants’ body in bits and pieces (Grosz 44 qtd. in Cleland).
Cleland considers updating Lacan’s discussion of the mirror stage to “account for the
new range of experiences and identifications resulting from new media mirrors” such
as SL. She calls this updating of the mirror stage the “mirror of the cyborg”. The
following two chapters develop this idea suggested by Cleland that the mirror stage
avatarization, turning Haraway on her head and articulating a cyborg that cannot
escape dreaming of “expecting its father to save it through the restoration of the
garden” and whose father is, in the Lacanian sense, certainly not “inessential”
(Haraway 151).
Conclusion
SL user Isablan Neva explains her sense of avatarization: “What motivates people to
look a certain way is something I wouldn’t even begin to speculate on. Ultimately,
your avatar is your representative in-world and can run the entire range of your
personality. It’s your second life; be whomever and whatever you want to be.”
(Rymaszewski et al. 79). But this view says very little and we ought to probe deeper.
The work that has been done on avatarization is tainted either by a fantasy of moving
beyond the human, or else attempts to claim the avatar is deeply related to the user by
67
relying on a basic, or surface, analysis. For this reason, the “Human (Psychoanalytic)”
category hopes to probe the relationship between user and avatar in a way the
The Official Guide to Second Life notes that “the vast majority of SL citizens
opt to stay human in Second Life…Your avatar choices say a lot about who you are;
to the people you encounter in the SL world, your avatar is who you are. It’s true too
– your avatar choices reflect your personality and mentality. It’s good to keep that in
articulation comprises the remainder of the thesis, offers one way of investigating
what it means to stay human in Second Life. It allows us to deeply consider claims
such as those made by SL user Lille Yifu, a major player in the SL escort industry,
that “avatars, even venues and builds, in the end, become a reflection of the inner
person, the one that screams to get out in what we call real life” (Rymaszewski et al.
79). Rather than becoming bogged down in the uniqueness of “who” each individual
user is, psychoanalysis suggests this uniqueness is inflected through what we might
consider to be Yifu’s “inner person”, or what the SL Guide calls “who you are”. But
this inner person whom we really are has an unconscious element, and we must
detect its stirrings and effects through claims by, and observations of, users’
activities. We suggest that this repressed, unconscious (or Oedipal), dimension of the
avatar users in virtual worlds. Thus, while our investigation does not rule out the
effect that postmodern social patterns and posthuman technologies (the insights of the
avatarization, it does not entirely explain reduce avatarization under the schema of a
does not argue against the idea that users take to avatarization in order to act out, or
deferral of new subjectivities. Our investigation takes for granted that one’s virtual
avatar is evocative of who they purport to be in real life (i.e. the “Human” category),
but strives to complicate – and deepen – what real life is. Considering SL
possible to consider user’s comments – say, that their vampire avatar represents their
repressed emotions and memories (Freud, “Die Verdrangung” 36); (Macintyre 50). It
allows us to problematize a user’s comment that “my avatar is me”. For example, SL
One could relate Lupus’ comments to his sense of who he consciously or explicitly is,
but the investigation of the avatar from the “Human (Psychoanalytic)” category that
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will be carried out through for the remainder of this thesis uses Lupus’ comments to
the very desire to be a dragon one day, a wolf the next, and a vampire the day after
that. The “Human (Psychoanalytic)” category does not seek to negate that humans are
constantly changing. It suggests, however, that there is something behind this change.
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Chapter 2 – “Old and Long Familiar”: Virtual Worlds, Avatars and the
Psychoanalytic Uncanny
Introduction
This chapter considers the uncanny qualities of the Second Life (SL) avatar. It
focuses on Sigmund Freud’s assertion that the uncanny designates a return of the
Jacques Lacan’s conceptualization of the interactions between the Real and Imaginary
orders which emerge during what he calls the mirror stage will be employed to
explore this uncanny return or coming out of concealment.55 Using the psychoanalytic
concepts of the uncanny and the mirror stage, we can understand the SL avatar as an
Our task is to consider the effect that repressed ideas and emotions inhering within
the unconscious have on the user’s engagement with their avatar. The unconscious,
Freud’s sustained usage of the term “fate” and his esteem of poetry and tragedy – be
referred to as the Oedipal dimension of the self (Freud, “Drives”); (Macintyre 50).
We might think of it as a general characteristic of the self through which all the rich
55
Henceforth the reader will note the difference between ‘real’ and ‘Real’, ‘imaginary’ and
‘Imaginary’, ‘symbolic’ and ‘Symbolic’. The capitalized terms refer to the Lacanian usage of
them, the lower case refer to any other usages. For example, the ‘Real’ is not ‘reality’, but more
akin to ‘brute materiality’ which can intrude into our everyday social ‘reality’. The Imaginary
designates a narcissistic, and illusory sense of wholeness and totality that is often accompanied
by aggression.
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explained there are two related ways to consider the self. One regards the self as a
function of discursive processes and contingent historical conditions; the other argues
that some sort of continuous self, full with emotion and depth, remains operational.
Within this second perspective we locate psychoanalysis and its analysis of the
conflicts that characterize our early life. Although the particular character of those
conflicts is unique to each of us, there is a general pattern that all of them follow”
(May 6). This dimension of the self can be considered akin to a set of pre-
programmed stages through which human beings pass. The bedrock of the self is
constructed as the human being moves from infancy through childhood. During these
early years the child develops through stages that structure its psyche. This general
pattern begins with an “oral” stage, moves into an “anal” stage and then into the
Oedipal (or for girls Electra) stage and its resolution. (Freud, Three Essays 39-66)
For example, the infant, during the stage of “oral eroticism”, takes their
mother – specifically the mother’s breast – to be their original object of sexual desire
(Mullahy 17). By suckling the mother’s breast the child learns about their sexual
instincts. But suckling also involves the ingestion of food. Now two instincts are at
work: a hunger instinct and a sexual instinct. During this stage the infant wishes to
repeat the act of taking in food without demanding food. The set-up for libidinal
satisfaction is constructed in the infant at this point. The child begins to yearn for
libidinal, or sexual, satisfaction. During the “auto erotic” stage the infant replaces the
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mother’s breast with a part of his or her own body (usually the thumb, tongue, or
genitals). This allows the infant to find objects of sexual interest in their own body.
Soon psychic forces begin to develop “more or less spontaneously; they are
organically determined” and form the “psyche” of the infant (Mullahy 18).
For example, boys believe both males and females have male genitals. When the boy
discovers the female does not have male genitals he tries to deny what he has seen as
the idea of being without genitals is unthinkable and inconceivable. The girl’s
genitals, he believes, must have been removed, initiating his intense fear of losing his
own genitals: the castration complex.56 As Samuel Weber points out in The Legend of
Freud, the rejection of perception (of the horrific castration) ushers in the story of
castration. Here castration is “the title of a story that children of both sexes tell
themselves, but from a single point of view – that of the male child – in order to
render the perception of sexual difference compatible with the ‘expectation’ of male
The child’s curiosity does not abate. He becomes fixated on issues related to
sexual life such as the mystery of birth. This bolsters the child’s idea that the father
plays an important role in sexual reproduction. While coming to respect the father’s
authority, the mother remains the child’s original and most powerful sexual object.
The little boy’s attachment to his mother causes him to become jealous of his father,
who, he worries, will castrate him. Thus, in the face of this horrific possibility the
little boy represses awareness of the mother as his primary sexual object. He is forced
56
Girls experienced this, according to Freud, by wanting to have a penis and are disturbed by
their lack of one.
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to look for other sexual partners, but not to violate the incest taboo and provoke his
father’s wrath. How the child resolves the crises of its early years impacts his or her
life tremendously. This “family” drama Freud calls the Oedipal crisis.
discussion of “psychoneurotics”57, in which Freud pays close attention to the role that
their parents: they “fall in love with one parent and hat[e] the other” (Freud,
Interpretation 155). Freud claims that this psychoneurotic tendency is not limited to
155). In fact, he claims that these parental roles form a part of the “permanent stock
Freud explicitly argues that psychic impulses are not, at their most
beings throughout the centuries; indeed they are evident in the work of the ancient
Greek tragedians, Shakespeare’s Hamlet and Woody Allen’s films. Freud asserts that
contemporary human beings harbour these “impulses”, and that “antiquity furnished
us with legendary material which corroborates this belief… the profound and
57
Psychoneurotic: a term no longer in use that “designated a mental or personality disturbance
not attributable to any known neurological or organic dysfunction” (WordNet).
74
Freud will later call the story a “tragedy of fate”, where the will of the gods trounce
the vain efforts of human beings (Freud, Interpretation 156). The legend of Oedipus
conveys a fate “laid upon us before our birth”, and is “constitutive of the human
conditions” that individuals in Freud’s twentieth, and indeed our present twenty-first
century, share with the ancients (Freud, Interpretation 157); (Lear 180).
Following his summary of the Oedipal legend, Freud notes that his own
patients’ sexual impulses are often first directed toward their mothers, and their first
violent-aggressive impulses are often directed toward their fathers. While most of
Freud’s patients came to “withdraw” their sexual impulses from their mothers, or
“forget” their fathers’ jealousy, it is the psychoneurotic who reminds us that we share,
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often in a muted way, the Oedipal desires that nature has forced onto us. It is
important to note that in The Interpretation of Dreams, Freud does not waver on this
issue, insisting that reading about Oedipus’ fate makes us aware of “our own inner
selves, in which the same impulses are still extant, even though they are suppressed”
According to Jonathan Lear there are four general insights that can be drawn
from the Oedipal crisis (Lear 180-184). One is that children are born helpless and
have a fundamental dependency on some parental or nurturing agent. This is, for
Freud, the mother, who is the first, and primary, caregiver. Due to the deep bond
between child and mother, the child regards any third figure as an intruder into the
mother-child dyad. This third figure is the father, who distracts the mother’s attention
from the helpless and dependent infant who loves her deeply. As a result, the infant
becomes aggressive toward the father, and is happy when he is away. This is
discernable when infants or young children tell their mother’s they want to “marry
them” etc… (Mullahy 26). But the boy, terrified of castration, and the authority of the
father, is prohibited from actually carrying out his desire. He comes to renounce his
desire; however, it “persists in an unconscious state in the id and will later manifest
its phylogenic effect” (Hamilton 274). There is no resolution of the Oedipal stage,
Freud’s core assertion that there is an immensely influential inner part of the human
self closed off from our consciousness. Freud calls this aspect of the self the
“unconscious” or “id”. Although he repeatedly revises his views about the function
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and nature of the unconscious, he retains the view that some “thing” inheres within
us, returns to plague us without our consent, and often disquiets and disturbs us when
hydraulic pumps and gauges. This mechanism can be thought of as having three
yet porous, barrier divides the unconscious from the preconscious and the conscious.
wishes that the individual repressed throughout their infancy and early childhood
(Freud, “Repression” 37). While this is but “one part” of the unconscious, it is the one
that will occupy our attention for the reminder of the thesis (Freud, “Unconscious”
49). Thankfully, while these ideas, emotions and wishes “retain their original
character” in the unconscious, the conscious aspect of the mind cannot access them
directly (Freud, “Unconscious” 49); (Macintyre 69). This does not, however, mean
that the conscious aspect of mind is not affected by the repressed emotions, memories
and wishes that comprise the unconscious. As was noted a moment ago, the division
between the conscious and unconscious exists, however psychic traffic flows between
the two. The unconscious is ever searching for new outlets to vent the noxious fumes
releases (abreacts) those fumes in ways that do not compromise daily functioning.
Dreams, where we are only barely conscious, offer a means of releasing these fumes.
The neurotic, by contrast, does not properly release those fumes and thus the fumes
penetrate his consciousness in ways that intrude his or her daily functioning.
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adult life and exerts a “causal influence on conscious thought and behaviour”
(Macintyre 66). For this reason we can note from the outset that an Oedipal, or
with whether one’s avatar is like them physically or acts like they do in the real
world. Neither would such a study be overtly concerned with determining whether the
user’s motivation is to create an avatar similar to or different from the real lives they
lead. Rather it would direct its attention to a deeper level of intention, one more
difficult to locate, yet discernable through the user’s comments about, and behaviour
with, their avatar. The only way to get at this deeper level of intention, however, is
through an analysis of surface conditions: there is no x-ray device suited for this type
of analysis; one has to proceed from manifest symptoms. One can listen to a user
claim that they create an avatar to “escape from reality”, or to “act out who they
really are”, but these claims can lead toward an understanding of the unconscious
intention co-present, and co-responsible for the success of virtual worlds such as SL.
Our task is to discern the role that the Oedipal complex plays in the
phenomena of avatarization. One way of doing this is to note the uncanny aspects of
avatars and virtual worlds. User’s repressed pasts, something “old and long familiar”,
characterization of the avatar as something new and yet also somehow reflective of
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the user’s deeper true self has a parallel in Freud’s essay “The Uncanny”. In that
of the primitive experience of the human species. Freud’s concept of the uncanny
acknowledges that human beings possess some psychical structure, and that this
structure, assembled throughout our childhood, leaves behind permanent residues and
traces. In this view there exists some psychical interiority we are capable of
remembering, however obliquely, through the residues and traces that follow us into
adulthood.
As noted throughout the analysis carried out in the first chapter, SL users have
the ability to control and radically manipulate their avatar body. Let us establish three
ways this manipulation occurs: first, the user can purchase, freely obtain, or, if they
are savvy enough, design, entirely new avatar-bodies. A second form of manipulation
is a less radical customization of a given avatar body. Third, a user can, in certain
instances, choose to detach or reattach an aspect of their avatar body. Throughout the
remainder of the chapter we will discuss the uncanny aspects of these methods of
the relationship between the user’s psychical interiority and the three processes of
In his famous essay of the same name, Freud explains that the uncanny constitutes a
the seemingly paradoxical claim, made by theorists of performativity, that the avatar
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allows us to behold new aspects of our true self, the uncanny designates something
that is simultaneously familiar and unfamiliar. Freud considers the semantic context
sense impressions, experiences and situations” that go back to what was “once well
known and had long been familiar” (Freud, “Uncanny” 124). But why should
uncanny?
domestic, at-home, or familiar” (Freud, “Uncanny” 124). Freud finds that “heimlich”
can be defined as (1) what is “belonging to the house, not strange, familiar, tame,
dear, intimate, homely, etc…, (2) something kept concealed or hidden, or (3)
designating its antonym “unheimlich”, that is, everything that was “meant to remain
secret and hidden and has come out into the open” (Freud, “Uncanny” 132). This
third definition of “heimlich” joins the term with its antonym, “unheimlich”. One can,
Recall that for Freud, during a male child’s formative years the child invests
his mother with libidinal desire and comes to sexually desire her. The child then
worries that he has provoked the jealousy of his father and that the father will punish
him for desiring his wife by castrating him. As a result, the child comes to accept, and
58
Schelling describes “unheimlich” as applying to “everything that was intended to
remain secret and hidden and has come out into the open” (Freud, “Uncanny” 134).
80
identify with, the father’s authority, or law, and represses his libidinal desires for his
mother. This is clearly evocative of the Oedipal drama, where Oedipus does not
receive the law from his father Laius, but slays him instead. As a result, he sleeps
with his mother, and afterwards inflicts the father’s law on himself. Thus, for Freud,
the uncanny elements of ETA Hoffman’s short story “The Sandman” (See Appendix
“infantile castration complex”, the return of something old and long familiar. Freud
First, the story explores the threat of enucleation, or the loss of eyesight; this
is exemplified in its motif of a Sandman who threatens to tear out the protagonist,
Nathaniel’s, eyes. According to Freud, this threat is associated with the fear of
castration” that “befits him” (Freud, “Uncanny” 139). Indeed, Freud notes that in
dreams the eye and the male member are “substitutive” and related.59 Likewise, there
59
Freud suggests in “the Uncanny” that the fear of damaging one’s eyes is symbolic of the fear
of castration. This insight is quite apt given the tremendous body of work and literature, such as
Bataille’s The Story of the Eye or Martin Jay’s Downcast Eyes, conducted on the
“occularcentric” regime of vision and its association not only with the Cartesian subject but
masculinity in general. Refer to Appendix 1 and consider the “circle of fire” in Hoffman’s story
(i.e. “Upon the enucleation of the automaton Olympia, Nathaniel lapses into madness and utters
the incantation: “Ha, ha, ha. Circle of fire, circle of fire! Spin, spin, circle of fire! Merrily,
merrily! Puppet ha, lovely puppet, spin, spin!”) that Nathaniel raves about during the onset of
his maniacal episodes. What is the “circle of fire” and what does it have to do with the
damaging of eyes and the threat of castration?
The terrifying Sandman is described by a maid as “a wicked man who comes after
children when they won’t go to bed and throws handfuls of sand in their eyes, so that they jump
out of their heads all bloody”. (Hoffman 87) But it is what she says about the Sandman after
this introduction that is truly of interest to us. The maid describes the Sandman carrying his
child victims to “the crescent moon as food for his little children, who have their nest up there
and have crooked beaks like owls and peck up the eyes of the naughty children” (Hoffman 87).
We think of the homology between the crescent shape of the beak and the crescent moon. We
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castration/virility.60 Thus, the relationship between the uncanny, the narrative of “The
Sandman”, the Oedipal myth, and castration is quite explicit. “The Sandman” is a
story whose uncanniness results from it’s reminding the reader of the castration
now relate these to the geometrical properties of the crescent shape and its likeness to a blade.
