Accepted version. Find/cite as:
de Wildt, L., Apperley, T., Clemens, J., Fordyce, R., Mukherjee, S. (2019). (Re-)Orienting the Video Game
Avatar. Games and Culture (Online First). DOI: 10.1177/1555412019858890
Article type: Original Article
Corresponding author:
Lars de Wildt, KU Leuven, Institute for Media Studies, Parkstraat 45 - box 3603, 3000 Leuven,
Belgium.
Email: lars.dewildt@kuleuven.be
(Re-)Orienting the Videogame Avatar
Authors
Lars de Wildt
KU Leuven, Leuven, Belgium / Deakin University, Melbourne, Australia
Lars de Wildt1,2. Thomas H. Apperley3. Justin Clemens4. Robbie Fordyce5. Souvik
Mukherjee6.
1KU Leuven (Institute for Media Studies), Leuven, Belgium
2Deakin University (Research for Educational Impact), Melbourne, Australia
3Tampere University (Centre of Excellence in Game Culture Studies), Tampere, Finland
4University of Melbourne (School of Culture and Communication), Melbourne, Australia
5Monash University (School of Media, Film, and Journalism), Melbourne, Australia
6Presidency University (English Department), Kolkata, India
Abstract:
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 signalling 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 terms original meaning. We argue that this indicates a
fundamental hybridity to gaming cultures that highlights the need to add postcolonial
perspectives to how issues of diversity and power in gaming cultures are understood.
Keywords:
Avatar, cultural appropriation, diversity, game culture, postcolonialism
Introduction
Since the mid-1980s the term ‘avatar’ has been used in technical and cultural discussions
of videogames, and has become an everyday term in popular culture. However, the thirty
or so years of using avatar in the context of videogames substantially ignores over two
and a half millennia of evolution and use of the term in religious traditions on the Indian
subcontinent. Given the focus of most Anglophone scholarship on games and game
cultures in the global north it is easy to overlook that this term has a history with a great
deal of religious and cultural significance for many people from the Indian subcontinent.
This article provides a critical exploration of the incorporation of the term avatar into the
discourse of technology and gaming industries in North America, and considers the
significance of the adoption of avatar to describe users’ virtual proxy by the wider
cultures of gaming.
We argue that the adoption of the term avatar was not a random or dispassionate
choice. Thus we highlight crucial parallels between the original use of the term,
predominantly in the Hindu religion, and the role that this technical element of
videogames has in placing and embodying the user in the virtual world (Mukherjee,
2012). Californian ‘tech’ culture of the 1970s and ‘80s had inherited a fascination with
Eastern philosophy and religion from their ‘hippie’ forebears (Pias, 2011; Turner, 2010).
The introduction of avatar in the discourse of games — through the multi-platform
Ultima IV: The Quest of the Avatar,1 and the proto-MMO Habitat on America Online —
began at a time that a new understanding of game design was emerging, which
recognized the significance of the player-controlled digital object, both for player
engagement and in order to market videogames to a wider audience.
1
This article aims to contribute to the growing body of work that examines
videogames from postcolonial perspectives. Recent manuscripts by Souvik Mukherjee
(2017) and Soraya Murray (2017) have added an important postcolonial voice to the
already well-established literature on diversity in game cultures and scholarship of
games. This article explores a sidelined issue in game studies, which we believe
illustrates how ‘commonsensical’ approaches to the subject of the avatar overlook an
uneven encounter between cultures. Core to the argument that we make throughout is that
the contemporary use of the term avatar in gaming cultures ‘plays’ on and with the
original meaning, and that this hybridity is fraught because it is based on asymmetrical
power dynamics and obscured through secularization, by which we mean both the longtheorized and observed general decline, in the Western world, of religious practice within
and sense of ‘belonging to’ institutionalized – e.g., Christian – church religion (Bruce,
2002; Davie, 1990; Dobbelaere, 1999; Weber, 1919). Additionally, because cultural
appropriation is a central concept in the following discussion, we should briefly introduce
our use and understanding of it more elaborately.
Cultural appropriation refers to the uptake of ideas and notions from one culture
by another. It is a normal part of the process of contact between cultures, and is often
celebrated as a source of cultural dynamism and change. However, in some cases of
cultural appropriation, elements of culture from a subordinated group are used without
consent, or the appropriated cultural object, concept or practice is recontextualized in a
manner which is insulting or harmful to the original group (Rogers, 2006). Through
uneven relationships between cultures, such as colonial and postcolonial relations, the
processes of cultural appropriation can result in romanticized, Orientalized and/or
2
generalized traditions or aesthetics being taken from minority cultures by the hegemonic
cultures that were previously or are currently dominant (Said, 1979; 1985). In particular,
cultural appropriation is seen as having a negative impact on people when it involves the
trivialization or commodification of culture, and this may be further exacerbated when
specific practices are shifted outside their original cultural context and values.
