TY - BOOK AU - Rossé-Brillaud,Elizabeth TI - The Figure of the Avatar in Contemporary Identity Construction PY - 2009///. N1 - 46 N2 - Testimonies of excessive players of video games lead to questions about the human condition: How can one forge an identity for oneself and build an itinerary within “societies of the moment” characterized by uncertainty and disinclination? The desire for recognition is accomplished in new inter-subjective structures which control even the autonomy of individuals. As an epitome of the culture of the image and of interactiveness wherein the body occupies a particular position (missing in the flesh, but at the helm of the avatar, the pixelated body), videogames, by offering the possibility of living experiences with others, appear to be a favorable place in which to create an identity UR - https://shs.cairn.info/journal-adolescence-2009-3-page-611?lang=en&redirect-ssocas=7080 ER -