Artificial Identities: An Essay

Writer and critic Katherine Cross examines the fundamental truths—and benefits—of identity in role-playing games and how they provide the chance to reveal players’ true natures.

Look at the back of the box for any video game and you’ll find a bullet-pointed list of features. “Pulse pounding dungeons,” “hyper realistic graphics,” “exciting multiplayer.” The real joy of gaming, however, comes from what’s silently lurking between those points. They don’t tell you about breaking up loveless marriages, changing your gender, finding the love of your life, or coming out as queer.

Video games are a mirror in which we may see an unfamiliar reflection. They entice players with the promise of an ideal self—the heroic warrior, space marine, or Chosen One who can save the world with countless magic powers that Ordinary You can only dream of. But every person’s “digital ideal” scatter-plots around the mean as a proliferation of perfected, experimental selves who will invariably stray from the intentions of game developers. I’ll never forget how World of Warcraft sparked an affair between two women I gamed with, one in Australia, the other in Hawaii. I never knew what became of them, but the game became intrusively and inescapably real for them both.

The real adventure is what transpires beyond the promises on the back of the box.

That’s always been the trick, you see. Video games, especially those that take place online and throw us all together in some virtual arena, aren’t just games. The game, the ludic matter of scoring points and showing mastery of your skills, becomes a mere excuse for everything not covered by an ESRB rating. The real adventure, often as not, is what transpires beyond the promises on the back of the box. In my time as an online gamer I’ve taken on the role of therapist, talking people I’ve never met down from the ledge of suicide. Imagine my character running through a forest, gathering herbs for her Alchemy skill, and in every spare moment I’m typing out messages to a friend, letting her vent and cry, while sending her missives that I hope will make her hate herself less.

When you play a game like this, the gulf between who you are and who you want to be becomes painfully evident—and yet it’s the pocket of netherspace you dwell in. It’s a mixture of inadequacy, thwarted ambition, and innervating eros that seizes every ounce of your attention. That mixture is alcoholic in its vintage; if booze is liquid courage, the frisson of gaming is a kind of digital courage. What people do with that courage, as is so often the case with its liquid variety, varies widely. Sometimes the inadequacy wracks you and becomes the only thing you know; this becomes an impetus to abuse, to use the illusion of power granted by the game to become a raging wanker whose license is the very concept of play. “It’s just a game, don’t be offended,” or “It’s just words on a screen,” they might say. Such people, almost invariably, try to bring cruel bigoted abuse and sexual harassment under the umbrella of gaming culture. Someone says you can’t shoot straight because you’re a girl? That’s just “trash talk,” the currency of competitive gaming’s realm.

The gap between who you are and who you want to be causes a monstrous mutation; you take it out on anyone in reach, battering them in the hope of feeling strong and powerful because you need one more hit of that elixir, one more shot to the arm in order to feel like a Big Man (and it is so often men who fall prey to this). This is the world in which GamerGate—a harassment campaign spawned by reactionary, self-identified “gamers” against women and queer people in the gaming industry, to purge us and our “corruption”—seemed to prefigure the resurgence of the wider “alt-right”; where the Ubermenschen lifestyle promised by gaming’s consumer-king culture has inadvertently become a fertile recruiting ground for actual neo-Nazis.

It’s hard not to feel despair at this. But there’s more to this world than its darkness, even if that’s all we can see now. There is, and always has been, another reality in the virtual. It’s the reality of the young transgender woman who finds her voice as a woman thanks to videogaming, or the reality of the game developer who speaks in a register only a game can fully express; the queer indie developer whose use of new game development tools allows her to tell a story that would never make it past the gatekeepers of traditional publishing. For all their artifice, these interactive realms have a way of drawing the truth from us, dissolving closet doors and puritanical inhibitions in ways that are redolent of underground scenes. But the pulse of the club or burr of the speakeasy are replaced instead with visions of the fantastical, which for all their blatant falsehood make it strangely impossible to lie to yourself. What you play, especially when you’re given a wide choice, says a lot about your innermost yearnings.