As well, the crescent, as in an eclipse, is symbolic of the obscuring of the sun’s rays. It is an
obscuring of this solar principle that is symbolized by the crescent blade which threatens the
loss of virility in the human body. This is particularly revealing in the context of the Sandman
as the ‘bad father’, intent on castrating his son Nathaniel. In this context, where, as we have
noted, eyes and genitalia can be used interchangeably, this seemingly innocuous aspect of the
maid’s description of the Sandman takes on another dimension of interpretation. In this reading
the ‘bad father’, who lives on a moon symbolized by a blade, is bent on severing his son’s penis
and taking it back to the moon where it is to be further mutilated by crescent shaped beaks. The
son is left with a circular bloody and hot wound where his penis once was.
Even more revealing and enigmatic is the incident early on where young Nathaniel
watches Coppelius and his father’s alchemical dealings. He describes the incident: “I seemed to
see human faces appearing all around, but without eyes – instead of eyes there were hideous
black cavities”. Reading this with the eye-penis symbolism in mind one might conclude that
Nathaniel’s fear is less of being caught then it is castration by Coppelius (i.e. the ‘bad father’).
He is terrified of the castrated body, of having a hideous black cavity where his penis once was.
He is afraid of the Sandman’s enucleating dust, or the will of the ‘bad father’, whose own ‘dust’
will leave him with the wounds of castration.
The fear of castration, stemming from the Oedipal struggle, runs behind Hoffman’s
text. We find a whole number of phallic shaped objects associated with madness and death. In
the story Nathaniel and Clara ascend a tower where they are alone and for the first time in a
long while at ease with one another. Nathaniel catches a glimpse of something moving down
below. He uses his telescope to have a better look. Upon doing so he goes mad and, after a
short yet wild dance, jumps to his death. We might be inclined to understand the story as
follows: Nathaniel and Clara are, indeed, finally alone and at ease. So much at ease that
Nathaniel has been able to escape his fear of the dreaded Oedipal father who has barred his
every attempt at sexual gratification. Alas, we have the tower (Nathaniel’s erect penis). Upon
ascending the tower (achieving erection) Nathaniel is reminded of the threat of enucleation
(castration). As such, his attention is diverted to something (-repressed) moving below. He uses
the telescope (the erect penis) and diverts his gaze through it (ejaculation) toward the Sandman
rather than his beloved Clara. Once again Nathaniel’s promise of sexual gratification has been
thwarted and his fear of bloody castration (the ring of fire) has been activated. Hoffman writes
that “a spasm shuddered through him” before he jumps to his death.
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Light, sight and virility are deeply interrelated. Light has long been regarded as the “essence
of the father’s phallus, or ‘masculine substance’”. For example, darkness, as evidenced in the
Hebraic God’s penultimate plague (Exodus 8-14) represents a threat to the unyielding virility of
the Egyptian sun God Ra. Darkness is associated with the imperfect corporeal world in contrast
to the perfect and incorporeal Platonic Good or Neo-Platonic One. One interesting story
evocative of the linkage between masculinity and sight tells of Isaac Newton’s turning a solid
beam of light into the “beautiful (feminine?) colors of the rainbow completing his own Oedipal
triumph” of splitting the phallus into pieces. Thus, Newton’s anti-trinity based turn to alchemy
and Unitarianism aimed to re-interpret God as an indivisible entity (Ward 59).
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complex. For example, in the story Nathaniel’s father appears as the “disruptor of
love” (Freud, “Uncanny” 205); every time Nathaniel is about to find sexual fulfilment
he is reminded of his father, and the Sandman, whether in the guise of Coppelius or
Coppola, arrives to enucleate him. Within SL, the user is robbed of his or her own
eyes in a sense, and must depend instead on either the virtual eyes of the avatar or (in
mouselook mode) the “eye” of the in-world camera. Specifically, one wonders about
the possible links between the Freudian idea of “ocular anxiety” and the forms of
avatarial vision in virtual worlds such as SL. In SL we encounter new types of vision:
the user can, via something like mouselook mode, experience a set of binocular eyes
befitting the inhuman Terminator. In doing so the importance of the user’s own eyes
is negated: they become akin to hollowed out tunnels for the transmission of avatarial
vision. The virtual world is not created to be seen by the physiological eye, but the
physiological eye hollowed out and acting as a tunnel for a machinic, avatarial, one.
Second, Freud emphasizes the uncanny is often associated with the “double”
or the “doppelganger”. Doubles and lookalikes are uncanny because they cause a
person to “identify with another and so become unsure of his true self. Th[is] self may
be duplicated, divided and interchanged” (Freud, “Uncanny” 142). Freud notes that
doubles are evocative of both castration anxiety and the desire for immortality. But
symbol expresses the idea of castration. He also claims that doubling “belongs to a
primitive phase in our mental development [where the double was considered an
insurance against death or dissolution], a phase [we have since] surmounted” (Freud,
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“Uncanny” 143). The doubling that occurs in Hoffman’s story is uncanny because it
harkens back to “phases in the evolution of the sense of self, a regression to times
when the ego had not set itself off from the world outside and others” (Freud,
representative of that self, which also works to challenge the user’s “true self” as
fixed, indivisible, and non-duplicative (Freud, “Uncanny” 142). In this manner, the
avatar represents a self that remains identical each and every time the user logs in to
SL. In other words, the user can repeatedly interact with a double that retains the
the recurrence of traits, characters and destinies” (Weber, Legend 10) returns us to an
doubling, or multiplication, of the genital symbol recalls the Oedipal situation: that is,
the threat of castration initiated by the father in order to quell his sons’ desire for his
mother. A response to the fear of losing something is to fracture it, duplicate it, or
multiply it. For example, in the Harry Potter series the villain Voldemort splits and
(Freud, “Uncanny” 143).62 This idea can be traced back to Freud’s comment in The
61
It also “…has ambivalent, narcissistic significance. A portent of death once the second self is
no longer protected by primary narcissism : duplication, the multiplication of selves, becomes
the splitting of the self, no longer overcoming but rather confirming its non identity and
mortality” (Weber, Legend 216)
62
Many technophilic writers appear radically thanatophobic; that is, they express a fear of
death. Many of the ideas I encountered (i.e. human reproductive cloning, the uploading of
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Interpretation of Dreams, that as “an insurance against castration, the dream uses one
of the common symbols of the penis in double, or multiple form; and the appearance
in the dream of a lizard – an animal whose tail, if pulled off, is regenerated by a new
growth has the same meaning” (Freud, “Uncanny” 236). In SL, users can design or
The third uncanny aspect present in Hoffman’s story concerns dolls and
automatons, such as the automaton Olympia. Freud claims Olympia is not uncanny
because she puts the reader (and Nathaniel) in a position of “intellectual uncertainty”,
but because Olympia, a automaton created by her father, Professor Spalzanni, takes
the reader (and Nathaniel) “back to the world of childhood”; this involves a return to
the infantile association of dolls with living animate beings, a time where there was
“no sharp distinction between the animate and inanimate” (Freud, “Uncanny” 141).
human consciousness espoused by Marvin Minsky and Hans Moravec, the Singularity
promised by Ray Kurzweil in his The Singularity is Near), appear to express a profound fear of
death and advocate the desire to live-on at any cost. These writers seem to be driven by the
desire to collapse the self into something like the villain Voldemort’s “Horcruxes” in order to
either await a time when the self can be “resurrected” or else become rendered informatic and
capable of living on in some modified virtual form. These scientists could be read as searching
for some insurance against “castration”. They can be read as suffering from a fear of the
impotency associated with castration; they are afraid to grow old and infirm. They are afraid of
not being able to reproduce. So, they work on doubling themselves, creating hi-tech
doppelgangers of themselves in order to never lose their “youth”, that is, the ability to ejaculate
(and reproduce). Here, in a different (more biological) guise, castration anxiety and the desire
for immortality serve to explain the doubling of the self (and the genital symbol). Kurzweil,
Minsky and Moravec: technophiles whose quest to create hi-tech doubles capable of
immortality masks (and externalizes) their fear of loosing “it”.
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processes that lie behind the familiar image of a living person”. The avatar can be
thought of or described as a doll or puppet that the user animates and controls.
(Freud, “Uncanny” 144). One such “unintentional return” can be a return to the “old
Freud refers to a time in the prehistory of human culture where not only inanimate
objects but our own thoughts were believed to have agency and could effect the
physical world. Although humanity has developed from this pre-modern animate
universe, Freud believes that we retain residual traces of it and that these traces can
make themselves felt in uncanny ways. The entire SL environment, where your
animistic view of the universe, when human thoughts were taken to be omnipotent.
The anthropocentric will of the user has agency in virtual worlds that it does not have
in the physical world. A user can lift objects without physically lifting them, and
create anything that can be sculpted with SL prims. Furthermore, SL is the space, par
excellence, of what Freud calls the uncanny effect of a “blurring of fantasy and
describing SL: it is not like the space of a fictional novel, nor is it wholly located in
castration, enucleation which reminds us of the father’s castrating “no”, and the
or strange, but …long familiar to the psyche and …estranged from it only by being
repressed” (Freud, “Uncanny” 148). These themes and sentiments are all old, hidden,
or repressed, and become uncanny only by coming out into the open. Witnessing an
this chapter SL avatarization will be further considered as a technique that returns the
In “the Uncanny”, Freud describes an incident involving a double that jarred him
(Freud, “Uncanny” 161-162). He was in his cabin on a night-train. The train lurched
forward and the toilet door swung open. At that moment Freud caught sight of an
elderly man who came into his room, replete with dressing gown and travelling cap.
Assuming the elderly man had lost his way returning from the toilet, Freud went to
direct him back toward his own cabin when – to his astonishment – he realized the
“lost” old man was a reflection of himself displayed on a mirror hanging on the inside
of the, now wide open, toilet door. Freud’s own image confronts him as “unbidden”
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Also, in moments where reality and fantasy break down, we verge close to when we were
infants and our thoughts had an omnipotence whereby a “symbol [could] take on full function
and significance of what it symbolizes” (Freud, “Uncanny” 150).
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unpleasantness that something as benign and intimate as our own reflection can
overcome the initial alienation of their own bodies. In this case, Freud is not unsettled
by the uncanny animism of something like dead souls et cetera., but, rather, it is his
Jacques Lacan develops this idea of the self as alienating in his essay “The
Mirror Stage as Formative of the I Function” in Ecrits. This essay helps to frame the
Lacan agrees with Freud that there is a fundamental tension at the heart of the self,
described as “the never ending drama that governs our interior life” (Mansfield 40).
This “…dehiscence at the very heart of the organism, a primal Discord…” begins at
the very outset of our lives (Lacan, Ecrits 78). Lacan asserts human beings are born
pre-maturely. As a result, during our neonatal months our relationship to our bodies is
our alienation from our bodies, no Edenic point of wholeness or totality that we ever
“take[s] as his point of departure the function of misrecognition that characterizes the
ego” (Lacan, Ecrits 80). But what does he mean by “misrecognition”, and, if a
misrecognition characterizes the ego, than what sort of ego does Lacan have in mind?
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…with “symbolic” rather than “biological” factors. In other words, bringing the mirror stage
to bear on Hoffman’s story allows us to discern forms of the uncanny that Freud did not; a
Lacanian might not agree with Freud that the automaton Olympia is “quite irrelevant” (Freud
“Uncanny”).
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What Lacan calls the Real might be considered akin to our originary unity
with our mother’s body (as in a state of nature), a unity that is severed (as is an
umbilicus) to enter into culture. It is this unity, a place outside what he calls the
Symbolic, to which we perpetually strive to return. But the term “we” is misleading,
for the infant is not yet in a position to think of itself as “I” or to think of that which
lies outside of it as “other”. The infant at this early point has not yet distanced itself
from its (m)Other. It comes to think of itself as an “I” during, what Lacan refers to as,
The infant, during the neo-natal months, comes to view itself in a mirror. In
contrast to other animals, the human infant recognizes that the mirror reflection bears
a relation to the sensation of its own body. Strictly speaking, the infant identifies with
the image outside of himself; but now, problematically, one’s identification is in the
place of the Other. For this reason Lacan considers the ego to be an imaginary
crystallization of images. The fluidity and sense of wholeness that the specular image
possesses exists in stark contrast to the fragmented neo-natal body of the infant. The
infant is delighted to view its reflection, but this delight is bound up with aggression,
as the specular wholeness is contrasted with the infant’s fragmented body.65 This
65
Importantly, as Lorenzo Chiesa points out, the infant is not a “fragmented body” until it has
experienced a sense of “wholeness”. That is, the infant “recognizes the fragmentation of his real
body only when he starts to be attracted by the completeness of his specular image” (Chiesa
18). At the point of encountering its own body in the mirror, or recognizing the body of its
(m)Other as separate from its self, it forms the binary of “fragmented” and “whole”. But prior
to this binary, the infant is not concerned with its fragmentation.
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ego is an image internalized by the infant that did not exist prior to it. For Lacan, the
ego comes after the image, breaking with the Hegelian pre-supposition of identity
(Weber, Return 17). In other words, there is a mirror, then the image, and then what it
depicts. There is identification with image which gives rise to the ego (as imaginary).
We are forever haunted by that reflection (Weber, Return 18). There is no pre-
existent ego until the external world is recognized as a problem that must be dealt
with. In this way, both Freud and Lacan recognize the ego as a construct that must
mediate between the infant’s newly bifurcated sense of reality. It is less the
characterized not by a solid “I” but an alienated “I”, whose constitution is an endless
series of mis-identifications.
During the formulation of the ideal-ego we are initiated into the false, yet
necessary, binary of self and other. We begin to grasp the idea that others exist
outside of our Imaginary “I” construction. The key here is that otherness structures
our sense of selfhood; it is by way of others that we formulate a notion of self. Self is,
following Lacan, actually an other that I misrecognize as myself. Lacan terms this
founded on an error, albeit a necessary one. It is only when the child is able to
conceive of herself as an “I” that she can understand herself in relation to others (and
to the Other).
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unresolved encounter with alterity” (Hobbs 3). This state of unrest, characteristic of
the Imaginary, is a continuous one. From the onset of the mirror stage the infant
and typically shows the “body of the mother as having a mosaic structure like that of
a stained glass window” or a “jigsaw puzzle, with the separate parts of the body of a
Silverman, Threshold 20). Lacan also describes the fantasy of the fragmented body as
trunks [are] cut up in slices and stuffed with the most unlikely fillings, [and] strange
Silverman, Threshold 20). This fantasy is clearly related to the originary motor
incapacity the infant recognized, and repressed, during the mirror stage.
The similarities with Freud’s articulation of the uncanny are clear here: “the
hearkening back to single phases in the evolution of the sense of self, a regression to
times when the ego had not yet clearly set itself off against the world outside and
the infant Lacan describes as the “I” in its primordial form, before being objectified in
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the dialectic of identification with the other and before language disciplines it into its
Before arriving at our analysis of the uncanny attributes SL avatar, it would be useful
is not without precedent. The SL avatar, as a technology that merges the human and
anxiety stemming from at least the seventeenth century when Descartes and William
Harvey begun thinking about the body mechanistically (Grenville 13). In the early
(1911) [See Figure 1] and Marcel Duchamp’s “Nude Descending a Staircase no.2”
(1912) [See Figure 2] “which depicted bodies as mechanistic structures, and were
recognized as “threats to the popular perception of the human body and its physical
limits” (Grenville 18). In reference to “Mademoiselle Léonie”, art critics have noted
Picasso’s use of “partial circles, rectangles, and trapezoids” to “dislocate the figure’s
“shoulders, hips and breasts – seem to emerge and then retreat into the choppy matrix
(circa 1870), whose genesis lies in the settling of a bet over whether there was a point
in a horse’s gallop where all its feet left the ground, expressed a “desire to capture a
heretofore intangible aspect of human nature”: the machinic, consistent, and repeatable
the machine as a distinct entity that invades, embraces, and reforms the modern human
body” into something machinic, whereas Muybridge was concerned with revealing the
body as already machinic (Grenville 19). Again the question emerges: does technology
reform the body as Duchamp appears to have argued or does it reveal something
formerly unnoticed about the body as Muybridge appears to have argued? Cubism can
the flux and fragmentation inherent in the aesthetic depiction of a thing. Thus,
Grenville, who draws on the Freudian uncanny, argues that the cyborg is uncanny not
because it is unfamiliar or alien, but rather because it is all too familiar: bodies doubled
by the machine “allow for the return of the repressed in a controlled medium, in an
imaginary form that allows us to disregard its real presence” (Grenville 21). Other
twentieth and twenty first century artistic instances of this cyborg uncanny include
Jacob Epstien’s Futurist “Rock Drill” (1913-1915) [See Figure 4] where the bottom
half of a human torso is the bottom half of a drill, evoking the castration complex and
the “repression of sexuality and procreative forces”, and Gary Hill’s “Inasmuch as it is
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Already Taking Place” (1990) [See Figure 3], where the body is displayed as dispersed
Epstein and Hill present bodies mutilated by the violence of modern life and
new technologies, however both works reveal cyborg forms that have raised the issue
of some fundamental aspects of human identity, whether it is the cyborg’s virility, or,
“the hidden core to which the components of the body are attached [which] serves as a
metaphor for a human being's invisible, existential center: the soul” (Moma). Thus, the
new, the unfamiliar, the mutilated, can serve to reveal the contours of that which is
closest to us.66 These pieces of art, like avatars, are creations that draw on
human self. The bodies depicted through these contemporary mediums, themes and
ideas are indeed products of a particular time and place, however despite this
particularity, they reveal a certain generality. The cold, almost turquoise, head of
Epstein’s “Rock Drill”, staring blindly into the horizon, is less a postmodern cyborg
revelling in its present time and place than an alienated modernist lamenting
transitioning into what Epstein himself called “the armed, sinister figure of today and
Figure 3 – Gary Hill’s "Inasmuch as it is Already Taking Place". (Hill, Gary. "Inasmuch as
it is always already taking place…" 1991. Museum of Modern Art, New York. Museum of Modern
Art. 19 Jun. 2009 <http://www.moma.org/collection/>)
Figure 4 – Jacob Epstein’s “Rock Drill” (Epstein, Jacob. “The Rock Drill.” 1913. Museum of
Modern Art, New York. Museum of Modern Art. 19 Jul. 2009 <http://www.moma.org/collection/>)
97
exoskeletons, explains:
In his statement about the rationale behind the creation of his avatars, Aridian
explains that a “human face” peers through the “painful”, “metallic”, exoskeleton.
