The human evolution is coming.

The Interest in Avatars and the Velocity of Virtual Reality is Vast

Demirdjian Twins
Nov 7 · 3 min read

Our understanding of the avatar has moved from being an ‘alter ego’ in a game, to an apparition or the double of a living person. We believe it can be looked upon as a psychological projection of our idealized self.

The fundamental difference between cyber space and real space is that there are no territories/borders/architectural matter, where avatars exist. All of these things are irrelevant and so there is freedom… to create a vision of singularity. Technology is beginning to make the lines between the two worlds a bit vague and indistinct. The avatar plays an operative role in making the lines fuzzy. However, avatars have to be believable characters. By this we mean that, non-verbal patterns (animation) have to be convincing and convey emotion. The avatar’s power needs to be understood, for the sake of the future of virtual reality.

So far, we don’t know the impact or limits of the immersive experience in our digital identities, will have on us. It is similar to us donning a mask (or new persona), as we do at carnivals, for instance; we inhabit different personalities. There could be far-reaching developments in all areas of real space. This must be done gradually and with great care though, in order not to have a harmful or negative effect.

Over the last couple of decades, digital self-expression has developed at a great rate, ie, by the end of 1990s, a cyber economy was recognised with the likes of finance, tv, radio and satellite — we don’t just receive information, we create it. Another example of this is the Internet’s economic wealth, created by people and is in essence ‘immaterial’ as opposed to the ‘material’ of say, bank notes. In cyber space, intellectual goods are more valuable. Here, wealth comes from humans and in the real world it is from matter. There could be huge advances in many areas of our lives but in the area of health…gut implants could help to control obesity for example.

A videogame {Avatar} is no more virtual than the images of real movie or pop stars; They too are representations which are carefully managed. The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have a created a new form of entertainment and art, which attracts and absorbs their participants.[i]

The interactive entertainment industry is evolving at a faster rate than any other industry in the world. It reaches both genders of all age-ranges and all races, in the form of games.

When you think about it, a virtual world has always existed. We have words and books and the Internet has made an intangible world available in the form of human thoughts. Today, Siri and Alexa have become mainstream[ii] — many of us use them constantly.

This all challenges our comprehension of reality, authenticity and selfhood…what is actually ‘out there’? What does the future hold?

Avatars could become an integral part of our ‘sense of self’.


[i] Helen Kennedy, University of Brighton UK , Video Game theorist, 2004 cited in Waggoner, Z. (2009). My avatar, my self: Identity in video role-playing games. McFarland.

[ii] Furht, B. (Ed.). (2009). Handbook of multimedia for digital entertainment and arts (pp. 514–527). Springer.

References:

Furht, B. (Ed.). (2009). Handbook of multimedia for digital entertainment and arts (pp. 514–527). Springer.

Waggoner, Z. (2009). My avatar, my self: Identity in video role-playing games. McFarland.

Written by

“Demirdjian Twins”, Colina + Hripsime 👩🏻‍💻👩🏻‍💻 Female Tech Founders @MojiEdit. Writing about our interest in avatars and the digital future.

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