The appropriation of avatar into tech and gaming contexts is a new use of Hindu
religious terminology in an everyday context, while it continues to evoke mystical and
spiritual connotations. Specifically, this paper will show that the uptake and integration of
Eastern traditions in art, philosophy and religion is a recognised phenomenon within the
Californian tech sector at the time the term was introduced (Aupers, 2009), and we argue
that the use of avatar in the new context of gaming is a part of a deliberate process of reenchanting the mundane world.
This use of the term avatar in game culture is a form of cultural appropriation, and
this mostly unacknowledged issue has important implications for videogames scholars.2
But what the avatar designated in this new context had a curious resonance with its
original meaning (Mukherjee, 2017), which underscores the significance of the avatar:
that it indicates a fundamental hybridity of gaming cultures that is fraught by uneven
power dynamics. In the first section of this article we establish the Indic origins of the
word avatar.3 The second section examines the fascination that early California tech
culture had for Hindu art, mysticism and philosophy, and situates the appropriation of the
avatar into gaming as a part of this wider enchantment. The third section of the article
elaborates the new technical and cultural approaches to game development, which
signalled a crucial role of the newly designated avatar in the future development and
3
success of the industry. The article concludes with a discussion of this cultural hybridity
and appropriation in light of the significant role that the avatar has in our understanding
of power, diversity, and inclusion in games and game cultures.
Origins of Avatar
Avatar is a Sanskrit noun that originates in Hindu scripture and theological literature. In
this context an avatar is an object of worship and the manifestation of divinity that
descends on Earth. Avatar is most commonly translated into English as a form of ‘(re)incarnation,’ an often cyclical ‘making flesh’ (carn-) of a deity. The cyclicity,
numerousness and the perfection of Hindu avatars differentiate them from the Christian
linear, singular and imperfect manifestations of God (Sheth, 2002, pp. 112-113). Avatar
is a compound of the Sanskrit preverb ‘ava,’ meaning down or below, and the verbal root
‘tr,’ which means to float, sail across, pass or cross over something, such as a river
(Monier-Williams, 2008, p. 96; p. 454). The theological properties of the avatar are
complex, and were developed over many centuries (see Table 1) (Parrinder, 1997). The
word first appears in several books of the Mahabharata (originating somewhere between
the 8th and 9th century BCE), as avatarana or avatārana, a verb that described the divine
act of descending from the heavens to earth (Mahabharata, 1.2.34; cf. Hacker, 1960, p.
68; Couture, 2001, p. 313). The concept is primarily developed in the Epic Poetry of the
Mahabharata and Ramayana, which both follow the cyclic lives of avatars. Additionally,
of the eighteen most important Puranic stories (Puranas meaning ‘ancient,’ ‘old’),
thirteen center on the lives of avatars: commonly the texts are named after avatars of
4
Vishnu as their central concern, such as the Mahāpurāṇas (‘major’ Puranas) named
Kurma, Vamana and Varaha (Dimmitt, 2015). From these key texts, the key
characteristics of Hindu avatars can be distilled (Parrinder, 1997), i.e., avatars:
are real,
take worldly birth,
are a mix the divine and human,
are mortal;
are historical,
occur repeatedly (and can co-occur), and
can guarantee divine grace.
This concept of avatar has developed over many centuries and is clearly distinguishable
from other theological concepts of incarnation or divine manifestation. It has a rich,
layered history, and is fundamental to many important Hindu texts, as well as to
contemporary traditions within both Hinduism, and Buddhism. Regional and historical
variations of Hinduism can often be distinguished by their inclusion and exclusion of
certain dashavatara (the ten primary avatars) of Vishnu. Many major traditions of
Hinduism similarly focus on avatar reverence, particularly Vaishnavism, the largest
Hindu tradition, which is followed by about 641 million people (Johnson & Grim, 2013,
p. 400). Thus, avatars still have a great deal of religious and cultural significance to a
great portion of the world’s population today.
5
[Table1]
While primarily religious, avatar is also used in other non-gaming contexts. The
term has also taken on a secondary “secular and colloquial” meaning in Bengali,4 where
it can refer to “a person whose peculiar and flamboyant dispositions, habits, and
characters traits isolate him or her (generally, him) from the rest of society as someone
who looks or behaves strangely” (Basu Thakur, 2015, p. 1). Avatar has also been used in
English (somewhat obscurely) since the 18th century to refer to an allegorical figure that
personifies or embodies a principle, thus giving “a face to the abstract or untouchable”
(Coleman, 2011, p. 44). This earlier borrowing illustrates the widespread influence of
Hindu texts, especially the Bhagavad Gita, on European philosophy and other scholarly
traditions as they were translated into European languages during the 19th century
(Bayley, 2010). The cultural hybridity of avatar thus predates videogames considerably.