From an uncanny viewpoint human desire peeks through the painful, skeletal and
prohibitive exoskeleton, mocking the possibility that his desire can ever be free from
future, reveal the continuation of prohibition – whose genesis lies buried in the past.
“Uncanny Spaces for Higher Education: Teaching and Learning in Virtual Worlds”
that emphasize the uncanny attributes of virtual worlds and games requiring an
avatar. Bayne emphasizes the capacity for these virtual worlds to blur the boundary
between reality and fantasy, activate our fear of death and ghosts, question the nature
uncertainty (Bayne 1). The avatar possesses an in-between status, it is a “doll invested
to some extent with the interactional and personality characteristics of the real user”
(Bayne 2). The ability for the user to automate movements and create scripted
Drawing on Freud’s assertion that automata and dolls can be uncanny, Bayne
notes a student named Eleanor’s reflection that “[a]vatars are nothing but corpses. So,
somebody comes along and will fill those dead corpses with something that is
perhaps even desires…” (Bayne 1) Between 1998 and 2002, many young people used
a social network called ICQ. The network was eventually abandoned, as users moved
ICQ avatar for the first time since 2002, the virtual world dead and lifeless I wrote:
Returning to my old dwelling place, logging on, and entering the ICQ
framework now evokes a post-apocalyptic wasteland. Here I encounter
what may be one of the first major Pompeii’s of the digital world. A
chill runs of up my spine. Why do I feel as if this were a real
place…that I have stumbled upon the scene of some massacre? I know I
am looking at patterns of information and binary code, but I don’t care.
What once was a thriving community, a fertile dwelling place, is now
barren and devoid of all maintenance and human agency. What exists is
the infrastructure: the roads, plumbing, and power lines. What remains,
in states of suspended animation, are the shed lifeless sarcophagi of
users who have altered their digital bodies (Cohen).
Bayne also notes many descriptions of virtual worlds emphasizing their “deathliness”.
Another student observer, “Maisie”, describes the experience as similar to what she
imagines dying might be like: “sort of like a physical death only to awake in the other
world with one’s senses intact” (Bayne 3). From the standpoint of the Freudian
uncanny, a user discussing their virtual double in the context of death and deathliness
is revelatory of our still active primitive fear of death. For example, one could argue
that by interacting with these doubles the user acts out a virtual death in order to deny
the shrouded mysteriousness that surrounds physical death. But in no case does
physical death lose its importance; indeed from this point of view the experimentation
with virtual deathliness has the mortal and corporeal body as its motor.
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Figure 5 - Dustin Mabellon hanging from a virtual gallows. (Personal Screenshot from
Second Life.)
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For many users, one of the more uncanny aspects of the SL avatar is the
impossibility of fixing the identity of the users with which one interacts (Bayne 2).
Freud’s contemporary Ernst Jentsch in his 1906 paper “On the Psychology of the
whom one is interacting, or to not know – in the case of bots67 – whether the avatar is
become “uncanny” (Jentsch 4). For example, under normal circumstances the rising
of the sun is not uncanny, but “when one remembers that the rising of the sun does
not depend on the sun at all, but rather, on the movement of the earth…” one
others through the medium of the avatar can feel quite unnerving and strange. While
67
Definition of bot: “An AI-controlled player in a computer game (especially a first-person
shooter such as Quake) which, unlike ordinary monsters, operates like a human-controlled
player, with access to a player's weapons and abilities” (Jargon).
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During these early experiences in Second Life, I felt as though I had comprehended
reality from a radically different perspective; both the real world and the virtual world
felt unreal.
For those users who are comfortable with avatarization, encountering the self
and others on SL is acceptable, but others can become disoriented and unsure. Bayne
quotes from the weblog a student named “Margaret”: “We like to experiment with the
appearance of the avatar and through experimentation I think we can gain some
understanding of who we really are…I would say that our identities are more real
when expressed though an avatar” (Bayne 5). But, for another student named Joe, the
uncanny disruption between copy and original, self and double, is a deep disturbance
When a new user logs into SL for the first time they are taken to Orientation Island,
where they learn to control their avatar and the virtual world at large. As a long time
gamer, my first experience at Orientation Island was not highly unusual, however I
can image the disorientation that my grandmother, for example, would likely
experience. I am used to being represented in virtual space, whereas she would likely
ask me “why would I want to look like an animal, or a robot, or something other than
me!?” This unusual way of looking at her self would surely startle her.68
In “Play Dead: Genre and Affect in Silent Hill and Plainscape Torment”
Dianne Carr explains that the uncanny can be amplified when we watch bodies in
motion on film. It is even further amplified in video games where we operate and
navigate 3D avatars (Carr 6). Laura Hoeger and William Huber’s “Ghastly
Manipulation: Fatal Frame II and the Videogame Uncanny”, also notes that the 3D
video game uncanny is not simply a derivative version of the filmic or literary
uncanny, but is, rather, a “distinctively designed affective experience in which textual
elements are deeply entwined with the mechanical and spatial aspects [of the virtual
68
Likewise, Jentsch notes that there are “among adults…sensitive natures who do not like to
attend masked balls, since the masks and disguises produce in them an exceedingly awkward
impression to which they are incapable of being accustomed” (Jentsch 6).
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Hoeger and Huber note that the uncanny can result from the “imperfect simulacra of living
bodies”. This type of uncanniness was noted by Masahiro Mori in the 1970s and termed the
“uncanny valley” (Mori). Mori claimed that when confronted with a double that was nearly
human, but not quite, we reach a point of anxiety and disquiet – a valley. A feeling of repulsion
or horror arises when a certain threshold of resemblance is crossed (Hoeger and Huber 153).
They refer to moments (animaltions, scripts etc…) where the user can control the avatar, but
the avatar has independent activity (Hoeger and Huber 155). It can be “spooky to have this
control momentarily taken away then thrust back”. For more on this type of uncanny and its
application for studies of virtual worlds see Elif Ayiter’s “Syncretia: a Sojurn into Uncanny
Valley”.
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Stuart Boon and Christine Sinclair’s “A World I Don’t Inhabit: Disquiet and
Identity in Second Life and Facebook” also considers the disquiet associated with
Second Life. They explain that SL is “…a new kind of experience, a new metaphor, a
new world in which to re/create ourselves, re/imagine our relationships to others, and
re/evaluate the real and the unreal” (Boon and Sinclair 16).70 While SL is liberating
for some users, “not all will find the experience so positive. From the outset SL
users to use their own names … this stripping of real identity can be frustrating and
unsettling” (Boon and Sinclair 20). They discuss the uncanny disquiet associated with
simulating a self in three dimensions that has an “utterly variable identity” and is
“artificiality writ large”, a “fabricating, and in some cases a digital form devoid of
personal significance – that can be a problem for many users” (Boon and Sinclair 21).
What Freud calls the uncanny, Lacan refers to as the “extime” or “extimacy”,
“intimate”), and designating the blurring of subject and object, interiority and
exteriority, mind and body, where intimate interiority to coincide with the exterior.
The “extime” designates the interruption of the Real into the “homely” commonly
accepted reality, shattering known divisions. Lacan describes it as the recognition that
“the other is something strange to me, although it is at the heart of me” (Lacan, Sem
VII 71). The double, for example, “initiates a crumbling of the subject’s accustomed
70
This causes me to consider that the very name Second Life is itself a doubling: but what does
it mean to have a first life?
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reality and often arranges things to turn out badly, by realizing the subject’s hidden or
How, in the context of the Lacanian mirror stage, is the SL avatar an extimite
object? From the outset of this chapter I mentioned three ways that users manipulate
and customize their avatar bodies. Whether they are (1) rendering new avatar bodies,
the user is encountering (and engaging with) a body resistant to the orthopaedic
1. First, let us consider the rendering of new avatar bodies. Most SL users
purchase new bodies from SL shops using the SL Linden (L$) currency. The new
body, also called a “skin” is then deposited into the user’s inventory. The user selects
the new skin - say that of a favourite celebrity, or that of a clunky 1950s robot - and
drags it from their inventory onto their avatar. [See Figure 7] Upon releasing the
mouse button the user’s avatar will morph into the chosen body. This reveals, and
challenges, the ideal-ego, the “I”, that we mis(identified) as our self. Through this the
rendering of new avatar bodies the user interacts with his or her alienated ego, and
plays with the recognition that while there was no “I” before the other was
(mis)identified as self.
Often the process of rendering one’s body requires a wait while the new body
renders. During this time the avatar may spend a moment or two in an awkward
transitional phase where dull grey spots appear, designating areas where the new
body has yet to render. [See Figure 6] Of interest here is the limbo where the
Figure 7 – Male Skins for Purchase. (“Second Life Male Shapes by Dimension Skins” Digital
Image. Dimensions Online. 24 Aug 2009. <http://dimensionsonline.org/blog/>)
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the ectoplasm of the digital Real: a high tech residual reminder of our early encounter
In these instances the user is confronted not only with two reified selves
(avatar-body-1 and avatar-body-2) but the undifferentiated grey Real that hides
beneath the self. The rendering of new virtual bodies can be seen to stir the traces
and residues of infancy that remain throughout our life and act as the ordering
These mishaps occur when multiple users teleport into a small space, often piling on
top of one another, or in immediate proximity to one another, resulting in another sort
of virtual grey goo. Important to consider is that since this grey goo is itself a
symbolization, a representation that a user can capture with the “screen shot” feature,
Let us note, as well, that this surely links to our mystified relationship to
technology as well. Most users do not understand the technology behind the virtual
worlds in which they participate. Both Jentsch and Freud discuss the uncanny effects
associated with the “bafflement regarding how the conditions of origin for the
achievement in question were brought about” (Jentsch 7). Jentsch also notes that a
uncertain of the terrain. Most users are in a “state of darkness” when it comes to
2. Second, users can customize their avatar bodies using the SL “appearance
window”. Once the user selects the appearance window their avatar turns and faces
them. (Any other SL users in close proximity are aware that the user is editing their
avatar, as the words “Editing Avatar” hovers above it.) Within the appearance
window, the user is given the ability to customize nearly every aspect of their avatar,
from the density of their body to the color and thickness of their eyebrows. These
the appearance window. Dragging a slider slightly to the left or right will make
minimal adjustments in the avatar’s body; dragging it entirely to the left or the right
will result in either the disappearance of the trait associated with that slider, or a
wildly exaggerated version of that trait. Users can also upload and utilize their own
hair and skin textures from images already saved on their hard drives.
manipulatable, customizable and flexible self is, by virtue of the SL interface, always
a few mouse clicks away from uncannilly re-experiencing the original Lacanian
fragmented body: she becomes an obsession for Nathaniel due to her automatic
ego; thus she is an uncanny reflection of his undifferentiated state prior to, and
existing beneath, the dialectic established during the mirror stage. In SL, the
primordial discord, malaise, and lack of motor coordination stemming from the
neonatal months that forms the Innenwelt of the human organism are presented here
Both Jentsch and Freud insist that the uncanniness of mechanical processes
provide:
In SL, glitches regularly occur in the software that can cause avatars to drift out the
user’s control, and shoot mechanically out into the virtual world. When these glitches
occur, the user has very little control over their virtual-self. Control can usually only
turning to the authority of the teleport or the exit buttons, the user is left to anxiously
confront their alter-egos uncannily careening off into virtual space, outside of their
control.
From another, related, angle, we might consider Freud’s assertion that “loss of
dreams, as capable to telling us much about the customizability of the avatar body in
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the dreamlike world of SL (Freud, Interpretation 236). In this case, the SL appearance
window and the adjustments offered therein do not create new bodies without
reference to the user. Indeed, the control over things like “head shape”, “hair
patterns”, etc… can be thought of, as Freud suggests in his dream interpretations, as a
instances where the user interacts with an avatar body that is entirely customized, this
process entails something akin to the amputation of a limb. A user would employ the
“detach” feature when, for example, traveling from a “mature”71 portion of SL where
they had been engaged in sexual activities requiring the attachment of genitalia, to a
“PG” portion of SL where uncovered genitals are not tolerated. A user can “re-attach”
any body part they choose by dragging that part from their “inventory” back on to
their avatar. Traveling to any of the adult themed sex areas or “orgy pits” in SL one
will encounter a number of lifelike sexual organs and phalluses, some capable of
realistic ejaculation, that can be attached and reattached at the user’s whim. [See
in and had forgotten to detach his erect virtual phallus; other conference participants
were typing his name and trying to alert him, in a nice way, to “conceal” himself.)
This feature of genital attachment and detachment evokes something akin to symbolic
world of SL, the narrative that began with our childhood recognition of sexual
difference.
71
There are ‘Mature’ and ‘PG’ (parental guidance) portions of SL where certain adult
behaviours are, and are not, tolerated.
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The ability to detach and re-attach body parts and appendages in SL presents
the user with a self that can appear coherent and stable, but is only one mouse click
away from a rehearsal of its primordial fear of castration at any given time. Looking
to “The Sandman” as an example, there are instances where the fragmented body,
something once familiar but since tucked away, becomes explicit and even
encounter with castration leads to the fear of the loss of bodily totality. As we
interiority and exteriority coincide. Freud refers to the uncanniness of detached body
parts, “a severed head, a hand detached from the arm…feet that dance by themselves”
castration (i.e. snakes, lizards etc…), new symbols, based on new technologies such
236). As we noted earlier, Jentsch and Freud’s senses of the uncanny raise the theme
of mechanical motion. When the SL user experiences their self as machinic, mechanic
and fragmented, they encounter something familiar in an unexpected way; in the way
that Jentsch describes “old accounts of journeys [where] someone sat down in an
ancient forest on a tree trunk and… to the horror of the traveller, this trunk suddenly
Figure 8 - Experimenting with body shape, size, sex and gender. (Personal Screenshot from
Second Life.)
Figure 9 - Attaching and detaching genitalia. (Personal Screenshot from Second Life.)
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Conclusion
There is something timely and untimely about the avatar, something described by
Freud in “The Uncanny” as both familiar and unfamiliar. The historically dated
apparatuses featured in Hoffman’s “The Sandman” do not hinder the modern reader
from gleaning the atemporal dimension it manifests in Nathaniel; peering out through
the brazier, the machinic clockwork of the automaton Olympia, Copolla’s lenses etc.,
is a reminder of the repression that inheres at the core of the self. In Concepts of the
Self, Anthony Elliot mentions the role that mirrors and reflective surfaces play in
constituting the Lacanian self. For Lacan, it is this “visual or optic genesis of
narcissism” that acts as our condition of selfhood (Elliott, Concepts 61). It is clear
that the originary encounter with the mirror or screen provides the infant with an
explains: “the mirror is, in fact, profoundly imaginary, because the consolingly
ordination that the child actually experiences. In a word, the mirror lies.”
Interestingly, our newest machines feature interactive screens and screen doubles.
But, as has been suggested, virtual worlds seem to be different kinds of mirrors; as a
result of the interface and properties of the medium, they can put us in touch with the
something that lies, but rather, we encounter something evocative of the fragmented
Real. The interactive screen of SL where we encounter our avatar(s) does not lie, and
“dyadic unity”, prior to the distinction between self and (the maternal body of the
m)other (Elliott, Concepts 61). For this reason there is no better term than “uncanny”
to describe interactive virtual worlds and their avatar bodies, which enable new forms
of interaction and yet are simultaneously revelatory of an aspect of the user’s true
self.
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Introduction
This chapter draws primarily on concepts discussed in Sigmund Freud’s Beyond the
Pleasure Principle, Jacques Lacan’s “Function of the Field of Speech” and selections
order to further understand users’ constructions of, and interactions with, their Second
Life (SL) avatars. It argues the SL avatar provides an opportunity to catch a glimpse
of the user’s desire in action, rather than positioning the avatar as evocative of a post-
Oedipal, post-lack desiring machine, as other critics have done. Here I will argue the
avatar visualizes and renders explicit the lost object (what Lacan calls “objet petit a”),
the remainder of our entry into Culture/Language/the Symbolic inhering at the core of
the subject. The chapter does not argue that the avatar is identical with the subject,
but does claim that the avatar reflected back at the user in their “avatarial mirror”
(Rehak) bears striking similarities to Lacan’s theories about the structure of human
avatars, I discuss the relevancy Lacanian ideas have for understanding how the SL
avatar reflects, and offers the user the ability to engage with, the structure of their
subjectivity. The reader will meet Lacan’s ideas systematically, following the
Section 1 explores similarities between the SL avatar and Lacan’s idea of the
subject. It relates the avatar to his insistence that the subject goes through life
the user’s self, which can never reach completion or totality, it reflects the
impossibility of wholeness and totality back to the user. The avatar and the structure
of our desire can be likened to a constant wandering; our desire wanders from desired
object to desired object and the avatar “wanders” through different bodies, skins,
limbs and/or clothing. These are rich and diverse forms of wandering, however, not
lethargic slogs. These wanderings retain hope that it is possible to decipher the
mOther’s desire, and thus return to primordial wholeness and totality. The thesis
relates these ideas to prims (the building blocks of SL), the appearance window and
Section 2 moves from the structure of the avatar to how the user engages with
examines the role the father’s prohibitionary “no” has on the functioning of the
Following this idea, SL (a non-linear medium) offers a space for users to engage in
highly linear, and teleological, activities. We will consider the creation of avatars to
being unable to return to the mythical state before we became aware of our alienation
manipulations and detachments the user makes to their avatar body as an acting-out
of their predicament as subjects after the father’s castrating “no”. In this way, the
72
Lacan, as we shall see throughout the chapter, plays on the relationship between ‘nom’ and
‘non’, which is ‘no’ in French. Thus, it could be read ‘the No-of-the-Father’.
