thesis
Performative identity and the embodied avatar : an online ethnography of Final Fantasy XIV
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Abstract
This thesis explores the performative enactment of identity and embodiment through
an online ethnography of the online game Final Fantasy XIV. It is argued that online
identity must be viewed as performative, that is, enacted through speech and action,
and embodied via the avatar, which acts as a body project for the player. The avatar
identity is also constrained by the notion of authentic identity, which denotes how a
single body is expected to hold a single identity. The thesis makes contributions to
three areas. Firstly, in substantive terms, the thesis contributes original sociological
knowledge of online social interaction, drawn from an online game and its related
spaces, which remain under-researched sociologically. Secondly, the thesis makes a
theoretical contribution through a theoretical framing of how online, embodied
identity is achieved in an online game in a performative fashion, which is centred on
the body of the avatar, coupled with the speech and actions of the player. Finally, the
thesis also offers a methodological contribution through its original use of photo
elicitation in online interviews, and furthers the debates around (online) ethnography.
An 11 month programme of fieldwork was undertaken, comprising 36 asynchronous,
image elicitation interviews, extensive participant observation of the game over the
11 months, and observation of the official forum lasting nearly six months. The
thesis concludes that online identity and embodiment in these spaces are heavily
constrained by norms drawn from everyday life, such as heteronormativity, and
racism. The game design is also influenced by the developers‟ norms and values,
such as the avatar appearance. The possibilities for performative identity and
embodiment are severely constrained by the community, who reify the game space
as separate from “real” life and reject the inclusion of non-normative avatars