Scholars have noted that the videogame avatar is contradictory to the notion that
the avatar of Hindu scripture is the divine made flesh. For B. Coleman, gaming culture’s
use of the avatar rather “reverses the process, bringing the earthly into a realm of
mediated abstraction” (2011, p. 44). Jon Dovey and Helen Kennedy make a similar
observation: “the in-game graphic characters that represent the player and the player’s
actions. Originally the divine made flesh in Hinduism, now the flesh made virtual” (2006,
p. 144). While no longer a divinity made flesh, the videogame avatar marks a crossing
over into the virtual. Avatar enriches the notion of player-controlled digital objects by
situating that relationship in the virtual space beyond the screen, and evoking a sense of
embodiment and inhabitation. In the following section, we argue that this use fits a
6
general trend in tech cultures to draw on Eastern traditions to re-enchant technology with
a sense of wonder. This appropriation of avatar to describe everyday experiences of
playing games signalled that gaming was ‘other’ to mundane everyday experience.
Avatar in Games and Tech Culture
There are several routes along which ‘avatar’ enters tech culture in the 1980s and ‘90s.
The point of tracing multiple entry-points for the term is not to provide a strict timeline.
Rather, we argue that the moments which we outline below each illustrate how the
cultural appropriation of ‘avatar’ as a term is part of a general fascination with Eastern
thought within the culture of the Californian tech industry. As the new everyday use of
the term entered the lexicon, for the game industry and players it came to refer to the
representation of the user that was used as vessel or tool to operate within virtual space.
Through its evocation of mystery and otherness, ‘avatar’ signalled an opening into novel
‘re-enchanted’ experiences within the mundane world. The avatar added a linguistic and
conceptual nuance and depth, suggesting videogames potential for creating embodied,
empathic and emotional experiences. By calling it an avatar, the playable digital object
was now no longer limited to merely being a tool, but a potentially new incarnation of
self. In the following subsections we pinpoint three key reinterpretations of the avatar
into the discourse of gaming and technology, which illustrate how the term both
normalized and popularized the notion of an operational virtual proxy, while
simultaneously mystifying the possibilities of the experiences that this enabled through
the exotic, Orientalized connotation of the term.
7
Ultima IV: Quest of the Avatar
The use of avatar which most explicitly relies on the Indic origins of the term is from
Ultima IV: Quest of the Avatar (Origin Systems, 1985). The game is the fourth in Richard
Garriott’s (1961-) influential Ultima series of games, and the first of the ‘Age of
Enlightenment’ trilogy of the series.5 In this trilogy the Avatar is a central figure for
reaching a new age of peace and enlightenment. The avatar is a virtuous ‘chosen one’ that
acts as a shining example for the citizens of Britannia.6 However, ‘avatar’ was not used to
describe the relationship between the player and a virtual figure that they controlled.
Rather, the player is controlling a protagonist who will become ‘the Avatar’ through
achieving the victory conditions in the game.7
Ultima IV’s avatar is a cultural appropriation, used to re-enchant typical Christian
values and render them mysterious. The term is employed as an Orientalist story device
that exoticizes a familiar theme by reframing them as ‘other.’ Rather than an embodiment
of a god out of many gods, Garriott’s avatar is the singular embodiment of virtue. The
term is appropriated into a traditional Christian framework as the avatar becomes a
Christ-like figure who is the singular representative of moral virtue, who has come to
earth to show humanity love, truth and courage, and in doing so ushers in a new era. It remystifies the secular Western world through this gesture towards otherness, but the
sacred world it invokes is thoroughly Christian and Western, yet rendered unfamiliar.
This messianic figure is prevalent within videogames. A figure, ordained by some
ineffable past or cosmic order – and controlled by the player – enters the world and sets it
8
to a sense of order (Bosman, 2017, pp. 199-200; Gray, 2014, pp. 20-21). The avatar in
these contexts is a visible and material figure that players embody and act through. Yet
the actions of such avatars are invested with a sense of divine right, as their role is to
restore a sense of order to the game world. Examples include Geralt of Rivia from The
Witcher III: Wild Hunt (CD Projekt Red, 2015), Kassandra from Assassin’s Creed:
Odyssey (Ubisoft Quebec, 2018), and generic avatars which are developed by the player,
such as the Dragonborn from The Elder Scrolls V: Skyrim (Bethesda Game Studios,
2011).
The use of the term avatar to signal this relationship in Ultima IV marks a
beginning of a reliance on the exoticness signalled by the use of the term avatar to convey
that the experience of playing a videogame was outside of everyday mundane existence.
The messianic avatar resolves crises within an ideological framework of truth and justice
that clearly follows the secularized Christian values of the contemporary ‘West.’ They
are often literally prodigal sons with traumatic pasts, who move through the world
encountering crises and events that they address and adjudicate.8 Irrespective of how the
crises in the game are solved, they are often developed within a recognizably Christian
framework of ‘good’ versus ‘evil’ (see: Ensslin, 2011). Through the repetition of this
narrative pattern the videogame avatar is used to signal a deep and potentially significant
relationship between the player and the world presented in the game. However, the use of
the term avatar also enables and obscures the Christian values of these messianic figures
and the consequent structuring of the virtual world that they set to order.