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avatar, much like the Lacanian subject, functions by being “represented by a signifier
for another signifier”, but never arriving at any finality. These ideas will be applied to
a discussion of the activities that occur in the virtual world, including an example of a
Section 3 considers the avatar in the context of Lacan’s claim that the subject
can achieve a sense of the mOther through the “object petit a” within the functioning
of the Name-of-the-Father. The lower case (a) designates the “small other”, rather
than the “big Other” or mOther. The (a) designates the “rem(a)inder” of the mOther
that lingers despite our entrance into the Symbolic order initiated by the father’s “no”
(Fink, Lacanian). The (a) is pivotal as it acts as the object-cause of our desire and,
hence, inheres at the core of our subjectivity. The avatar, referred to throughout this
explicit, the object-cause of desire: the (a)vatar is both the gap in the virtual world
towards which our desire inclines and the cause of our desire, as it is the avatar’s
body and form that is manipulated and played with. The section will feature a
discussion of the SL “economy of desire” where users buy and sell virtual objects
Section 4 develops the object petit (a)vatar by exploring Lacan’s claim that we
can become aware of the object (a) through an object that “gazes” back, reminding us
of the “lack” our subjectivity clings to. The avatar is one such object; the user is
confronted by a reflection that does not look back, but whose entire piecemeal
constitution “gazes” back, reminding the user of their lack and the (a), both initiated
manipulation and (re)configuration of the avatar body being not solely to produce
new and newer productive assemblages, but rather, to mitigate and traverse the
fundamental (castration) fantasy. The ideas discussed in this section are applied to
Section 5 briefly attends to the medium of SL. By suggesting avatars are hi-
tech objects capable of engaging with, and reflecting back to the user, something old.
not move us beyond Oedipal triangulation, but, rather, offer a reminder of the
continued centrality of the mOther and the Name-of-the-Father in the formation of the
human subject.
avatarization carried out in virtual worlds does not deviate drastically from the way
Lacan claims we live our real lives; avatarization renders explicit certain obscured
Whereas Chapter 2 was concerned primarily with outlining uncanny aspects of the
Real and Imaginary orders, it is by way of Lacan’s concept of the Symbolic order that
we will ultimately arrive at the “objet petit a”: the uncanny or “extimite” object par
excellence (Dolar 7). Chapter 2 concluded at the point where the infant has
crystallized his or her ideal-ego, setting in place an image of otherness that that will
remain with it for the rest of its adult life. But, for Lacan, psychical development does
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not cease with the formation of the ego; the mirror stage leaves the infant with desires
that must be mitigated. In other words, the infant encounters its desire for the mOther,
for wholeness, but begins to suspect that all is not right, something else is now
functioning or set in place. This something now in place is the Symbolic order and the
subject and the objet petit (a) are engendered alongside it.
To make clear the distinction between the ego (of the Imaginary order) and
the subject (of the Symbolic order) we remind ourselves that the “subject cannot be
reduced to its imaginary dimension, but the ego is a necessary imaginary function of
the subject” (Chiesa 13). That is, the subject is not equivalent to the ego, but the ego
Speech”, Lacan argues that the mirror stage is the pre-condition for the subject’s
symbolic identification (Chiesa 5). The ego “co-responds to the subject’s identifying
alienation in the Imaginary order, and, given its narcissistic-specular nature, should
We are enrolled into the world we are born into through the mirror stage. But
how does this series of (mis)identifications enrol us in the world? And what does this
enrolling have to do with the engendering of the subject? These questions will be
ideal images tantamount to a fixed/reified object with which the child learns to
identify with himself”. This learning is due to the parent or caregiver telling the baby:
“baby, that’s you!” (Fink, Lacanian 35). At this stage, we learn behaviours that are
dictated by our parents; for example we learn what it means to be a good or bad boy
images of ourselves reflected back to us by Others (or mOthers) (Fink, Lacanian 84).
But, at this point the infant also begins to ask, using language, what the Other
wants of them. The infant is no longer at one with the mOther, but is now aware of
the mother, and is in possession of desires s/he does not yet understand. This is
horrifying to the infant because there is now a blank spot of uncertainty in what was
infant and the specular ego has another dimension to grapple with: specular
be desired by the Other” or “man’s desire is the Other’s desire”, becomes easier to
understand (Fink, Clinical 59). From the outset of our psychical development, the
mOther’s desire has been internalized and adopted as our own. From the moment the
mOther speaks and confirms that the image in the mirror is our self, we have been
“deciphering” what the mOther wants from our ego (Fink, Clinical 54). In that
moment, we also learn that there is the possibility of a not-self, something other than
our own ego. We learn it is possible to err. We learn about doubt and the
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impossibility of knowing for certain that we have satisfied the mOther’s desire. This
impossibility becomes part of our own desire. As a result, our desire becomes
structured by a wandering, hopeful pursuit of the mOther’s desire. The logic of desire,
“perpetual approach” that “never arrives and yet constantly promises to coincide with
that toward which it tends” (Lacan, Ecrits 251); (Ross). A fine example of asymptotic
desire would be the numerous love interests in Marcel Proust’s In Search of Lost
Time. In this work, Proust emphasizes that desire cannot be sated. Our desire does not
yearn for fulfilment, but only the desire to desire. In Proust’s novel, Swann’s desire
fades when he has obtained his desired love object; desire is rekindled when he is
come to grips with the mOther’s desire: separation is the point at which the child
recognizes that there is no mother-child unity (Fink, Lacanian 50). The child’s sense
of lack (at the level of the mOther) is engendered when the mOther demonstrates to
her child that she too is incomplete and has the same endlessly wandering desires.
Now we have two lacks – the lack in the self and the lack in the mOther. Still
attempting to achieve a sense of totality and fullness, the child, attempts to “gain a
foothold within the divided parent” and does so by “lodging” his or her “lack of being
(manqué-a-etre) in that place where the Other was lacking” (Fink, Lacanian 54). So
separation is an attempt to fill the mOther’s lack. The child attempts to fill up the
(w)hole of the mOther’s lack, her whole space of desire, and, by making their desires
coincide, tries to be everything to her (Fink, Lacanian 55). But, desire can never end
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in satisfaction because it coincides with the Other’s desire which we can never know
in its totality.
Lacan reads this state of the Other’s impossible desire through Sausurrean
linguistics, which serves to de-biologize the Freudian ideas with which he is working.
He reads the encounter described above between self and other (infant and mOther)
as the submission to, and internalization of, language. Language here acts as the third
– triangulating – element of the Oedipus myth. Thus, the father (Laius) is read as the
linguistic Signifier. The Signifier (identified by the capitalized letter “S”) comes to
desire. Without the Signifier we would not cease attempting to fill up the mOther’s
psychosis). The Lacanian formulation for the Signifier of the lack in the Other, or the
Signifier of the Other’s desire reads: . Once the child has internalized the
Signifier, he or she has undergone the process of subjectivization: the subject, then, is
the child with an intermediating third factor (in this case the Signifier/language),
which acts to ensure that he or she is not overwhelmed by the Other’s desire. Thus,
1.1.1 Desire, Separation and the Subject: An Asymptotic ‘More you you’
parallels the real desire of the user, which has crystallized out of the impossibility of
fulfilment. The terrain of the virtual world, replete with fantastical creatures and
vistas, is constructed of the same wandering desire and impossible fulfilment that
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constitute the real world. Both the virtual world, and the avatar that moves through it,
make the functioning of desire more evident than it is in the rush of our everyday
lives.
comprised of a terrain constructed and managed by its users. This means that nearly
everything, including the avatars themselves, have been controlled, chosen, and/or
manipulated by users. The ability to manipulate and design the world and the avatars
prim objects and avatars which have no inherent, biological or organic fullness or
completeness appear on the user’s monitor; they are bodies constructed by human
that desire. It is no coincidence that one has to build objects out of prims, the raw
building blocks of the virtual world have no desire or tendencies of their own: prims
can be thought of as the fundamental virtual material that our desire manipulates; or
prim material, SL objects have no inherent place, or organic wholeness; they are
complete. The entire virtual world, avatars included, exist as explicitly manipulatable;
Recall that desire is “based upon lack – not on the lack of any identifiable
thing, but rather the lack of what Lacan calls “being”, “presence”, “the here and now”
(Silverman, “Subjectivity” 36). Each of us, however, expresses the “impossible non-
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object of desire” in our own particular way (Silverman “Subjectivity” 36). This
explains why SL is such a vibrant world of different objects and avatars. The
through the vast world, one might experience the sensation that they are surveying a
land built with human desire. While building, or sculpting prim-based objects in the
virtual world, a user is arguably working with the fundamental building blocks of
desire.
chat with SL users about what they claim their avatar provides for them. Often the
friend once described this non-normalcy as the state of being “normal-plus”. She
claimed that this state of normal-plus exemplified a way of being that was “freer than
because the majority of popular literature about SL describes participants who claim
to use the virtual world in order to become normal or to make up for some real-life
imperfection. The comment above, however, seems to indicate that achieving a point
of normality is not the SL avatar’s raison d’etre. The virtual space of SL makes
explicit that there is no normal to which to aspire, no way of ever being sated or
completed. “Being the real you”, my friend explained, is always already a “More You
you”. At the very moment the avatar becomes sufficient, it becomes insufficient. In
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this light, the virtual avatar could be described as a truly asymptotic object. A virtual
avatar offers the user the ability to interact with a self that perpetually approaches
finality or wholeness, but never arrives there. The avatar is never fixed: it has no
You you”? What does it mean to have the sense that the real me is an endlessly
desiring “more Me me”? In a Lacanian parlance, this suggests that the user is always
in excess; there is always a remainder that evades the Symbolic. The avatar is
something that represents the contingency that is integral to the self. Looking at my
avatar, Dustin Mabellon, I notice the pixilation; manipulating his body I recognize his
own subjectivity.73 Via the avatar, we have our desire standing before us, desire that
inheres at the core of what we are but would likely go unnoticed in real life. Thus, by
blurring the real, the imaginary and the code, the SL avatar, uncannily, gets at the
heart of us.
This section has argued that a constantly shifting avatar may be seen as the
harbinger of both a “remixed” self, intelligible against the horizon of so-called late
impassioned building, which endlessly condenses and evaporates and can never be
73
For Žižek “the dialectic is simply a process for the production of contradictions; as
thesis generates antithesis in the progression of the dialectic. Žižek’s claim is that a
merger of Lacan and Hegel reveals that final resolution of the dialectic remains an
impossible dream. Just as the Lacanian individual subject has a permanent lack at the
centre of his or her being (desires that can never be met), so the Hegelian dialectic has
a contradiction. In neither case can the desired object be reached, and we are left with
the experience of difference and contingency instead. (Sim 85)
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sated. As one SL user, Davy Winder, explains: “I can relate to the concept of self as a
paper doll, a plaything to be shaped and coloured as the moment requires, and
discarded, crumpled and torn, when that moment passes” (Winder 117). Individuals
“keep moving and don’t commit [themselves]”, welcoming both fragmented physical
bodies and senses of self (Sennett, Corrosion qtd. in Elliot, Concepts 138). On the
interacts with, but is not reducible to, the impact of one’s subjection to contingent
One of Lacan’s key sources for his idea of the subject is Freud’s Beyond the Pleasure
Principle. The book includes a significant scene in which one of Freud’s nephews
plays a game of hide and seek with a spool. This fort/da game is a repetition-
compulsion activity where the toddler re-enacts, using a spool, the loss of his mother;
oscillating between the sorrow of the “fort” (gone) and the joy of the “da” (there)
(Freud, Beyond 11). Freud interprets this fort/da game as the child’s way of mastering
his mother’s absence (the child’s mother has died). The toddler practices averting the
order to articulate the lack he has recognized, he turns to the “concrete discourse [of
those] around him by reproducing more or less approximately in his Fort! and Da! the
For Lacan, the child’s play is best elucidated as a linguistic game; the child’s
signifying chain, a linguistic phenomenon produced by the Symbolic order which the
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infant enters in the originary moment of articulating the mother’s absence” (Ross).
The Symbolic order, in contrast to the Imaginary order, is entered into once we
the notion of lack, which our ego has no means of articulating. For Lacan, this simple
game is an instance where the child becomes enrolled into discourse. More
and serves as a means of successfully denying things that are obstructing it from its
prior position of constant and undifferentiated pleasure with the mOther. Here, the
child comes to learn that it can have some control over the presence and absence of
things insofar as this control is based in a linguistic game. The toddler begins to pick
up on the law(s) of the Other, accepting his or her “integration into the dichotomy of
phonemes, whose synchronic structure the existing language offers up for him to
assimilate” (Lacan, Ecrits 319). This logic of presence (da) and absence (fort) is at the
In learning this language game the toddler is not only articulating the loss of
his mother, but is also expressing his recognition of the possibility of otherness. The
toddler recognizes that the spool is simply an object like any other, and that it, like all
others, can disappear and reappear. He also learns that he is not complete in and of
himself. This infantile activity has repercussions for the remainder of our psychical
life. Lacan explains: “…the symbol first manifests itself as the killing of the thing,
and this death results in the endless perpetuation of the subject’s desire” (Lacan,
Ecrits 319). These occultation games can be understood as a “killing” of the real
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mother and the replacement of her with a sound; it is the point where the recognition
But why does this process result in the endless perpetuation of the subject’s
between signifier and signified. A signifier only means insofar as we understand what
it does not mean. This play of signification attempts to adequately signify, but, if we
intend to search for totality, we will only experience frustration; signifiers lead only
to other signifiers in an infinite web of signification, and so, the subject, itself only a
signifier for another signifier, exists within the ceaseless flux of signification. The
Symbolic order provides human beings with language to express our existence, but
the Symbolic is inexhaustible and our entrance into it leaves us with a permanent
sensation of lack and a perpetual desire for some sort of coherence and stability. This
desire not only subsists on the grounds that language is a set of sliding signifiers, but
means that the subject acts as a pronoun or a shifter - the least stable entity in
language since its “meaning is purely a function of the moment of its utterance”
(Sarup 53). Not only is it unstable as a pronoun, but there are also losses and
difficulties in the word itself. During the game of fort/da, the infant, as a subject,
comes to believe falsely in a point of certainty. The point of certainty is false because
point, can be thought of as equivalent to the stud or button that holds an upholstered
couch or piece of clothing together (Sarup 53); (Evans 149). Lacan uses the point de
capiton to refer to the punctuation at the end of a sentence that halts an otherwise
endless string of signifiers; it is the point in the signifying chain at which “the
signifier stops the endless movement of the signification” (Evans 149); (Lacan, Ecrits
303). Lacan is not claiming that there is no fixed meaning whatsoever; points de
capiton allow for stable moments of signification (Homer 42). But, while meaning is
requires this illusory meaning in order to function, and to prevent the Symbolic
The Lacanian subject comes to terms with the crisis of the mirror stage. The
subject is located in the system of the Symbolic replete with an endlessly circulating
series of signifiers. The concept of the “I” in this Symbolic system “…provides an
image of self, but only when selfhood concedes its meaning and definition to the
system of signification, of which the signifier “I” is a part” (Mansfield 40). Lingering
totality and wholeness that we experienced in our neo-natal months. The subject,
then, is ensnared in the promise of the Symbolic, the illusory hope that it can offer to
us the sense of satisfaction we felt upon recognizing our self in the mirror stage; the
Lacanian subject, then, is best described as “a subjectivized lack, not a lacking subject
overcoming of a purely negative moment” (Chiesa 15). Until we reach the Symbolic,
where we can recognize the irredeemable split between subject and object and thus
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have something to explicitly desire, there is no ego or subject. It is not until our
recognition of a lack that our unconscious comes to be our explicit concern. Now we
can see more clearly how the subject is differentiated from the ego insofar as it is a
property of the Symbolic and located in the unconscious rather than being a property
1.2.1 The Subject of the Linguistic Chain: The Avatar and the Point de
Capiton
Similarly to the Lacanian subject, the avatar is also “represented by a signifier for
another signifier” (Homer 45). The avatar body as a commingling of prim objects and
scripts, is not entirely without a fixed meaning. Indeed, users’ avatars mean much to
them, but these meanings are never final, or complete. The avatar is similar to the
Lacanian subject in that its properties (comprised of virtual polygons and scripts)
constantly slide around, but are held together at certain points that ensure the user is
able to stabilize some meaning (and identity) from and with them. The avatar is one
“point of convergence that enables everything that happens in this [cyber] discourse
parts tied together in some coherent way, without regard to any “absolute referent”
(Fink, Clinical 94). In the SL appearance window one has the option to modify the
provides the user with ten sliders, and describes the fact that they can slide from the
left to the right (or 0% of a slider effect to 100% of a slider effect). In the
appearanceshapeeyes tab the user can manipulate sliders for ‘eye size’ (from
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‘beady’ to ‘anime’), ‘eye opening’ (from ‘narrow’ to ‘wide), ‘eye spacing’ (from
‘close-set’ to ‘far set’), ‘outer eye corner’ (from ‘corner down’ to ‘corner up’, ‘eye
depth’ (from ‘sunken eyes’ to ‘bugged eyes’), ‘upper eyelid fold’ (from ‘uncreased’
to ‘creased’), ‘eye bags’ (from ‘smooth’ to ‘baggy’), puffy eyelids (from ‘flat’ to
‘puffy’), eyelash length (from ‘short’ to ‘long’), eye pop (from ‘pop left eye’ to ‘pop
right eye’). Moving close to either pole (0% or 100%) creates wildly exaggerated
features.
