Digital Subjectivity


What subjectivity means? Our own view and perceive of world. What is the idea of ‘self’? The self is stable thing – I am myself. Is it fixed? Who we are and how we act changes over time. Subjectivity is the different ways we interact and act, how we response to the different things we are subject to.

We have different positions and we are acting how we are expected accordingly situation we are in. The subject is no longer an ontological being – we are always subject to change, we are in relationships, in situations. There are certain way of behaviours.


What possibilities are open to us?

  • Historical – roles and responsibilities according genres;
  • Social
  • Cultural
  • Who we are and how we act is always contingent on other things


 Subject to…?

  • Lecturer – teaching, support, act in mature and responsible way, to have knowledge; the institution expects certain things and the students expect certain things;
  • Research student – listen, learn, study; social performance is different

Implies who you are in yourself. Dependent to what you are subject to, depending to the situations you act differently and that what subjectivity is. Changing the relationships, we are into.



What outside forces act upon us to shape us?

Consider how institutions shape us into certain subject positions. How are these enforced? How are they complicated? How do they change?

Different institutions make us act in different ways – university, religion, army, hospital, court, police… The idea of being a criminal can change in order where we physically are. As students we are expected to come to university to study, but in the same time we are expected to act different when we are consumers. We also are subjective to different media campaigns.


Some of the biggies…

Some of the most discussed aspects of our subjectivity include race, gender, sexuality and class; etc.

To large degree this is because so much of the understanding and negotiations of these areas is through social engagement and institutionalized understandings

We are SUBJECT TO certain implications or understandings of self-based in these things.




With race comes the racism and having a dominant race. The white privilege. How race shapes us – having more access, receive more discrimination, etc. Institutionalised racism – black people being shot in America for no reason at all.

Going online, there are no black and white race anymore. There are dwarfs, elves, etc. Is this how we define our subjectivity today? The race which we belong to has certain affects on us.

Fan made product. Negative presentation of people who were being working in terrible conditions, who were been exploited. Elves are always seen as mixed race – half human but treated as not human.



How is gender represented in online games – very stereotypical. We are living in society which faces transsexual issues, but in online games you still choose from male and female. The male gaze: ‘women as sexual objects’. Playing a Girl… by men. The term has been central to feminist critiques of sexual representation. Male characters are hypermasculine and female characters are hypersexualized.



Biological sexuality is only precondition. It becomes transformed. Heteronormativity:

  • Works on the basis of fixed binary gender positions
  • Fixed roles – masculity and femininity
  • There assumes that heterosexuality is the ‘norm’
  • Heterosexuality is takes for granted as natural occuarance

Ways in which we see heteronormativity in society. How sexuality shapes our subjectivity?

‘Children deserve a mother and a father’ – vote NO on same-sex marriage. Is hetero the norm?

Even as a baby you are subject to certain expectations – Girl ‘is just a cupcakes looking for muffin’.

Heterosexuality remains unquestioned – ‘just the way it is’.

Attempts to subvert heteronormativity – the difference between human and dwarf.




‘I have good taste, but I don’t have the money to prove it.’ Cultural consumption, what we are exposed to, define what are our expectations. We shape our class on what is around us and what is available for us.

Class in videogame culture

High culture vs. pop culture (ballet vs. video games). Games are easy accessible for mass audience, so they are ‘cheap’ and that means they are not high culture. Even in games we replicate things as class, taste, money in games as well – games mimic real life.

Addiction as a class based phenomenon. Are gamers addicts? Addictions is usually present as weakness. The image we get in our mind when we hear ‘drug addict’ – homeless, uneducated, etc. which is not accurate image. When we imagine ‘gamer addict’ we connect it with something bad. Labelling is bad.

Cultural omnivors


Digital Subjectivity

Virtual worlds are virtual in limited sense.  Digital worlds do not have to adhere to any specific formula or organisation, and yet ideological constraints gave seeped into its very existence and frameworks.



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