9
Habitat
Shortly afterwards, Randy Farmer and Chip Morningstar, two game designers working at
LucasArts, used the term ‘avatar’ in their ground-breaking 1986 graphic MUD Habitat
which was already in development before Ultima IV was released (Rossney, 1996).9 This
timing confirms that avatar as a gaming and technical term had multiple entry points into
everyday discourse. The term also resonated strongly with game designers working on
what were, for the time, very innovative and elaborate virtual worlds.10 Habitat was
ahead of the curve, but in the MMO genre of networked games that flourished
subsequently, very strong associations were formed between players and their digital
proxies. It was through Farmer and Morningstar’s use of avatar in Habitat that the
expression was picked up by the Oxford English Dictionary as the first use of term
(Morabito, 1986). According to Farmer, using avatar to describe the cartoon-like figure
operated by the account holders in Habitat was something that “Chip [Morningstar] came
up with” (Britt, 2008). In a later interview Morningstar stated that he has “been variously
gratified, amused, and dismayed at the way the word has taken on the life that it has,”
adding that “he sometimes feels as though he ruined the term ‘avatar’” (Kan, 2010).
In contrast to Garriott’s use of the term avatar in Ultima, Morningstar and
Farmer’s Habitat unambiguously secularizes the term, using it to describe a mundane,
everyday function within the game. In Habitat, avatars are tool-like and operational:
“Avatars can move around, pick up, put down, and manipulate objects, talk to each other,
and gesture, each under the control of an individual player” (Morningstar & Farmer,
2003, p. 665). Unlike the singular, messianic avatar of ‘Good’ virtues that is found in
Ultima IV, the avatars of Habitat are everyday embodiments of any and every player in
10
the game world. Yet in Habitat this new term also signals a qualitatively different
relationship with a mundane digital object that is social and indexed to an individual.
Rather, than picking up a tool to execute a function, an avatar was possessed, inhabited,
and a representation of the self to others in the virtual world.
Snow Crash
A final point of entry for the term is Neal Stephenson’s ‘cyberpunk’ novel Snow Crash
(1992). The now classic novel cemented the avatar as a straightforward, everyday,
technical representation of a user in an online space. The people in the online world of
Snow Crash, called “the Metaverse”: “are pieces of software called avatars. They are the
audio-visual bodies that people use to communicate with each other” (Stephenson, 1992,
p. 33). It was through Snow Crash that the everyday Western, secularized use of the term
became popularized, taking its final form in what can now be considered the canonical
use of the word in tech and gaming culture. A core theme of the novel was exploring
mind, language and myth through computational models, endowing a transformative
power to computation. The fictional avatars of the Metaverse are technologically
advanced, and signal a potential future where a great deal of human activity is augmented
and enabled by avatar technologies.
Stephenson’s novel has an important legacy for the avatar. This is illustrated in its
acknowledgement as the inspiration for Second Life (Linden Lab, 2003) by the lead
developer Phillip Rosedale:
11
Snow Crash has the closest practical resemblance to Second Life as it
exists now: a parallel, immersive world which simulates an alternate
universe, which thousands of people inhabit simultaneously for
communication, play, and work, at various levels and variations of roleplaying with their avatars (Van Winkle, 2006, p. 108).11
Second Life is a widely popular virtual world where millions of people first discovered
how to make and use avatars (Maiberg, 2016). This popularization and wider adoption of
the term avatar continues with the rise of social media. As a metaphor for user
representation online (Coleman, 2011), the avatar extends to multiple sites of wider
technological culture through social media (e.g. Dean, 2010) and cinema. On the one
hand, social media platforms including Yahoo! and Tumblr use the term, as well as
gaming platforms and other services (van Ryn et al., 2019). The concept encapsulated by
avatar is demonstrably necessary, and although its appearance in this context may seem
odd, there are well-documented parallels, to be outlined below, which indicate that it can
be understood as a part of a larger cultural phenomenon.
Magic, Mysticism and Silicon Valley
The rise of what we now refer to as “Californian ideology”, “tech culture” or “Silicon
valley culture” (Barbrook & Cameron, 1996; English-Lueck, 2017), is to a large extent
influenced by the intersection of the counterculture of the 1960s and ‘70s with the
utopian potentials of technology and cyberculture (Aupers, 2009). Countercultural
12
periodicals such as Whole Earth,12 Mondo 2000 and Wired have been central in defining
a uniquely Californian technology subculture (Turner, 2010). A key feature of that
subculture is an interest in the possibilities of using computing and connectivity as a way
to aid self-subsisting communities to reach communal independence (Golumbia, 2009).
However, this technological focus is underwritten by a mystical dimension which
borrows heavily from the traditional art, religion and philosophy of China and India
(Turner, 2010). In particular, this has influenced utopian approaches to computing that
see the computer as more than just a ‘tool,’ but as a device for the self-actualization of the
individual and advancement of the human collective.