Dustin Mabellon’s average ‘eye shape’ ranges between 43% and 54% on the
sliders. While I interact with my shifting avatar each time I manipulate it, I do not
signifiers presents me with a new avatar body. Davy Winder describes his own avatar
in Being Virtual: “…I did not regain a lost identity, even if long buried parts of my
personality did make the odd appearance every now and then. I created an entirely
The fact that each avatar constellation is new and unique does not mean that it
scripts but is anchored at various points, constraining the polygons and scripts from
spilling wildly and meaninglessly out into the virtual world. Thus, Lacan’s
description of the point de capiton is a useful tool for contemplating the avatar body:
“(a)t best the [avatar] arrest[s] the movement of [the user’s] desire for a time before
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the tyranny of the symbolic order reasserts itself, the deep connection is broken, and
worlds and social networks, both of which require the use of an avatar, to advertise
cosmetic plastic surgery. One such advertisement, currently on the social network site
Facebook, presents an image of two feminine faces with pink lips, protruding out of
what looks like the sands of an elemental desert. [See Figure 11]
The faces resemble mountains or rock formations, which weather and/or human
processes have chipped away at or engineered over time. In the advertisement, the
of granite for an artist to work with in order to actualize an idea that hitherto was a
mere figment. A short sentence below the “faces” reads: “Facial Plastic Surgeon: If
you’ve been considering plastic surgery, book a complimentary consult [sic] with Dr.
74
The sentence originally reads: “At best they arrest the movement of desire for a time before
the tyranny of the symbolic order reasserts itself, the deep connection is broken, and the subject
is forced to move on in quest of another, more lasting gratification.” (Ross)
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X to discuss your ideas and needs” [Emphasis added]. The term “need” occurs here
represents working with bodies whose impetus is insatiable desire rather than satiable
need.
What does the SL user do with these avatar bodies? The studies discussed in Chapter
1 of the “Human” categorization of the avatar, such as Heider, Yee and Bailensen,
Messinger et al., Varvelo et al., and Boellstorff, provide excellent starting points for
this question. These studies draw attention to the ways that being virtual and being
real or actual are not opposites. One might add that, while virtual worlds are not
identical to everyday reality, everyday reality is not immune to virtual reality. For
instance, while it is true that one can be whatever they desire in the virtual world,
users tend to take predictable forms, usually adopting an avatar close (physically and
is germane here; the virtual world does appear to have a non-linear form, however
upon investigation, highly linear activities occur there. Linearity stamps a certain
something like space travel entails the cold of infinite space, free from the pull of
gravity or directionality, and the keen sense of finitude, mass, up and down that
astronauts bring with them from earth. While it is possible to create situations and
games within SL that exceed the physical possibilities of real life, a trip to the day’s
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SL hotspots would most likely involve primarily linear activities: watching tai chi in
a park, trying not to disturb a couple dancing at an outdoor ballroom, checking out a
group gathering to mourn the passing of Michael Jackson, and or trying out a fishing
game. All of these activities have a set routine and purpose. Sex in the virtual world
often “mimics the most loving flavors of sex in the offline world, or the blandest.
Sometimes it begins as Sim love and later becomes the kind of relationships any of us
could recognize from our own, offline lives” (Ludlow and Wallace 132). One way of
infant is cut off from the mother, although he or she is not entirely removed from
mOtherness; while the hope of returning to the Other is nullified, traces of otherness
linger. Entering the Symbolic world of the Signifier does not eliminate the Real
mOther, but masks it. Lacan uses the term “jouissance” to describe the gratification
disgusting”, but does not cease to be fascinating (Fink, Lacanian xii). Similar to the
infant engaged in the Freudian game of fort/da, the Lacanian subject is a “fixation, a
symptom, a repetitive way of “getting off’ and obtaining jouissance” (Fink, Lacanian
xii). Our desire, as Subjects, to fill in the mOther’s lack with our own lack (that is
, with ) and obtain jouissance can only be carried out from a distance; the
to entirely fill it in. Thus, as Bruce Fink argues, the subject is the outcome of the
Oedipus complex whereby the child finally accepts the father’s threat and is kicked
out of the mOther (Fink, Lacanian 58). As in the Oedipus myth, the father acts as a
barrier to the child’s desire to fill in the (w)hole of its mOther, or, in less familial
language and the Signifier. The Signifier leaves behind a gap between the mOther’s
In Seminar XVII, Lacan explains that the Signifier (or Phallus) acts as
something like a crowbar [|] that stands in the midst of the mOther’s open “alligator”
jaws of desire [<] (Lacan, Sem XVII 129 qtd. in Fink, Lacanian 55-56). The Signifier
[|] acts to resolve fears of the collapsing jaws of desire [<], neutralizing the mOther’s
desire that threatens to engulf the child. It is the Signifier (or Oedipal Phallus) that
protects us from sleeping with our mothers, a “potentially dangerous dyadic situation”
(Lacan, Ecrits 200 in Fink, Subject 56-67). Thus, the Name-of-the-Father, comes to
stand over the mOther’s desire (Name/Desire). The Father’s Name (which Lacan
puns as rhyming in French with “non” [non-nom])75, no, saying, prohibition, the
phallus, the Signifier of desire , and the [|] are all terms for that which comes to
mediate the mOther’s desire; they allow us to symbolize it, transform it into
75
Lacan refers to the Name-of-the-Father as the Oedipal father’s propitiatory “no” that we
come to recognize upon our entrance into the Symbolic. (Lacan, Ecrits 230) For Freud, the
penis exists as an object that males constantly strive to own and control, for they are aware that
“their possession of the penis is not certain”. (Mansfield 47) This unstable anxiousness
regarding the condition of the penis governs masculine subjectivity. Lacan certainly resumes
this Oedipal story, however he stages it not in the physiological but the linguistic body. It is not
control over the penis that governs the subject’s inner life, but the pursuit of an “ideal moment
of language use that draws him ever on into field of language, with the ever-postponed but
ever-renewed hope of a complete and efficient image of himself appearing to stabilize his
subjectivity”. (Mansfield 48) Thus, the biologistic Freduian penis is understood to be the
linguistic Name-of-the-Father.
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signifiers, and, thereby, create a rift in the mother-child unity, producing a space in
to media studies. Marc Santos and Sarah White’s essay “Playing with Ourselves: A
Psychoanalytic Investigation of Resident Evil and Silent Hill” explores the idea that
the Signifier or Name-of-the-Father can be located in the activities that occur within,
or using, virtual technologies (such as video games). Santos and White argue that
horror themed video games allow the user to “engage…the underlying structures of
our psychology” such as the “Lacanian Real” from a safe distance (Santos and White
69). The game Resident Evil pays particular attention to eyes and gazing, in a way
that exposes the “fragility of both our subjectivity and the symbolic order (that which
founds subjectivity)…” (Santos and White 70). They emphasize, for example, the
The Resident Evil player attacks zombies and creatures that threaten to annihilate its
self-stability, thereby “preserv[ing] the symbolic order” (Santos and White 72).
The authors compellingly argue that both the games Silent Hill and Resident
Evil, “position the player as the defender of subjectivity [upholders of the Symbolic
Order]; a player vanquishes monsters and clarifies ambiguities which threaten not
only the stability of the player’s subjectivity, but also the psycho-social order
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founding his or her subjectivity” (Santos and White 70). These virtual horror-survival
games, which rely on third-person points of view similar to SL, can be seen as
instances where the player unravels a plot littered with “moaning abjections
threatening the symbolic order” that culminates in a climactic battle positioning the
that threatens our subjectivity and the stability of the symbolic order” (Santos and
White 72). The final battle in Resident Evil, for example, requires a weapon, tellingly
called the “linear launcher”, to defeat the final maternally-themed monster, “further
illustrating how we must retain order, wield the paternal phallus that maintains the
Oedipal order, and thus, emerge victorious from this encounter with the Real” (Santos
and White 73). The narrative and conclusion of the game Silent Hill is also evocative
of the process of Oedipalization, where “following the Law of the Father, we provide
a fetishized coherence and illusory linearity” (Santos and White 70). According to
Santos and White, the final villain in Silent Hill, “represents the threat of the pre-
Oedipal maternal body” whom the player must destroy to “preserve not only her own
subjectivity but also the symbolic culture itself” (Santos and White 74). Similar to the
argument that something exists beneath/beyond the clothing, hair and skin shops,
dance clubs, and prim sculpting schools in SL, Santos and White insist that:
Similarly, one could read SL as a non-linear space where the user practices being
in the “Human Avatar” category – emphasize the banality and orderliness of the
virtually anything and the fact that many users are concerned with being something
real (or something close to it). One could argue, then, that users turn to SL in order to
contain their anxieties about dyadic unity; rather than immersing themselves in the
jouissance of being whoever they want to be online, they act in accordance with the
Name-of-the-Father. Thus, activity in the virtual world falls in line with what Lacan
refers to as “normal neurotic” behaviour that acts in accordance with the Father’s
Name. In much SL behaviour avatars appear to be used for similar kinds of activities
that characterize real life; they seem banal, orderly, and linear. From the standpoint of
jouissance in a virtual world whose avatars and environment are asymptotic and
unstable. What these linear activities do is place the Signifier in the Other’s
threatening jaws in such a way that the subject (the user) can obtain some small sense
of otherness. In order to avoid losing herself in the incompleteness of the virtual, the
user preserves the symbolic order. SL users foster long-term romances in-world and
can even be married by a virtual priest. Here, the virtual world is used for a
These are instances where something, such as romantic love, which, in keeping with
Plato’s Symposium is resolutely human, linear, and has a clear goal, makes its way
which resulted in marriage between two users. Rhonda, a 38 year old in a troubled
relationship, is introduced to SL. She spends some time experimenting with the
world, trying at first to create an avatar that looks like herself before finally searching
In order to be able to afford to keep shaping her avatar, Rhonda begun entering virtual
world dance competitions. At one of these dance competitions Rhonda’s avatar, Heart
Wishbringer, met Joe Stravinsky. Rhonda describes her first time meeting Joe, a 7’9
vampire:
One clearly gets the sense that Rhonda recognizes Joe’s “artistic” nature. She
recognizes that he is an assemblage of red snake eyes, black lips, vampire fangs et
cetera. Winder discusses the banal, soap-opera like, quality of their ensuing
relationship. The users sent each other comments such as “I need you to love me, and
I want you to need me” and search for their “better half” in a space of impossible
fulfillment (Winder 71). This is something SL shares with real life: the user-as-avatar
has to tarry with the same attempts to obtain jouissance as the real user does. When
Rhonda exclaims “Why was it that we were making each other feel so whole, and so
happy? Why was it that the love we felt here in Second Life felt so real and was so
all encompassing?” (Winder 72). We note that this is the same language as one might
use in the real world. Despite the fact that one can claim to be anything, or anyone
they want in SL, users still seem to be looking for a better half, something, or
someone to make them feel complete, or, evoking Arisophanes’ myth in Plato’s
Symposium, whole. As in real life, all the subject can wish for is a temporary
linearity, and law, of the Signifier. Virtual worlds do not bypass the inertia of the
user’s subjectivity; the user’s first life follows them into their digital second life. As
Bob Rehak suggests: “The worlds we create …and the avatarial bodies through which
we experience them seem destined to mirror not only our wholeness, but our lack of
with the breakdown of authority, it can be understood as precisely the opposite. From
rather than being anybody or anything they desire the user recognizes that they are
perpetually nobody, playing with a self that is always incomplete and partial. The
endless malleability of the avatar is thus a testament to the father’s law. If you get too
close to believing you can be what you want in cyberspace, the threat of castration
creeps in. To be who you want and find no teleological satiety is to recognize, and
work with, the father’s castrating “no”. What we do in SL is act out the Father’s
aware of the neurosis, alienation, and prohibited jouissance that characterize ‘normal’
subjectivity.
Davy Winder, author of Being Virtual, describes his sense of virtual selfhood:
Winder’s trying on of different styles, and his recognition that there was no “best fit”
barely and provisionally covers the fact that, in SL, I have no organic or whole
identity. Beneath the contingent constellation of body parts, clothing and skins that
76
The sliding “signifiers” that comprise my avatar body slide around this sinkhole similarly to
the way that, following Einstein’s theory of relativity, a planet’s orbit is determined by the
degree to which a larger body (such as a sun) is responsible for warping the fabric of space into
a bowl shape.
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being. This perpetually incomplete aspect of the avatar causes it to resemble a series
of sliding “signifiers”. To better understand this feature of the avatar, let us turn to
Once the subject experiences the mOther through the signifier, as , it’s
jouissance.78 After the letter (the Signifier), anything resembling the mother-child
unity is only achievable by (second order79) jouissance; this Lacan equates with the
objet petit (a). This (a), which stands for the little Autre80 or Other, stands for the
rem(a)inder of lost jouissance (Fink, Clinical 66). The (a), then, refers to the leftover
of the Real in the Symbolic. In the conclusion to Seminar XI, Lacan writes that,
“(t)his a is presented precisely, in the field of the mirage of the narcissistic function of
desire, as the object that cannot be swallowed, as it were, which remains stuck in the
We once had a sense of being unified with the Other (Autre), a sense of
imaginary completion which, during the mirror stage, came from the world outside
and other subjects (Mansfield 46). Once the mirror stage is complete, however, we
are barred from the Other and must seek small (o)bjects that we mistake for the
(O)ther. In Lacan’s own words, the a “fills the gap constituted by the inaugural
77
Lacan explains the relationship between the (a) and the subject as follows: “…the interest the
subject takes in his own split is bound up with that which determines it – namely, a privileged
object, which has emerged from some primal separation, from some self-mutilation induced by
the very approach of the real, whose name, in our algebra, is the objet a.” (Lacan, Sem XI 83)
78
Jouissance, Fink explains, demands the eroticizing power of prohibition (Fink, Clinical 67).
79
Fink designates jouissance before the letter as J1 and jouissance after the letter as J2.
80
“Autre” in French is “Other” in English
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Let us be clear that the autre is not the Autre; the other is not the Other. The
(a)utre is not the mOther, to which we are forever barred by the Signifier, but the
sense of mOtherness that the Signifier leaves us with. Thus, it is not an object we can
ever attain; it is the sense of otherness that haunts our desire. We strive compulsively
toward the a, and, simultaneously, are never at ease with what we possess because it
reminds us of our lost plenitude (Ross). We go from one a to another throughout our
life; they substitute for the “huge, miraculous Other, hovering on the horizon of
human possibility” - the lure of complete satisfaction and totality (Mansfield). Desire
has no object as such, and is caused, or brought into being, by the (a) (Lacan, Ecrits
7-50 qtd. in Fink, Lacanian 91). The (a), then, is the object-cause of desire (Homer
73). As we noted above, desire seeks only its own furtherance. We desire to desire;
we do not, ultimately, desire any particular object. This left over of the Real acts as a
void, or abyss, at the core of the subject’s being that the subject constantly tries to fill
(Homer 87). Because of the (a), we have the sensation that something is lacking or
The (a) functions as both object and cause of desire. As cause it is a void or
gap of the Real that inheres at the core of the subject (and around which the Symbolic
The (a) differs from the signifying chain because it is ultimately “non-signified” or
the “beyond-of-the-signified” and has the status of das ding (“the Freudian Thing”);
the signifying chain circles around it (Fink, Lacanian 95). The (a) “resist[s]
symbolization, and thus resists the dialectization characteristic of the Symbolic Order,
in which, one thing can be substituted for another...” (Fink, Lacanian 92). Mladen
Dolar suggests that the (a) is an instance, par excellence, of the uncanny, where the
Real erupts into the “homely” and we can comprehend the rem(a)inder that haunts
real-ity (Dolar 13). Fink defines the (a) as the “residue of symbolization, the real (r2)
interrupting the smooth functioning of the law and the automatic functioning of the
Thus far we have encountered the ego (of the Imaginary) and the unconscious
(the desire of the Symbolic mOther, or ) that operate within us. We are aware that
remainder (a). Thus, Lacan takes the and places it in relation to (symbolized by )
the (a). This reads as: . Insofar as it is in relation to (a), the insatiable object-
cause of desire, the Lacanian ubject acts as a gap in the signifying chain. Lacan
explains that the subject is akin to an empty set {0}, meaning not that it is without
ontological status, but that it is qualified as empty, a “spatial metaphor implying that
it could alternatively be full” (Fink, Lacanian 52). refers to the subject fading
in and out of being in relation to the objet (a), the “phantasmatic partner” that ever
arouses the subject’s desire. When something attempts to cover that object-cause, the
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subject acquires some being. Being is never solid, but is comprised of “metonymic
slippage from one object to the next in accordance with the paternal” phallus/signifier
Rather than seeking to fill the (w)hole of the with the lack in the , the
subject’s desire takes on a new role, the (a) (Fink, Lacanian 58).81 This occurs the
moment the child recognizes that the A is in fact . Having to engage with Real-ity,
(the Real mediated through the Signifier) is to engage with a mediated Otherness, the
(a). Put differently, the objet (a) can be thought of as a rem(a)inder of the Other that
allows the subject to sustain him or her self as a “being of desire” (Fink, Lacanian
61).
