currently reading: gamer trouble
‘Virtual bodies exist beyond the visual scene and have many functions other than that of eye candy or other spectacle. With the prevalence of games designed in the first-person perspective, for example, the avatar body is frequently invisible, haunting the screen with trace reminders such as hands or reflections… Moreover, unlike the mythological avatar, who serves as a docile vessel for possession, there is much about the gamic avatar that constricts and directs the gamer’s and camera’s behavior. We need a more nuanced account of how video games complicate our understanding of the relation between feminine bodies and the gaze in order to move forward with a feminist game studies praxis that more aptly responds to gaming in its current state and recognizes new political possibilities within popular texts” (p. 104).