The introduction of the avatar to Western tech and gaming discourse is part of this
wider process of cultural appropriation of Indian culture through Californian
counterculture, as part of the formation of Silicon Valley’s tech culture in the late 20th
century. During the height of the counterculture period, several organizations were
pivotal in making the shift from counterculture to cyberculture, such as Nooruddeen
Durkee’s (1938-) USCO art collective and Stewart Brand’s (1938-) Whole Earth group
(Turner 2010, p. 50). Both groups drew freely on Eastern traditions in their organizational
philosophies. This “techno-mysticism” drew on diverse influences, such as “rituals
involving drugs, mystical forces and electrical technologies”, and the various influences
of Indian scholars like Ananda Coomaraswamy (1887-1947), and the Indian guru Meher
Baba (1894-1969) (ibid.).
Tech culture’s fascination with enchantment and Eastern religion goes far beyond
the practical adoption of the avatar. References to enchantment are common in early
computing: installation software is called “wizards” and IT experts “magicians” (Levy,
13
2001); Kline et al. note that this “fascination with misty premodern fantasy” is a “paradox
of emergent game hacker culture” (2003, p. 90). The mysticism introduced to tech culture
was “a means of invoking and reaffirming mystery in a world that seems to have lost it”
(Hanegraaff 1996, p. 84). This mystic dimension drew both on the utopian possibilities of
technological innovation, and on the opacity of that technology (Aupers, 2010). Through
drawing freely from and appropriating other cultures, the secularized Western world was
re-enchanted with a sense of wonder.
The meaning of avatar is circumscribed by its entry into everyday discourse
through the heart of U.S. technoculture in Silicon Valley. While the desktop visual
metaphor meant that most elements of the computer’s graphic user interface were clearly
explained by remediation, avatar came to be used to describe the experimental interface
that was developed fully in games, and subsequently became widely relevant with the
growth of virtual worlds and social media. To reiterate what we have said previously: this
choice is neither random, nor neutral. This appropriation of terminology is a result of the
tech industry’s longstanding fascination with the Eastern cultures, which also provided
exotic and embodied connotations that resonated strongly with tech culture’s interest in
the transcendent and utopian potential of the computer networks that they had dubbed
‘cyberspace.’
The Necessity of the ‘Avatar’
14
The adoption and appropriation of avatar also reflects a gradual, but substantial change in
how game designers understood the qualities of player experiences. While the technology
was not new to games, the introduction of the term established that there was a particular
need to demarcate a formal element in videogames: the representation of the user in a
digital environment that enabled “the user to experience and interact within the spaces of
digitally mediated worlds” (Nowak & Fox, 2018, p. 33). However, this demarcation also
reflected the increasing understanding of the importance of the avatar for establishing
emotional connections with games (Isbister, 2016), and consequently became a site of
both technical innovation and commercial intensification within the industry.
The avatar has been a site of scrutiny for scholars interested in the
representativeness of game culture. The key issue in this case is how avatar represent and
include different demographics, as they have mostly been male, white, cis-gendered and
straight (see: Williams, et al. 2009). In a similar vein, one of the characteristics of early
game studies scholarship was to emphasize the avatar not as a site of identification, but
rather as a ‘tool’ (Consalvo and Begy, 2015, p. 102). Scholars such as Aarseth (2004) and
Newman (2002) have approached the avatar as merely such a “vehicle” or “tool” for the
player. Aarseth goes so far as to dismiss the avatar as an irrelevant body for players to
“see through… …and past” (2004, p. 48). However, this position has been challenged
and enriched by scholars who explore the complexity of the relationship with the avatar
as a complex site of multiple (de Wildt, 2014; Kania, 2017; Vella, 2015), hybrid
(Boudreau, 2012) identities, which suggest a permeability of subjectivity (Wilde &
Evans, 2017) associated with posthuman identities (Giakalaras & Tsongidis, 2015).
15
However, the avatar as a technical element of games was originally developed
primarily to perform a functional role for the player. They were “position indicators” that
made no attempt to represent a character in any sense (Bogost and Montfort 2009, p. 52).
Typically this function was a representation of a gun, a car, a spaceship or some other
vehicle or object, which often indicated which actions – driving, flying, shooting, etc. –
were the dominant activity in the game (Bogost & Montfort 2009). For example, the
spaceship in Galaga (Namco 1981) sets a framework for the in-game actions of the
player, which may involve shooting alien spacecraft and flying around the game-space in
order to more precisely target particular alien ships, dodge missiles, and avoid collisions.
In Galaga, and many other games from this era including Defender (Williams Electronics
1981) and Space Invaders (Taito 1978), a nominal human agency is still implied (Rehak
2003). But while there may in actuality be a pilot of the spaceship, there is no question of
them existing as a character – they do not even have a name, let alone abilities,
characteristics or a ‘backstory.’