It is easy to mistake something such as fantasy for the object of desire, but
fantasy for Lacan, is the setting, rather than the object, of desire (Homer, Lacan 87). It
is fantasy that supports our objectless desire. Through fantasy the subject “attempts to
sustain the illusion of unity with the Other and ignore his or her own division.
Although the desire of the Other always exceeds or escapes the subject, there
nevertheless remains something that the subject can recover and thus sustains him or
81
We have seen the Other go from (A) to to (a) in Lacan’s algebra
82
Bridging back to the introduction, I hope I have conveyed that Lacan’s sense of the subject
(as interpreted by Fink and Žižek) differs tremendously from the Foucauldian one (Žižek,
Sublime 197). Post-Structualism works with “subject positions” and the subject is reduced to
subjectivation, while the Lacanian subject is a divided subject, that can be understood as a
subtraction of “all the richness of the different modes of subjectivation, all the fullness of
experience present in the way the individuals are ‘living’ their subject positions” (Žižek,
Sublime 197). This subtraction reveals the Lacanian subject as an “empty place”…the “original
void”…this “lack of symbolic structure”. The Lacanian subject, Žižek clarifies “is therefore to
be strictly opposed to the effect of subjectivation: what the subjectivation masks is not a pre- or
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striving towards the (a) and the spectre of plenitude that propels this endless striving.
Within SL the user has no proscribed Edenic form to return to. There is no final (or
teleological) completion; the idea itself is senseless in the context of SL. So, SL
desire.
In his paper “Playing at Being: Psychoanalysis and the Avatar” Bob Rehak
claims that “avatars reduplicate and render in visible form their players’ actions –
refers to them, reflect back the “desired and resented lost object, existing in endless
relationship with onscreen traces of self (Rehak 107, 111). The user engages – via
their avatar – with its lack, seeking to consume new and newer virtual objects.
The SL avatar tends to take the form of something animate. Users do not tend
to encounter avatars of objects such as the monolith from the film 2001: A Space
cellular phone, it will likely be clear that the cellular phone is animate – it will likely
have a mouth, eyes, and/or some other animate traits. Rehak identifies Pac Man
trans-subjective process of writing but a lack in the structrure, a lack which is the subject.”
(Žižek, Sublime 197) The Lacanian subject goes through life attempting to find “a signifier that
would be ‘its own’: the failure of its representation is its positive condition”. The subject tries
to articulate itself in a signifying representation; the representation fails; instead of a richness
we have a lack, and this void opened by the failure is the subject of the signifier…the subject of
the signifier is a retroactive effect of the failure of its own representation; that is why the failure
of representation is the only way to represent it adequately.” (Žižek, Sublime 198). A sustained
discussion can be found in Žižek’s The Ticklish Subject.
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(1980) as featuring one of the first organic avatars. Prior to Pac Man, games were
primarily focused on inorganic spaceships and missile launchers that would, anally,
expel missiles or rockets. For Rehak, the Pac Man avatar, which consumes through
his fleshy mouth rather than expels. In this sense, Pac Man is a
Since the 1980s, virtual games have evolved toward more complex instances of this
development, through Wolfenstein 3D (1992), Quake (1996) and now into virtual
worlds such as SL. Here avatars became explicitly organic and humanoid,
“confront[ing] players with detailed and lifelike ‘doubles’” (Rehak 118). Virtual
worlds such as SL utilize more complex ways of creating closed systems of desire for
The SL avatar is far more organic than the consuming blob Pac Man. Whereas
the user has to proceed by analogy to understand that Pac Man plays with its desire,
playing with one’s SL alter-ego, which may or may not resemble the user, renders
that desire far more explicit. The SL user has a deeper relationship to their avatar’s
“lack of being”, than does the Pac Man manipulator. Not only is the SL user
responsible for tending to the consumption of the lack, they are confronted with the
fact that their initial sense of totality is itself an illusion. One does not question the
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form of Pac Man: he is a circle with a slice removed who appears once a quarter is
popped into the arcade machine. The user engagement with their SL avatar, however,
by continually questioning and constructing its form. Through the avatars of virtual
worlds such as SL, users come to recognize the terrible lack and instability at the
In SL shops one can purchase everything from intricately detailed houses, to avatar
animations, to jewelry, plants and vegetation. But the most common SL shops cater to
the purchase and sale of avatar skins, clothing, animations, hair, etc…83 We might
consider this design, purchase and sale of scripts, clothing, and body parts in SL as an
economy of desire.
The phrase “economy of desire” has at least two meanings. One meaning
refers to the economic management of the user’s desire: the production, development
and management of the user’s subjective desire. Another meaning of the phrase
human desire in virtual worlds for profit in both real and virtual world currencies. The
first sense pertains to the effect that SL avatarization has on an economy of subjective
83
As this is not a thesis, or chapter, devoted to the specifics of the SL economy interested
readers may turn to Chapter 8 ‘The Fun Economy’ in Edward Castronova’s Exodus to the
Virtual World as well as Chapter 8 ‘Political Economy’ of Tom Boellstorff’s Coming of Age in
SL. Likewise it seems obligatory, in the literature on SL, to want to shock the reader about a
few individuals – such as Anshe Chung – who have made tremendous sums of money in SL,
but while these individuals, themselves few and far between, are the subject of an interesting
study, they offer very little to our study (Ludlow and Wallace 77); (Hof).
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desire, the second pertains to the form that this economy of subjective desire has
taken; it has been rendered commensurate with the larger real-world financial market.
understood as engaging with some interior psychical dimension of the human being.84
Through his or her avatar(s), the user manages his or her psychic resources in
economic terms, playing-out their endless (mis)recognition and interacting with the
remainder(s), the excess of the Real, leftover from their entry into the Symbolic.
Places, people and things in-world reflect back to the user the absence which
structures their subjectivity. Through avatars, users manage their subjective desire.
The purchase and sale of new and newer bodies and prostheses for asymptotic avatars
woman’s face next to a cartoonish 3D model of his face. Beneath the juxtaposed faces
user? On one hand it could be lamented as a sign of the withering of the real body
into a sterile digital space, on the other hand it could be celebrated as offering the user
the ability to experiment with their body and try out new ones. But, what if there is
another option - namely that the cartoon self (and the ability to pay in order to
84
This distinction may be better understood by returning to the etymological root of the term
“economy”, the Greek term “Oikonemen”. “Oikonemen” designates “one who manages a
household”: “Oikos” designates “house” and “Nemen” designates ‘to deal out/to manage’. Our
first usage pertains to the affairs of the “oikos” (house), while the second usage pertains to the
‘nemen’ (management) of the house. This can also be understood in the dual sense of
“economic” as pertaining to both (a) the “management of a household or of private affairs, esp.
with reference to monetary means”, and (b) the “management of the affairs of a community,
etc., with reference to income, expenditures, the development of resources et cetera.
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“cartoonify yourself”) is so appealing and lucrative because it exposes the deep core
incomplete? Following this option, the ability to juxtapose the real user with their
three dimensional avatar does not produce either an optimistic or nightmarish future
for the self, but reconfirms the endlessly desiring subject as it currently exists.
that assist in the management of the user’s psychic economy – have value and worth
in the larger Second Life (L$), and world (US$), money economies. Linden dollars
(L$) can be purchased on the Linden Dollar Exchange (the Lindex); the current rate,
as of July 27th, 2009, is 259 L$ for 1$ USD. [See Figure 14] Many users convert
funds procured in the real world in order to participate in the psychic desire economy
of SL. The formula for this exchange of psychical and financial economies might
resemble something like: [i.e. refering to the way that the user’s
psychical economy and the financial economy exist, in SL, in relation to the objet
(a)].
Figure 14 – The L$ (Lindex) Exchange (“Second Life Market Data.” Second Life Official
Website. 17 Jul 2009. <http://secondlife.com/statistics/economy-market.php>)
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SL is free to join with a “basic” account, however this “basic” account does
not permit the user to own land or any objects; items a basic user creates are erased
from the SL grid every 12 hours (while remaining in the user’s inventory). In
contrast, a “premium” account, costing $9.95 USD/month, permits the user to own
land, receive a weekly stipend of SL currency, called Lindens (L$), and allows them
to build, store and display objects on their own land for as long as they please.85
Much of the SL (L$) economy revolves around the design, purchase and sale
of objects and body parts for avatars. It appears that the majority of SL users, myself
included, do not design the attributes of their avatar(s). While they can manipulate
their avatar with the customizable sliders, the avatar’s base hair, eyes, genitals et
cetera are usually purchased using L$ from SL designers who sell their wares in
virtual malls or shops. As in real-life, users who are skilled at building and crafting
sell their designs and objects to others, and users who own land can go into virtual
real estate, leasing or hoping to sell their land for monetary profit. Users can also
SL objects are not bound by the same limitations as objects in the real-world.
Hair, skins, cars and prosthetic genitalia (to name a few of the items users routinely
purchase in-world) are constructed out of electronic “prims” rather than material
objects. Accordingly, designers are not faced with issues of material scarcity. As SL
Another user, Madison Carnot, explains “my virtual closet will expand to hold
whatever I can manage to buy…It’s pixels for the win in my shopping world”
The virtual world has piqued the interest of real world corporations such as
American Apparel, Toyota, L’Oreal, Sony Music and H&M, all of whom have, over
the past few years, launched virtual world marketing campaigns (Ludlow and Wallace
77). In these instances, where attempts are made to create real profits, we find a co-
mingling of the real, virtual and psychic economies. K-Zero, the advertising company
Figure 15 - The L’oreal campaign offered make up and skins featured by popular
actresses such as Penelope Cruz and Scarlett Johansson. (K-Zero Blog. “Virtual
Celebrities”. 12 Dec 2007. <http://www.kzero.co.uk/blog/?p=1614>)
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existing on a virtual basis, but also that it is for use by virtual objects; it is both the
virtuality of the avatar and the virutality of the user to which a metabrand appeals.
The avatar, as noted earlier, is marked by endless desire, and thus, can consume an
endless supply of things. It is sensible, then, that the avatar consumes metabrands,
which “satisfy a demand that exists purely on a virtual basis.” These virtual
commodities work with our psychic economy, playing on our lack as Lacanian
subjects. But this psychic economy can also yield financial profits in virtual, and
more importantly, real currencies. SL Avatar users are consumers whose demands are
endless, as the virtual world is constructed out of material prims that can be endlessly
giveaways of cars, boats, houses, skins etc… and data mining for application in real
“If you launch a clothing line in SL and it’s hot in SL, you can launch it in the real
86
Thus, the economy of desire might be considered akin to something like Georges Bataille’s
“solar economy”, i.e. an economy that operates on the principle of jouissance-like excess
rather than “scarcity”. Like the sun, which brims forth without scarcity, the “lack” is endless.
See (Bataille, Visions).
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world… its telling you the same stuff. It’s telling you that it’s a cool, trendy, idea”
4. A(v)amorphosis
The argument that the SL avatar provides an awareness of the objet (a) is not without
precedent. Indeed, in Seminar XI, Lacan claims that works of art can provide
glimpses of the (a) through artistic/aesthetic devices that skew the viewer’s
the ability to traverse the fundamental fantasy (of castration). In this section I will
87
Steven Levine makes a similar observation to my as he reflects on his
typographic choice of the symbol “$” for the barred ubject and the symbol “@” for the
object a:
Although not sanctioned by Lacan’s own typographic practice, I believe the split
subject is appropriately designated throughout this text by the dollar sign – $ –
inasmuch as it is the global flow of capital that constitutes us as conscious and
unconscious consumers within the worldwide store of commodities on which our
modern subjecthood of lack so largely depends. Objecthood for us resides in the
empty form of the commodity itself – <> – for beyond it lies the unattainable
object of the endlessly circleing corporeal drive, designated by the typographical
sign for both an individual item’s price - @ - as well as a named individual’s
concrete e-mail link to a disembodied web of commercial cyberspace. Barbara
Kruger, an American graphic artist who escaped from the consumerist world of
advertising, challenges us with a huge photograph of an empty hand seeming to
hold a sign that declares, ‘I shop therefore I am’ (1987). … In the dollar sign the
subject of the desired commodity is cleft in twain, making it an alienated
Symbolic object - $ - to itself. Into the empty frame of the commodity is
projected the Imaginary object - <> - that is desired just because it is that which
the other is presumed to desire from among the ever-changing high-gloss and
hard-sell images of the mass media. And in its repetitive encircling of the Real
Thing - @ - as a popular cola calls itself, the corporeal drive pays again and again
the price of its mad roulette wager to recover the original stake it has irreversibly
lost. In the face of the unrelenting demand of the Other – $<>D – for me to be Its
lost object, I fashion for myself a fantasy – S <> @ – in order to protect myself
from being drawn into the Other’s lethal grip. In the variegated forms of artistic
sublimation I retrieve some abject scrap of materiality, which is all that remains
from the primal severing of the voice, gaze, and flesh of the Thing. Subject,
object, abject. Symbolic, Imaginary, Real. S<>@. (Levine 55-56)
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consider how SL avatars provide a glimpse of the objet (a) through a(v)amorphosis,
The objet (a), as remainder of the lack, void, or absence that inheres within the
subject, resists specularization, or, is unspecular and is related to the jouissance that
defines the subject’s being (Fink, Lacanian 91). Throughout Seminar XI, Lacan likens
the (a) to a certain type of gaze or a certain tone of voice. For example, one can
discern the gaze in the act of looking (Fink, Lacanian 91-92). These partial objects
(gaze and voice) are unspecularizable; one cannot see them. Fink explains that at the
most basic level, the (a) is a “certain kind of look someone gives you, the timber of
someone’s voice, the whiteness, feel, smell, of someone’s skin, eye color, attitude…”
(Fink, Clinical 52). The (a) can also be discerned in an object that looks back at us
and reminds us of our own lack. The (a) is an instance of the uncanny, reminding us
of the lack that lies beyond our desires. The (a) pre-exists the eye. Prior to experience
we have, as the thrust of that experience, “the lack that constitutes castration anxiety”
(Lacan, Sem XI 72). The (a) shows up as a “stain” whose “track”, “thread” and
Figure 16 – Hans Holbein’s 1533 “The Ambassadors” (Holbein, Hans. "The Ambassadors".
1533. National Gallery, London. National Gallery 20 Jul 2009.
<http://www.nationalgallery.org.uk>)
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“The Ambassadors” is a painting that depicts two male figures. In front of them is a
skull, painted from a skewed, or distorted angle. The skull is painted using
only be glimpsed from an angle. Using anamorphosis Holbein attempts to paint the
unpaintable: death’s head – the ultimate symbol of the Real. The painting
demonstrates the “imperceptible fallenness of the Subject”, “the inescapable lack and
destitution that castration ordains for it” (Bowie 172). It also elicits uncanny
emotions, as it depicts a moment where the Symbolic order reveals itself alongside
the Real and the Imaginary. Amidst the vanity of the two wealthy figures in the
The static figures and the room in Holbein’s painting can be compared to the
terrain of SL. Unless the user owns the land his avatar is currently on or flying over,
he cannot change or manipulate it. What can be manipulated is a small portion of the
screen: their avatar. Thus, using the appearance sliders, the avatar contorts and
transforms: it “gazes” back at the user as something different, while reminding them
of the Real. The whole of SL, the user’s entire screen, can become an instance of the
distorted skull in Holbein’s painting. This occurs when the user recognizes their sense
of self as an
navigate the (virtual) world and is the focus of my attention. In the moments where I
manipulate the avatar, attaching or detaching its qualities and attributes, I encounter
its nothingness.88
It is not by looking at the avatar that I encounter what Lacan refers to as “the
gaze”. Rather, this phenomenon has to do with intuiting the type of object the avatar
is. Through a(v)amorphosis, the objet (a) does not appear, but the user has a sense of
its functioning. Lacan explains that “man, in effect, knows how to play with the mask
as that beyond which there is the gaze: the screen is here the locus of mediation”
(Lacan, Sem XI 107). For this reason, we are not after art criticism, which would
amount to discussing the aesthetic attributes of the SL avatar (Lacan, Sem XI 109).
