This article explores the cultural appropriation of the term avatar by Western tech culture and what this implies for scholarship of digital games, virtual worlds, social media, and digital cultures. The term has roots in the religious tradition of the Indian subcontinent and was subsequently imported into video game terminology during a period of widespread appropriation of Eastern culture by Californian tech industries. We argue that the use of the term was not a case of happenstance but a signaling of the potential for computing to offer a mystical or enchanted perspective within an otherwise secular world. This suggests that the concept is useful in game cultures precisely because it plays with the “otherness” of the term's original meaning. We argue that this indicates a fundamental hybridity to gaming cultures that highlight the need to add postcolonial perspectives to how issues of diversity and power in gaming cultures are understood.
All questioning is a forcible intrusion. When used as an instrument of power it is like a knife cutting into the flesh of the victim. The questioner knows what there is to find, but he wants to touch it and bring it to light. He sets to work on the internal organs with the sureness of a surgeon. But he is a special kind of surgeon, one who keeps his victim alive in order to find out more about him, and, instead of anaesthetizing, deliberately stimulates pain in certain organs in order to fmd out what he wants to know about the rest of the body.'-Elias Canetti 1 'Torture is senseless violence, born in fear. The purpose of torture is not only the extortion of confessions, of betrayal: the victim must disgrace himself, by his screams and his submissions, like a human animal.'-Jean-Paul Sartre 2
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