A narratively rich form of avatar was developing by the end of the ‘Golden Age
of Videogames.’ While they were functional extensions of the player’s capacities into
virtual spaces; they were also clearly identifiable characters that had their own traits and
characteristics that made them distinct from those of the player (Bogost & Montfort 2009,
p. 51). Aldred (2012) pinpoints this shift in the licensed games that Atari created after the
company was purchased by Warner Communications in 1976. Raiders of the Lost Ark
(Atari 1982), for example, had the same 8-bit graphics that characterized the era, but was
able to make a symbolic connection between the game and its source film by integrating
recognizable items in the portrayal and function of the Indiana Jones ‘avatar,’ most
16
notably his hat and whip (Aldred, 2012). The graphic constraints of the Atari 2600 meant
that designers deprioritized accurately representing the visual and narrative elements of
the film, and instead focused on the “function and actions” of the avatar (2012, p. 97).
By comparison, the simplistic design of Pac-Man (Namco, 1980) belies a
carefully crafted concept for the avatar. ‘Pac-Man’ is designed to look like a pizza from
which someone has taken a slice. The (presumably male) designers believed that this
would appeal to women, as they liked to eat (Donovan 2010, p. 87). To supplement the
pizza-like avatar of Pac-Man, official art was circulated on the arcade cabinets, and in
other promotional materials, which provided more visual and emotional depth for the
avatar. Lead designer Toru Iwatani (1955-) commented on this art in an interview:
The hardware specifications of the time, compared to the present time,
were very limited, so we could only have artwork in a very simplistic style
and it was very difficult to create a sense of empathy for the player with
this limited artistic style. But we wanted as many people as possible to
enjoy the game, so by creating kawaii characters we thought we could
appeal to women as well. (Donovan 2010, p. 87)
The promotional figures were drawn in a kawaii style (Japanese cute aesthetic) and
featured an anthropomorphized yellow ball possessing a broad grin and expressive eyes
and eyebrows, to which limbs had been added, arms clad in orange gloves, and legs in
red boots.
While the appropriation of avatar into videogames followed a larger and mostly
unidirectional exchange between Silicon Valley and Eastern mysticism it also
17
encapsulated the development of a richly contextualized interface element that required a
specific name – the formerly used colloquial ‘man’, ‘life’ or ‘ship’ was inadequate. This
new term could usefully signal the development as a whole rather than referring to the
individual character actor by name. This branded commodification of the avatar made it
into a marketable and identifiable product in itself (Kline et al., 2003, pp. 125-126). The
role of avatars for the marketing of platforms in the “console wars” is illustrative: both
Mario and Sonic were the prime site for identifying with either Nintendo or Sega’s
gaming platform (Harris, 2014). Through such marketing, Mario, Sonic, Pac-Man, Lara
Croft, Master Chief, Pikachu and their kin have become the proselytizing face of game
culture. Each has spawned merchandise, films and other popular material that has a reach
far beyond the medium of videogames (Kline et al., 2003). More than hardware,
storytelling or the figure of the ‘gamer’, then, the commodified avatar is the locus of
identification for gaming.
Discussion
Avatars have a pivotal role in discussions of identity, diversity and inclusion in gaming
cultures. This is evident in the way that discussion and critique of the gender, race and
sexuality of avatars is so polarized within game cultures. The avatar is central to the
everyday understanding of inclusivity in gaming. Blizzard’s popular multiplayer game
Overwatch (2016), for example, has been both praised and criticized for its inclusive
avatar design. A noticeable number of high profile games have recently shown a
deliberate approach to including a female avatar, like Assassin’s Creed: Odyssey. These
18
developments reflect a growing understanding that game design is not without politics,
and that the games industry and game culture have a responsibility to be more inclusive
of different bodies, beliefs and cultures. However, making more representative avatars,
particularly in order to attract new audiences, places a great deal of emphasis on the
association between identity and avatar for embedding diversity; when for many people
the relationship was not very important (Shaw, 2017). While welcome, avatar choice can
reinforce unwelcome binaries, rigid demarcations and essentialist notions, and may
promote one aspect of identity over others. Adrienne Shaw thus argues for a more
complex approach to avatar representation where the emphasis is on creating space
within games for the possibility of difference (2017, p. 59; cf. Shaw, 2014). The origin of
the term avatar in gaming through a process of cultural appropriation adds to the
complexity of this issue, while also offering a potential way forward through realigning
the avatar with its origins. In other words, through re-orienting it.
By re-orienting the avatar, we engage with issues of cultural appropriation that
increasingly arise in public debates around cultural production, diversity and cultural
sensitivity in the Anglosphere, often in a very polarizing manner (King, 2013). While
some forms of cultural appropriation are clearly ethically dubious, it is a key part of the
process of cultural exchange. This includes the long history of reciprocal cultural
influence between the Indian subcontinent and the Western world up until the colonial
era. Again, cultural appropriation mostly becomes a problem when there is a power
imbalance between the two cultures, and the appropriation is done by the dominant
culture. This may be exacerbated when that dominant culture also commodifies what has
been appropriated, without compensation or acknowledgement (Rogers, 2006). We have
19
argued that the adoption of the term avatar by tech and gaming cultures takes precisely
this form of cultural appropriation. The use of the term plays upon its Indic origins
though the strangeness, otherness, and difference evoked by the term. Although
Kassandra and Geralt of Rivia might exist independently of the concept, the avatar
signals a general quality to the experience of videogames which suggests they are outside
of mundane, secular Western experience: a signalization which was crucial for
establishing the commodified experience of videogame play.