Rather, while each SL user has their own life experience and unique position within
their historical configuration, Lacan advocates considering “the function that the
88
In The Ticklish Subject, Žižek discusses the nature of the postmodern injunction to “be
yourself” (Žižek, Ticklish 458). What does it mean, he wonders to “be yourself”? When we are
isolated from our surroundings we are confronted with a paradox, namely that “if you are
completely isolated from your surroundings you are left with nothing whatsoever, with a void
of idiocy pure and simple.” (Žižek, Ticklish 458) He continues:
The inherent obverse of ‘Be your true Self!’ is therefore the injunction to
cultivate permanent refashioning, in accordance with the postmodern
postulate of the subject’s indefinite plasticicity … in short, extreme
individualization reverts to its opposite, leading to the ultimate identity
crisis: subjects experience themselves as radically unsure, with no ‘proper
face’, changing from one imposed mask to another, since what is behind
the mask is ultimately nothing, a horrifying void they are frantically trying
to fill in with their compulsive activity or by shifting between more and
more idiosyncratic hobbies or ways of dressing, meant of accentuate their
individual identity. Here we can see how extreme individuation (the
endeavour to be true to one’s Self outside imposed fixed socio-symbolic
roles) tends to overlap with its opposite, with the uncanny, anxiety-
provoking feeling of the loss of one’s identity – is this not the ultimate
confirmation of Lacan’s insight into how one can achieve a minimum of
identity and ‘be oneself’ only by accepting the fundamental alienation of
the symbolic network. (Žižek, Ticklish 458)
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artist’s original phantasy played in his creation” (Lacan, Sem XI 110). In this regard,
SL avatars are not “disproportionately interesting”, but are, rather, examples of the
“generality of desire” (Lacan, Sem XI 110); (Bowie 171).89 What stares back at us is
Thus, the perpetual as-if quality of SL does not interrogate reality and move
us to a place where reality is no longer at issue; rather it confirms, and makes explicit,
the lack that haunts reality. It demonstrates that even in virtual worlds where the real
actually quite similar to our present non-simulacral reality. Rather than doing
reality into focus; we are still working with subjects and objects, selves and others.90
In Cooper’s photo-essay Alter Ego, one juxtaposition of avatar and user, that
of Kimberly Rufer-Bach and her avatar Kim Anubus, stands out. [Figure 17] The
page portrays two versions of Kim(berly): on the left the physical Kimberly and on
the right the virtual Kim. At first glance one might think that both images were
photographs. Recalling that the death’s head in Holbein’s painting is “the subject
leaves the reader with the unspecular virtuality that inheres within the physical
doesn’t have a separate persona or anything. She’s just an extension of myself in this
89
In this regard there is something intriguing about our new screens, wired into the internet,
with increasingly realistic graphics. In this sense as things become increasingly real – mediated
– what emerges not a breakdown of appearances (i.e. Virilio’s Open Sky) or a hell of the same
(Baudrillard’s Transparency of Evil), rather, the real emerges in new ways – perhaps en masse.)
90
One here would want to delve in the Žižek’s work, specifically his comments on virtual
reality in The Plague of Fantasies (especially the chapter “Cyberspace, or the Unbearable
Closure of Being”).
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virtual space” (Cooper). Despite the fact that Kim looks strikingly like Kimberly, she
is not equivalent with Kimberly: she is the externalization of the lack that subtends
Kimberly’s subjectivity. Thus, whereas Kimberly’s fleshy real hands would bleed if
they were amputated, one recognizes that Kim’s hands are made to be elongated,
thickened, or amputated. Kimberly does not become Kim. Kimberly is always already
(Kim)berly; to believe that Kim begins where Kimberly ends is to fall into the
“Posthuman” category. The avatar achieves the same function as the bony deaths
displays two individuals holding hands on a bustling downtown street. [Figure 18]
Tilting the cover of the book reveals their avatars superimposed on top of them and
causes the individuals faces to blur with their avatars. Viewing the superimposed
images from different angles reveals real fleshy faces merged with the digital faces of
their avatars. The effect is unmistakably an uncanny anamorphosis. From one point of
view a digital metal clad fantasy avatar, from another point of view a fleshy exposed
body; beneath the fleshy exposed body is a digital metal clad fantasy avatar. Thus the
avatar may be read as far more than a harbinger of what so many critics have
posthuman future.
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Figure 17 – Kimberly Rufer-Bach and Kim Annubus from Robbie Cooper’s Alter Ego
(Cooper. Robbie. “Kimberly Rufer-Bach and Kim Annubus” <http://www.robbiecooper.org>)
164
Figure 18 – The two images juxtaposed on the cover of Robbie Cooper’s Alter Ego.
(Cooper. Robbie. “Cover of Alter Ego” <http://www.robbiecooper.org>)
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In the weeks after I first downloaded SL, I spent a great deal of time with the sliders
in the appearance window attempting to create an avatar that looked like myself.
After spending hours adjusting the sliders one afternoon, and being content that my
avatar had a body as close to my own as I was going to get, I exited the appearance
window and began investigating the virtual world. The next time I logged in the
panicked, quickly chose a pre-made body shape, and went to work again creating a
new avatar. But this time I had a different feeling about what I was doing. I realized
that what caused my panic to subside was adopting a new avatar body. My panic was
tied to not having a body. This causes me to ask myself “Is creating a look-alike
avatar really what I am doing with my avatar? Was I not, more fundamentally,
attempting to create something with which to identify that would cover over my lack?
crossing over, or traversal, of the fundamental fantasy (Fink, Lacanian 61). This
(Kay 68). In order to traverse this fundamental fantasy, the avatar takes the role of the
objet (a): it embodies desirousness, subjectivizes trauma, and allows the user to act
out the impossibility of filling the lack in the Other (Homer 89). In this way, the
avatar allows us to consider the way the imagines him or herself in relation to the
process of obtaining our (second order) jouissance (Fink, Clinical 66). Furthermore,
recognize the objet (a) for what it is: “a contingent imposition of fixity and
consistency on the otherwise empty place of the subject” (Kay 68).91 Thus, far from
to treat [our fantasies] in a playful way and thus to adopt towards them a minimum of
Objects”, Sherry Turkle explains that computer games are objects to think with
(Turkle, “Computer” 267). These “evocative objects” allow us to see ourselves in the
the screen before us is, indeed, an uncanny double, but as an “evocative object” it is
not something to be feared. Instead of looking at the avatar from the perspective of a
monstrous double, we could see our interactions with our avatars as revelatory and
91
In his discussions of cyberspace Žižek touched on the idea of traversing the (fundamental)
fantasy. He explains that the art of cinema arouses and plays with desire, but keeps it at a safe
distance, domesticating it (Žižek, Perverts 26:00). Interactive virtual mediums can also assist us
in confronting and “traversing the [fundamental] fantasy”, but, as opposed to cinema, they
“externalize our innermost fantasies in all their inconsistency, [and] open up to artistic practice
a unique possibility to stage, to ‘act out’, the phantasmatic support of our existence…” (Žižek,
“Cyberspace”). While this was initially planned as a fourth chapter, the undertaking proved to
be too large. Provided below, for the reader’s interest and use, is every sustained instance I
know of where Žižek discusses virtual technologies. The Reality of the Virtual (film), The
Pervert’s Guide to Cinema (film), The Plague of Fantasies (127-163), “From Virtual Reality to
the Virtualization of Reality”, The Indivisible Remainder (189-198), “A Cup of Decaf Reality”,
“Cyberspace, or how to traverse the fantasy in the Age of the Retreat of the Big Other”,
“Hysteria and Cyberspace”, Looking Awry. Serious engagements with, and criticisms of,
Žižek’s position on cyberspace can be found in Jerry Aline Flieger’s excellent Is Oedipus
Online?: Situating Freud after Freud.
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capable of rendering explicit underlying dimensions of our selves that evade us in our
day-to-day lives. In The Book of Imaginary Beings, Borges reminds us that the
double is not always an omen of ill fate. He explains that, for the Jews “on the other
hand, the apparition of the double was not a foreshadowing of death, but rather a
proof that the person to whom it appeared had achieved the rank of prophet” (Borges
62). Here the double is revelatory. Bringing this idea back to avatars, online personae
“spirit of self reflection” to search out, and play with, our desires (Turkle,
“Computer” 271).
fundamental fantasy” or revelatory “objects to think with”: perhaps avatars are not
only objects to think [about the fundamental fantasy] with but rather evidence that
conscious ones. On one hand it can be liberating to act out what one really is, but
unconscious: a state where real world advertisers, SL merchants, and Linden Labs
itself (to whom [premium] users pay their dues) hawk us their virtual wares and tell
us that by consuming virtual objects we can “be who we really are”. Yee and
understand the flexible “protean” bodies of virtual worlds such as SL. But let us note
that Proteus, the mythical sea God from whose namesake the term “protean” derives,
response to the threat of capture by Menelaus, Proteus changed form and rendered
himself flexible and versatile. Proteus is not a God whose shape is formless; he has a
true shape but was changed to become “Protean” under duress. It is threat that calls
him to “cycle through” shapes. Likewise, there is order and structure to the Lacanian
subject, but it is also possible to obscure that order and structure by paying attention
to only the appearance of the self. When we focus on what we appear to be, we have
no sense of the ‘lack’ that subtends subjectivity. We can even make the error of
believing that all that exists is our appearance. Perhaps virtual worlds such as SL
represent a threat, like Menelaus was to Proteus, that causes us – like Proteus did – to
begin cycling through forms and identities. We know our most dear secret, that of our
form compulsively and unconsciously taunting our assailant with cheers of “We’re
nothing”, “We’re what we think and say we are”, “You will never discover our
secret”. Meanwhile a whole new realm of control has been opened up where creatures
that refuse to return to some static form endlessly cycle through bodies and identities
worlds.
What sort of tool is the SL avatar? As noted throughout the thesis, video games, as a
opportunities that other screen-based mediums, such as film, do not (Rehak 104). The
virtual game is different from film insofar as “[t]he game apparatus – a software
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in real time by players through a physical interface – achieves what the cinematic
apparatus cannot: a sense of literal presence, and a newly participatory role, for the
viewer” (Rehak 121). This participatory aspect of “[a]vatars enable[s] players to think
through questions of agency and existence, exploring in fantasy form aspects of their
beyond the subject we have been attempting to regard SL as a technique that renders
explicit the deep core of subjectivity. In one famous selection from Marcel Proust’s In
Search of Lost Time, the narrator recounts his first telephone conversation with his
grandmother. Through the medium of the telephone Proust’s narrator recognizes, for
the first time, aspects of his grandmother’s voice that had always been present:
“Having her [voice] beside me, seen without the mask of the face, I noticed in it for
the first time the sorrows that had crackled in the course of a lifetime” (Proust).
Through the medium of SL, the avatar bodies we encounter that act as doubles for our
own, demonstrate our sorrows stemming from the alienation that has “crackled in it in
the course of [our] lifetime”. Our primary lack stemming from the Other’s desire and
our castration by the linguistic Signifier, issues that had been hitherto unimaginable,
peer through the virtual medium: that which was once well known returns. And it
92
Returning to our discussion of Hoffman’s “The Sandman” in Chapter 2, Nathaniel’s
symptoms are associated with different characters, either the Sandman himself (in the guise
of Coppola or Copellius) or professor Spalazani, confronting Nathaniel with a new tool. In
the first instance, Nathaniel is told of the Sandman’s dust and his children’s owl-like beaks. In
the second instance, Nathaniel encounters Copellus and his father tending to the hot coals of
the brazier. In the third instance, Copellius the optician sells Nathaniel weather glasses. In
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“vehicle” the community uses “for expressing its own self understanding” (Bassuk
strip tease, hinting that there is more beyond what is actually seen and tantalizing the
viewer with what is beyond the veil” (Bassuk 192-194). As noted in the introduction,
virtual world. We might argue that, while religious avatarization provides a “haunting
the fourth instance, Nathanel becomes aware that Spalazani’s ‘daughter’ Olympia is an
automaton. In the fifth, and final instance, the spy glass - purchased from Coppola - might be
understood as returning Nathaniel to the initial scene of his ‘castration’: having his
testicles/eyes poked out and burnt in the brazier by his father, also signifying the Law (the
lawyer Coppelus) of the Name-of-the-Father. But in each case it is a given tool (blinding
dust, knife-like beak, the brazier with its eye/ testicle-like coals and castrating/enucleating
poker, weather glasses that bring the eye/testicles into focus, the fragmented body of the
automaton Olympia, and the fatal spyglass) that, in its own way, reminds Nathaniel of the
fundamental fantasy - until his symptoms leave him in a fit of madness he leaps from the
clocktower. Each of these tools can be thought of as interrogating the idea of wholeness:
Nathaniel is confronted with enucleation (castration), and the loss of bodily stability (lenses),
and ultimately the entirely mix-and-match body of the automaton Olympia. Thus, I have
attempted to discern the ‘uncanniness’ of SL, locating it primarily in the sense of body
destabilization that the user encounters when navigating a virtual world through their avatar.
At one point near the conclusion of Seminar XI Lacan mentions the ‘mass media’:
Perhaps the features that appear in our time so strikingly in the form of
what are more or less called the mass media,…whose place I have
indicated to you in a fundamental tetrad, namely the voice – partially
planeterized, even stratospherized, by our machinery – and the gaze,
whose ever encroaching character is no less suggestive, for by so many
spectacles, so many phantasies, it is not so much our vision that is
solicited, as our gaze that is aroused (Lacan, Sem XI 274).
In the context of our discussion of avatarization this claim by Lacan that the mass media
arouses our gaze rather than our vision is striking and reinforces what has been argued
throughout this chapter; the user’s activity with their avatar offers an opportunity to engage
with their insatiable desires and to experiment with covering the void at the core of the
subject. SL speaks to Lacan’s thoughts on the “features of our time”; an uncanny comingling
of hi-tech machinery and the solicitation of the primordial, ancient gaze: the objet petit
(a)vatar.
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awareness of transcendental forces peering through the cracks of the visible [or
[or physical] universe that peers through the cracks of the transcendental. In other
avatar, is one whereby the community performs a “strip tease” for the Gods who
dwell “beyond the veil”, tantalizing them with the fleetingness of their flesh and their
we have demonstrated throughout the thesis, SL users garner understanding, not for
what is beyond the human or what the human is turning into, but rather for what is
all-too-human!
In spite of the fact that Dustin Mabellon looks physically different from
that persists alongside, but is not reducible to, the contingencies of history. But, in the
end, Dustin Mabellon is neither one nor the other. Our virtual doubles are selves
situated at the nexus of a contingent History and the memories of a Time “old and
most human: the object (a) understood as the object-cause of the endlessly desiring
(a)vatar.
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as the reader may have noticed that the prior paragraph contains both Oedipal and
anti-Oedipal elements. Although Deleuze and Guattari argue that desire is “not the
proof of an original nothingness; nor is it what remains of a lost totality” the Lacanian
object (a) – which is generated by our ‘original nothingness’ and ‘lost totality’ –
identifications and identities (Deleuze and Guattari, Anti 9). In other words, while the
coincide with the endless desire of a Deleuzian “desiring machine”. With respect to
the functioning of the object (a), I think that Deleuze and Guattari and Lacan are in
agreement.93 But whereas Lacan regards the object (a) as the rem(a)inder of the Other
left behind by the subject’s “castration” by the linguistic Signifier, Deleuze cannot
tolerate the subject’s object-cause of endless desire being tied to the barring of the
In Anti Oedipus, Deleuze and Guattari do distinguish between the Other and
93
Theorists such as Jerry Aline Fliger suggest that Oedipus “may actually be read as an
emblem of the very desiring machine in whose name the plaintiffs [Deleuze and Guattari] are
bringing suit” (Flieger 93).
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For Lacan, however, the two are inseparable. One cannot, from a Lacanian point of
view, have the “desiring machine” without the “notion of lack”. The excessive, and
endlessly desirous, object (a) cannot be separated from the big Other , the
Signifier, and the parental formula . The excessive surplus value of the
Lacanian subject functions insofar as it revolves around the Other’s lacking desire.
Without the impossible object of desire what would drive the subject’s insatiable and
excessive desire? And if the object (a) is itself a “desiring machine”, why would one
In this thesis I have maintained that the (a)vatar allows the user to explore the
excessive surplus of his or her subjectivity, but I have not severed this from lack. The
Oedipal triad – when pushed to its logical conclusion – can be regarded as responsible
for a Deleuzian sort of desire: the mOther, blocked indefinitely from the Oedipal
subject by the Father, hovers on the horizon. As a result of the Father’s prohibitory
“no”, the subject orients itself toward a trace of the impossible mOther, becoming an
asymptotic, endlessly becoming, “desiring machine”. I have not felt obliged to engage
account for the vibrant, rich, desirous (a)vatars utilized in virtual worlds such as SL.
