![]() The theoretical starting point of my investigation is Paul Ricoeur's theory of narrative identity. However, though this study is not empirical, one of its aims is to contribute to the theoretical framework for empirical research in this field. My investigation is primarily philosophical: it aims at a conceptual clarification of the relationship between (playing) computer games and human identity. In this chapter, I shall examine the way computer games construct our identity in comparison with traditional narrative media, such as novels and movies. In recent decades, the domain of expressions has been (massively) extended by computer games and, as a result, we have witnessed the emergence of a new tool for identity formation. Consequently, changes in these mediating structures reflect changes in the relationship between us and our world, in our social relationships, and in our self-conception. These expressions not only mediate between us and our world (referentiality) and between us and our fellow man 0communicability), but also between us and ourselves (self-understanding). Human identity is not a self-contained entity hidden in the depths of our inner selves, but is actively constructed in a social world with the aid of various expressions, such as social roles, rituals, clothes, music, and (life) stories. The Game of Life: Narrative and Ludic Identity Formation in Computer Games
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