Explicitly acknowledging the uneven power relationship in the cultural
appropriation of the avatar from India to North-America has several important
consequences for scholarship of videogames:
1. Videogames are culturally hybrid;
2. While videogames are a global phenomenon, they draw from (and are
experienced in) multiple, uneven local contexts;
3. Power and privilege shape how we experience and understand games.
The cultural hybridity of digital games in general is of growing significance in the global
games industry as new areas become centres of global and local videogame production,
and new markets are opened trough digital publishing and distribution. While digital
games have long being understood as a hybrid cultural product (Consalvo, 2006), the
conceptual hybridity that is illustrated by the use of avatar in gaming terminology
suggests both a more widespread cultural exchange than between North America and
Japan and one which has a history which predates the emergence of videogames.
20
Videogames are everywhere, but they are experienced asymmetrically. The
history of the avatar illustrates that — beyond this technical unevenness created by
multiple different arrangements of access to software, hardware, and infrastructure —
game cultures are also asymmetrical. Recent work has highlighted game cultures in
regions outside of the Anglosphere (e.g., Švelch, 2018) and Global North (Penix-Tadsen,
2019) and there is still urgent need for further work that explores these areas. Unevenness
is a characteristic for game culture, and considering the cultural, religious and linguistic
dimensions of this unevenness, it is important alongside the growing body of robust work
that considers the experiences of marginalized groups that have struggled for inclusion in
game culture (e.g. Gray, 2014; Kafai et al., 2016, Shaw, 2014), both as players and
designers.
Our knowledge of digital games is shaped and influenced by such factors,
whether or not we may choose to acknowledge this explicitly. This is especially so
considering that the main vehicle of knowledge in academia is our vocabulary, hence we
need to acknowledge the genealogical, linguistic and cultural origins of the words and
concepts we use in our work. The lack of critical work that deals with the cultural
background of the concept of avatar suggests that many scholars of digital games, most
of ourselves included, have been operating from a position of relative privilege. From
such a position, it is easy and common to set some of these complexities aside, by
uncritically considering the avatar a vernacular term which has emerged from the
community of players and designers. However, while the cultural history of the avatar is
not hidden, and its origins have been acknowledged; the significance of this origin is
rarely discussed. What is being overlooked is not merely an interesting footnote in the
21
history of digital games, but a cosmopolitan and hybrid perspective on the development
of digital games as an aesthetic form and commodity.
The avatar illustrates how digital games are hybrid in multiple intersecting ways.
The hybridization of humans and technology exemplified by the avatar is acknowledged
and explored significantly in scholarship of games, from theories of hybrid identities
(Filiciak, 2003), cyborgs (Dovey and Kennedy, 2006), assemblages (Taylor, 2009),
through to the posthuman (Giakalaras &Tsongidis, 2015; Wilde & Evans, 2017). Our
tracing of the incorporation of avatar into everyday and academic gaming discourse
suggests that this approach to hybridity intersects with a less acknowledged form of
cultural hybridity. The avatar is already a key site of debate around issues of
representation (Shaw, 2014; 2017), and the cultural hybridity signalled by the avatar’s
history potentially destabilizes the default white and predominantly Anglophone
understanding of the avatar in game cultures.
Conclusion
This article has examined videogame avatar from a postcolonial perspective to explore
the cultural appropriation of Eastern culture by the West, in light of its firmly embedded
conceptual use in game scholarship, game cultures, and social media platforms. The
avatar’s use and application in these contexts stems from a very specific moment in
history, which is understood to have been characterized by widespread cultural
appropriation of art, philosophy and religion from the Indian subcontinent, in order to
22
express a countercultural and mystical dimension to otherwise secularized and mundane
Western tech industries. This newly appropriated concept of the avatar encapsulated an
emerging communication nexus between humans, and humans and computers, which has
had ongoing significance for videogames and virtual worlds. The concept has become
embedded in both the everyday and scientific understanding of the present and future of
human interaction. Our intention is not to turn people away from this term, but rather to
open a space for reflexivity around the avatar that acknowledges its fraught background –
to re-orient the avatar. This fraughtness galvanizes the pre-existing concerns about power
and representation that have be formulated in relation to the avatar by scholars working
from critical perspectives informed by critical race studies, queer studies and feminism,
and indicates a developing constellation of critical game studies scholarship that includes
postcolonial theory to examine inclusivity in gaming cultures.
23
Endnotes
1 Originally released on the Apple II, it was later ported to many key platforms of the
day, including the Commodore 64, NES and SEGA Master System.
2 Indic in this context refers to Sanskrit and those contemporary languages descended
from Sanskrit, such as Bengali, Hindustani and Punjabi.