Koheleth, Freud and Lacan: a 21st century marriage of Oedipal fallenness, suffering,
that defines us as an individual is just no longer valid as we rush headlong into the
digital era” (Winder 223). I have been challenging such claims. This chapter has
understood as the motor for the vibrant difference of a postmodern mix and match
identity.
themselves in any material other than themselves” (Mcluhan 63). In his reading of the
Narcissus myth, Narcissus does not fall in love with his reflection, but rather does not
recognize his own reflection: “The youth Narcissus mistook his own reflection in the
water for another person. This extension of himself by the mirror numbed his
image.” (Mcluhan 63). Technologies of avatarization can trick us, not merely into
narcissism and self-love, but into a numbness to, and blindness of, the resolutely
Oedipal and all-too-human self that pokes through the strange new “prim” bodies on
our monitors. The radically decentred and heterogenous appearance of the avatar
ought not to lead us, automatically, to toss the notion of a core subject out the
window. A mix and match identity, I insist, is not incommensurate with the
of Communication, Baudrillard claims that the “screen and the network” have
guaranteed by the “mirror and the scene”, an explicit reference to Lacan’s mirror
stage. Baudrillard’s argument that the “screen” (where the entire universe unfolds)
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has destroyed the “stage” (that which was “once preserved through a minimum
distance and which was based on a secret ritual known only to its actors”) does not
hold in the case of SL (Baudrillard, “Ecstacy” 21). His worry that we have lost “the
private universe [that] was certainly alienating, insofar as it separated one from
protector” does not appear to be the case (Baudrillard, “Ecstacy” 21). This thesis has
attempted to demonstrate that this shift from the mirror to the screen, and from the
scene to the network, is not a total one; it does not move us from reality to the
mirror-screen and a network-scene; the stage is the network and the screen acts as a
mirror. In SL, a subject exists who is at “odds with his objects and his image” and this
becomes immediately transparent, visible, exposed in the raw and inexorable light of
22). Everything is not immediately transparent and exposed; the body of the avatar
may be manipulated in a way that seems “obscene”, but it is also possible to read that
This chapter, in particular, attempted to show that the gaze exists in SL, and
that one can still discern, in the newest screens and networks, the “secret” that
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communication”. As Anthony Elliott notes, “the modern sense of self [i]s constructed
around subjective elements, such as the passions, guilt, and conscience, or the
“Concepts” 150). In this context, Baudrillard’s position – sure that the modern sense
or interiority in the contemporary information technology user. The virtual space may
contain obscenity, but it is not obscene. Treating the user as if he or she were an
otherness that the corporeal, alienated user brings to that technique. After all, a
medium mediates users as well as information, and for this reason it is important to
recognize that new mediums, such as virtual worlds, make it clear that technology
does not exist in some realm cut off from human subjectivity. Thus, while something
littered with codes, plot devices, and angles that speak to alienated subjects, not
While it is not outside the realm of possibility that everything may – in the
near future – become obscene, and that the stage may become saturated with the
plasma of the new screen, we are not nearly there yet. While the future may well be
that of the obscene inhuman cyb-ject, at present, we risk throwing away the all-too-
human subject just at a point when technologies, such as Second Life, can teach us so
much about its secrets. This chapter has attempted to demonstrate that the accusation
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Second Life override or “free us” from “the void of our own [all-too-human] mental
from Second Life users and recent scholarly work conducted on the virtual world, this
relationships, and the virtual world economy are considered as uncanny reminders of
our real, human lack. In contrast to claims that the avatar represents a posthuman
body, the Oedipal reading attempted here proposes that avatarization is not (for better
that works with the unconscious drives that persist in comprising our complex
Oedipal dimension of the self, something both positions, hitherto, have tended to
“avātara” or “incarnation” without neglecting to account for the ways the virtual
avatar does alter the user’s sense of self, and is reflective of the contingency of social
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life. The conclusions yielded by this binocular merger of Epimethean and Oedipal
perpetual overcoming of new types of bodies and senses of self only insofar as it also
recognizes that all-too-human lack and psychical structure are associated with these
“wind being…between jouissance, which longs for words, and the Name-of-the-
Father, which orders them” and the historically contingent articulations of this
“thingless thing” (Lander 44). Read through this lens, the SL avatar can indeed be
considered a harbinger of the new and different, but only insofar as the new and
The Epimethean position holds that the human being does not have a fixed
nature or way of being and acting. It does not, in other words, have an Edenic point to
refer back to. As such, the human is, and has always been, posthuman. Using
sense of itself and the world. It follows that the Epimethean position looks to the
external forces to which our “docile” posthuman bodies are subject in order to answer
described as a place with “little true form” and “only a series of associations” (Doyle
and Kim 214) and the avatar is described as “artificiality writ large, fabrication”
180
(Boon and Sinclair 21). In this context, the avatar is regarded as an artistic object that
labour and modes of production as a body “free of nature and any particular way of
identities, experiences, and modes of life” (Vicdan and Ulusoy 17). Another
“Posthuman” branch of theorists claim avatarization allows the user to recognize that
worlds are “created space(s) for becoming” and avatarization provides a means for
experimenting with new gender roles and/or identity positions (Morie 134); (Fron et.
al). While the “Posthuman” theorists and some of the “Performative” theorists noted
above tend to maintain that there once was a discrete thing called the human, Tom
fantasy, claiming that, from the outset, we have been re-negotiating what the human
In contrast, the Oedipal position holds that a current of psychical desires and
drives structures and governs the human being. The Oedipal position looks to bring to
light the functioning of these internal forces. Chapter 1 references theorists whose
research demonstrates that psychical forces are not dispensed with in virtual worlds
(Heider); (Yee and Bailenson); (Varvello et al.); (Velleman). The chapter also notes
the “Human (Oedipal)” position that avatars have been likened to “digital mirrors”
181
capable of reflecting back a phantasmatic element of the real object or living being
(Cleland 43). Bringing the Epimethean and Oedipal together, suggests that virtual
Oedipal humanity; despite being always-already post-human, the (virtual world) user
technique that provides the user with a sense of their forgotten (or repressed) past of
infantile fragmentation and castration anxiety. The user engages with the dialectic
experienced in their early years between the body as fragmented and as a stable ideal-
ego. Thus, instead of doing something new to the user, avatarization takes the user
back to what was once known and long familiar (Freud “Uncanny” 124). From the
flexible, and manipulatable versions of the user’s self. Indeed, a user’s experiences in
the Oedipal together, this chapter suggests that interacting with new types of (virtual)
bodies and senses of self involves tarrying with the return, and a reminder of, a fixed
set of psychical structures: we encounter the new but the old returns or remains.
wandering body, which, like our desire, is asymptotic. Thus, the avatar is similar to
position, however, would emphasize that the more-you-you demonstrates not our
nothingness, or lack of wholeness, but our perpetual ability to modify ourselves and
become something else. For example, while virtual prims are capable of externalizing
182
our phantasmatic desire, they are also undoubtedly new types of objects with which to
interact. Bringing the Epimethean and Oedipal together, this chapter suggests that
the Epimethean overcoming of a fixed body or solid sense of self is due to the
presence of the user’s psychical lack: we are always overcoming, but we do not
above, the Lacanian study presented throughout the preceding chapters ought to be
binocular reading could align Foucault’s assertion that “man” is only one historically
distinct form of the human with the claims of Lacanian psychoanalysis. It becomes
process with Lacan’s conception of the subject of the “lack”. Reading these positions
94
I do not think my views regarding a place for limitation and structure alongside becoming
and contingency are in disagreement with posthuman/cyborg scholars such as Haraway and
Hayles. For Haraway, remaining open to the unexpected does not come without conditions.
The “death of the subject” (that is, “the opening of non-isomorphic subjects, agents, and
territories of stories unimaginable from the vantage point of the cyclopean self… the satisfied
eye of the master subject”) is, for her, a “painful” process (Haraway, Leaf 113). “Such
considerations” she writes “are always about coming back to a consciousness about finitude,
about mortality, of limitation not as a kind of utopian glorification, but a condition of
possibility of creativity in the most literal sense, as opposed to negation. And I feel this is
something I learned from feminism too… The insistence on a kind of non-hostile relationship
of the mortal body with its breakdowns [denaturalizations].” (Haraway, Leaf 115). She
opposes radical transgression, without consciousness of finitude, mortality, and limitation: the
“…affirmation of dying is absolutely fundamental. Affirmation not in the sense of glorifying
death, but in the sense – to put it bluntly – that without mortality we’re nothing. In other
words, the fantasy of transcending death is opposed to everything I care about” (Haraway,
Leaf 116). Neither does Katherine Hayles advocate a full blown posthumanism where
anything goes. Consider her comment that “If my nightmare is a culture inhabited by
posthumans who regard their bodies as fashion accessories rather that the ground of being,
my dream is a version of the posthuman that embraces the possibilities of information
183
An individual today looks out their window and sees a different vista than the
one they would have seen a hundred years ago. Smart Cars zoom by instead of
horsedrawn carriages, but both the Smart Car driver and the coach driver could
Likewise, the Pac Man user and the SL user both are high-tech externalizations of the
all-too-human search for lost wholeness (Rehak). This humanist sense of something
thought akin to the ebb and flow of the tides. The tide flows out only to return to the
ocean, each surge forth is a surge back. I have tried to argue throughout this thesis
that life does not only appear to be endless flow, but that it also entails endless ebb.
flow of life, but he who can stand between the world’s flowing contingency and its
ebbing which prohibits endless contingency, namely the eternal recurrence of the
same. That is to say, while the world always changes, one has to confront the
possibility that what is has been, that what is new is linked – in some way – to what
has already occurred. On one hand the world flows, it is “a play of forces and waves
of forces, at the same time one and many, increasing here and at the same time
decreasing there; a sea of forces flowing and rushing together, eternally changing…”
(Nietzsche, Will 550). On the other hand the world ebbs, it is “…eternally flooding
back, with tremendous years of recurrence, with an ebb and a flood of its forms”
(Nietzsche, Will 550). With the right framework, an analysis of the flow of virtual
technologies reveals an uncanny ebb.95 Despite that I have insisted throughout this
thesis, that we, as posthumans, are subject to new and different Epimethean ways of
being and knowing the world, my sense is that we remain hardwired into Oedipal
The notion that electric culture initiates a break – for better or worse – from a
95
It reveals, in Heraclitian terms, that the variability and plurality of human beings can be
explained as a systematic (river) flowing toward a trace of otherness directed by the structural
Signifier (the riverbanks).
96
Perhaps we could inquire further into the question of whether a user’s avatar is “really”
them. Here lies one possible answer: The Epimethean dimension, I suggest, is phenomenal
and visible; the Oedipal is intellectual and invisible. The Epimethean sociologist turns his
attention to understanding, and making sense out of phenomenal and visible data; the Oedipal
playwright attending to what is intellectual and invisible. So which position is concerned with
what is the real truth? Are there two realities, and so are we to conclude – as Plato does with
his Forms – that one trumps the other? And where does this leave us given that the avatars
found in virtual worlds such as SL are so frequently discussed in terms of their similitude to
real life? Georges Bataille cites Georges-Henry Luquet’s suggestion there are both “visual”
and “intellectual” forms of realism: “An image is a good likeness for an adult when it
reproduces what the adult eye sees, and for the primitive when it translates what his mind
knows.” (Bataille, Cradle 38). This thesis has, using Freudian and Lacanian psychoanalysis,
demonstrated that the relationship between the real user and her virtual avatar is a dual one,
co-responding to visible and intellectual, Epimethean and Oedipal, historical and entropic
forms of realism.
97
Readers interested in approaching the question of the human, posthuman, and inhuman,
from this standpoint will find Dominique Janicaud’s On the Human Condition of interest.
Janicaud argues that humanity occupies a chronically unstable middle ground between the
“inhuman” and the “superhuman”, between regression and overcoming, beastiality and
angelism. Once we recognize this, he argues, we are in a position to consider a cautious
humanism that can open up to the disturbing, strange, and radically creative (and cooperative)
forces that lie dormant in us. Evoking Freud’s uncanny, Janicaud writes: “…man thinks he
can leave his condition behind, whereas all those ‘departures’ only take him back to his
fundamental truth. Humanity is the unfathomable overcoming of its limits.” (Janicaud 30).
185
spectacularly upon a posthumanist humanist analysis of a virtual world like SL. This
is not to argue that new types of identities are not engendered and one does not see
the stirrings of new forms dynamic life. However, the mutations and transformations
of body and self that users experience through their avatar(s) appears to remain
intelligible against the horizon of linearity, identity, tragedy and myth. Something
How long will Oedipus remain an issue? Nothing is to say that techniques, or
forms of society, may emerge that succeed in obliterating the horizon of tragedy and
myth. As Lacan notes “[the] Oedipus complex cannot run indefinitely in forms of
society that are more and more losing their sense of tragedy.” (Lacan, Ecrits 668). A
of Capitalism or Fascism, does come into focus as nature and the body are
celebrate this as the liberatory point where Western metaphysics, tragedy and myth
mediated hybrid of self and the world, without the authority of having set (albeit
98
This form of life could no longer be understood in relation to Heraclitus’ ancient maxim of
the “same river” where “different and again different waters flow”.
99
The image I am trying to convey here derives from the punishment of sinners in the “Circle
of the Lustful” found in Canto II of Dante’s Divine Comedy I: “Like the starlings wheel in
the wintry season / In wide and clustering flocks wing-borne, wind-borne / Even so they go,
the souls who did this treason, / Hither and thither, and up and down, outworn…” (Dante 99)
186
biopolitical questions: “Is the posthuman gamble on pure difference worth the risk?”
and “Can we resist forms of government and economic systems that use logics of
identity and repression for destructive purposes without discarding the identity and
repression that has hitherto been a central feature of the human subject?”
187
This fantastic tale opens with the childhood recollections of the student Nathaniel. In
spite of his present happiness, he cannot banish the memories associated with the
mysterious and terrifying death of his beloved father. On certain evenings his mother
used to send the children to bed early, warning them that ‘the Sand-Man was
coming’; and, sure enough, Nathaniel would not fail to hear the heavy tread of a
visitor, with whom his father would then be occupied for the evening. When
questioned about the Sand-Man, his mother, it is true, denied that such a person
existed except as a figure of speech; but his nurse could give him more definite
information: ‘He’s a wicked man who comes when children won’t go to bed, and
throws handfuls of sand in their eyes so that they jump out of their heads all bleeding.
Then he puts the eyes in a sack and carries them off to the half-moon to feed his
children. They sit up there in their nest, and their beaks are hooked like owls’ beaks,
and they use them to peck up naughty boys’ and girls’ eyes with.’
Although little Nathaniel was sensible and old enough not to credit the figure
of the Sand-Man with such gruesome attributes, yet the dread of him became fixed in
his heart. He determined to find out what the Sand-Man looked like; and one evening,
when the Sand-Man was expected again, he hid in his father’s study. He recognized
the visitor as the lawyer Coppelius, a repulsive person whom the children were
Coppelius with the dreaded Sand-Man. As regards the rest of the scene, Hoffmann
already leaves us in doubt whether what we are witnessing is tee first delirium of the
188
being real. His father and the guest are at work at a brazier with glowing flames. The
little eavesdropper hears Coppelius call out: ‘Eyes here! Eyes here!’ and betrays
himself by screaming aloud. Coppelius seizes him and is on the point of dropping bits
of red-hot coal from the fire into his eyes, and then of throwing them into the brazier,
but his father begs him off and saves his eyes. After this the boy falls into a deep
swoon; and a long illness brings his experience to an end. Those who decide in favour
of the rationalistic interpretation of the Sand-Man will not fail to recognize in the
child’s phantasy the persisting influence of his nurse’s story. The bits of sand that are
to be thrown into the child’s eyes turn into bits of red-hot coal from the flames; and in
both cases they are intended to make his eyes jump out. In the course of another visit
of the Sand-Man’s, a year later, his father is killed in his study by an explosion. The
lawyer Coppelius disappears from the place without leaving a trace behind.
horror from his childhood in an itinerant optician, an Italian called Giuseppe Coppola,
who at his university town, offers him weather-glasses for sale. When Nathaniel
refuses, the man goes on: ‘Not weather-glasses? not weather-glasses? also got fine
eyes, fine eyes!’ The student’s terror is allayed when he finds that the proffered eyes
are only harmless spectacles, and he buys a pocket spy-glass from Coppola. With its
aid he looks across into Professor Spalanzani’s house opposite and there spies
soon falls in love with her so violently that, because of her, he quite forgets the clever
and sensible girl to whom he is betrothed. But Olympia is an automaton whose clock-
189
work has been made by Spalanzani, and whose eyes have been put in by Coppola, the
Sand-Man. The student surprises the two Masters quarrelling over their handiwork.
The optician carries off the wooden eyeless doll; and the mechanician, Spalanzani,
picks up Olympia’s bleeding eyes from the ground and throws them at Nathaniel’s
breast, saying that Coppola had stolen them from the student. Nathaniel succumbs to
a fresh attack of madness, and in his delirium his recollection of his father’s death is
mingled with this new experience. ‘Hurry up! hurry up! ring of fire!’ he cries. ‘Spin
about, ring of fire — Hurrah! Hurry up, wooden doll! lovely wooden doll, spin about
— .’ He then falls upon the professor, Olympia’s ‘father,’ and tries to strangle him.
Rallying from a long and serious illness, Nathaniel seems at last to have
recovered. He intends to marry his betrothed, with whom he has become reconciled.
One day he and she are walking through the city market-place, over which the high
tower of the Town Hall throws its huge shadow. On the girl’s suggestion, they climb
the tower, leaving her brother, who is walking with them, down below. From the top,
Clara’s attention is drawn to a curious object moving along the street. Nathaniel looks
at this thing through Coppola’s spy-glass, which he finds in his pocket, and falls into
a new attack of madness. Shouting ‘Spin about, wooden doll!’ he tries to throw the
girl into the gulf below. Her brother, brought to her side by her cries, rescues her and
hastens down with her to safety. On the tower above, the madman rushes round,
shrieking ‘Ring of fire, spin about!’ — and we know the origin of the words. Among
the people who begin to gather below there comes forward the figure of the lawyer
Coppelius, who has suddenly returned. We may suppose that it was his approach,
seen through the spy-glass, which threw Nathaniel into his fit of madness. As the
190
onlookers prepare to go up and overpower the madman, Coppelius laughs and says:
‘Wait a bit; he’ll come down of himself.’ Nathaniel suddenly stands still, catches
sight of Coppelius, and with a wild shriek ‘Yes! “fine eyes — fine eyes”!’ flings
himself over the parapet. While he lies on the paving-stones with a shattered skull the
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AWARDS
University of Western Ontario Graduate Student Research Scholarship
Awarded 2007-2009
University of King’s College President’s List
Awarded 2006-2007
University of King’s College In-Course Scholarship
Awarded 2006-2007
ARTISTIC WORK
Written for Broken Pencil Zine Fair and Festival of Alternative Culture. The
Gladstone Hotel, Toronto, Ont. 26 October 2008.
PUBLICATIONS
Non Refereed Publications
Cohen, Dustin C. “Self Identity in the Age of Avatarization.” Hinge 13 (2007): 72-
88. April 2007