In his book Me++: The Cyborg Self and the Networked City, William Mitchell describes how information technology – specifically digital, wireless networks which are accessed primarily through portable devices – fundamentally changes how we interact with others. More than anything else, “[c]onnectivity had become the defining characteristic of our twenty-first-century urban condition” (11). For Mitchell, [...]
The vast worlds of MMORPGs seem close to postmodern theories of identity, as a player is able to radically constitute their on-line self at will. Despite this, these virtual gaming communities should not be seen as safe spaces in which a subject can realize their true (or ideal) self.