3 Julian Kücklich has cautiously noted that avatar “is a problematic term, however, due to
its religious connotations, and should not be used without explanation” (2006, p. 108).
4 Bengali is the official language of Bangladesh and the second most widely spoken
language in India, after Hindi.
5 The trilogy included Ultima IV: Quest of the Avatar, Ultima V: Warriors of Destiny
and Ultima VI: The False Prophet, which were published between 1985-1990 by Origin
Systems.
6 The world of the Ultima franchise was called Sosaria in the first three games.
7 By exercising the ‘Eight Virtues’ and accessing the ‘Codex of Ultimate Wisdom.’
8 One example is Carl ‘CJ’ Johnson in Rockstar North’s Grand Theft Auto III: San
Andreas from 2004.
9 MUD = Multi User Dungeon or Dimension, a multiplayer genre of games which was
popular among early computer users.
10 In 2001, Morningstar and Farmer were recognised for the innovation and influence of
Habitat at the first annual Game Developer’s Choice Awards.
11 Phillip Rosedale also cites numerous more minor influences in the interview,
including Philip K. Dick, John Brunner, Vernor Vinge and William Gibson.
12 Under various titles this publication dates back to 1968.
24
Acknowledgements
Lars would like to personally thank Julianne Moss and Catherine Beavis at Deakin
University’s Strategic Research Centre in Education, Research for Educational Impact
(REDI) for enabling this collaboration by hosting him as a Visiting Scholar at REDI in
2017, and the EU Junior Mobility project (600408) for funding it. The authors would
furthermore like to thank Mel Campbell and Nicholas Heron for their research assistance
on this article; and Dr. Steve Vose for his corrections on an earlier draft.
Funding
This work was funded by DP140101503 Avatars and Identities (Justin Clemens, Tom
Apperley and John Frow 2014-2018) from the Australian Research Council and through
Academy of Finland funded Centre of Excellence in Game Culture Studies (CoEGameCult, 312395). Collaboration by the authors was furthermore enabled by Lars’
travel funding through the Junior Mobility Programme (JuMo) award for research abroad,
as part of European Commission grant 600408.
25
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Table 1. Avatar in key Indic scripture
Text
Author
Genre
Date
Language
Notes
Sanskrit
700 verses
Sanskrit
Over 100,000
composed
Bhagavad
Vyasa
Gita
epic
5th to 2nd
poetry
centuries
BCE
Mahābhārata
Vyasa
epic
Composed
poetry
from 8th or
couplets.
9th century
Incorporates
BCE,
the Bhagavad
reaching its
Gita.
current form
Together with
4th century
the Rāmāyana
CE
it forms the
Itihasa.
Rāmāyana
Valmiki
epic
Composed
poetry
from 7th to
Sanskrit
24,000 verses.
Together with
4th centuries
the
BCE until
Mahābhārata
35
Puranas
compiled
by Vyasa
literature
3rd century
it forms the
CE
Itihasa.
Composed
Sanskrit
Divided into
between 3rd
and other
the 18 Maha
and 10th
languages
puraṇas and
centuries CE
18 Upa
puraṇas.
36
Author Biographies
Lars de Wildt is a Ph.D.-candidate and lecturer at the Institute for Media Studies at KU
Leuven, focusing on how videogame players and developers play with religion in a
supposedly secular age. Lars was Visiting Scholar at Deakin University, Melbourne and
Université de Montréal. Published work is with Information, Communication & Society,
the European Journal of Cultural Studies, Brill, Routledge, and others.
Thomas H. Apperley, Ph.D. is currently a Senior Research Fellow at the Centre of
Excellence in Game Culture Studies at Tampere University and a member of GameLab.
His more recent work has appeared in Games & Culture, New Review of Multimedia and
Hypermedia, and Media International Australia.
Justin Clemens is Associate Professor in the School of Culture and Communication at
The University of Melbourne. His recent work focuses upon the conceptual and practical
consequences of the data revolution, especially regarding the uses of avatars in
videogames and the implications for ontology. He is also the co-editor, with Rowan
Wilken, of The Afterlives of Georges Perec (Edinburgh UP 2017) and, with A.J. Bartlett,
of What is Education? (Edinburgh UP 2017).
Robbie Fordyce is from Aotearoa/New Zealand and is a Lecturer in Big
Data/Quantitative Analysis and Research Methods at Monash University. Robbie
researches the exploits, manipulations, and politics of rule-based systems and their
37
cultures; addressing cases that include global activist use of technology, videogames, and
3D printing. This work has been published in Games and Culture, ephemera,
Fibreculture, The Journal of Peer Production, and elsewhere.
Dr. Souvik Mukherjee is Assistant Professor and Head of the Department of English
Literature at Presidency University, Kolkata, India. His main areas of research are Game
Studies, Digital Humanities, Early Modern Literature and Literary Theory and he is the
author of Videogames and Storytelling: Reading Games and Playing Books (Palgrave
Macmillan, 2015) and Videogames and Postcolonialism: Empire Plays Back (Palgrave
Macmillan, 2017).
38