You know that insufferable question everyone gets asked at job interviews? “If you could have one superpower, what would it be?” Supposedly, the answer reveals a lot about you. Super strength indicates, perhaps, an aggressive personality; invisibility may suggest a subtler, shyer one. But with the act of roleplaying in a video game you’re surrounded by people you don’t really have to impress with your answer. It instead takes flight amid a carnival of other answers, loudly competing for space in the digital crowd. As a consequence, it says a good deal more about some aspect of you.

I had discovered what it was that I was really getting out of all my playing: a chance to be my truest self.

Some games play this to the hilt. Kitfox Games’ Moon Hunters—an enchanting prehistorical fantasy where you discover what happened to a missing moon goddess—marketed itself as a “co-op personality test RPG,” where your character’s choices added up to some truth about the player, writ large in an in-game constellation. Most games don’t embrace this so openly, however, leaving it to you to discover on your own just what it is that compels you to role-play a certain kind of character.

But the next time you get really into a game, especially one that allows you a wide degree of latitude in customizing the character you play, it’s worth asking yourself what you’re really playing with here. For my part, my World of Warcraft days drew to a close not long after I came out. I went from twelve-hour days in the game to barely being able to log in. I had discovered what it was that I was really getting out of all my grinding, raiding, and farming: a chance to be my truest self. As soon as I found a way to do it in the physical world I had less need of a digital facsimile. I owe gaming that much—and I owe it to the medium to remember the best of its potential, even in these dark days. ♦

(Image credit: Still from World of Warcraft courtesy Martin Chung via Flickr.)

The Women of World of Warcraft: An Interview

“I was like, Wow! There’s all these women playing World of Warcraft again. It’s amazing! But they’re all played by men.”

Artist and gamer Angela Washko talks about entering the social sphere of the online role-playing video game World of Warcraft and investigating players’ views on gender.

Read the transcript.

The Women of World of Warcraft: Interview Transcript

Hi, I’m Angela Washko and I’m an artist making work in performance. I make interventions in both public spaces and digital public spaces.

For a long time I’ve been operating as the Council on Gender Sensitivity and Behavioral Awareness in World of Warcraft, the massively multiplayer online role-playing game.

I was going into World of Warcraft and talking to players about the way that the player base informally created a kind of culture around excluding women and even within this world that has this like incredible fantasy landscape—so many different types of characters that you can play—there was kind of a shift in that all of a sudden I was like, there’s so many women avatars running around.

I was like, Wow! There’s all these women playing World of Warcraft again. It’s amazing! But they’re all played by men.

So I started interviewing players specifically about that.

So at first I was really excited about this whole like “men-playing-women” thing. I was like, Oh, like they’re going to have such an interesting experience in WoW. People constantly whispering them sexual comments….—stuff like that.

But when I asked them they said, “I play a girl because I don’t want to look at a guy’s butt all day.” I have like a hundred screenshots of this answer.

That sort of shift in identity and in representation, and sort of projection in this space was super fascinating to me.

So a couple of the videos in the Council series are fully dedicated to discussing that phenomenon.

Return to the artist page or video.

The Works

Cory Arcangel

Image of Cory Arcangel, still from Totally Fucked, 2003, handmade hacked Super Mario Brothers cartridge and Nintendo NES video game system. Courtesy of the artist.

Cory Arcangel, still from Totally Fucked, 2003, hacked Super Mario Brothers cartridge and Nintendo NES video game system. On loan from the artist. Photo by Maria Zanchi. © Cory Arcangel

 

Cory Arcangel, still from Self Playing Nintendo 64 NBA Courtside 2, 2011, hacked Nintendo 64 video game controller, Nintendo 64 game console, NBA Courtside 2, game cartridge, and video. Courtesy of the artist.

Cory Arcangel, still from Self Playing Nintendo 64 NBA Courtside 2, 2011, hacked Nintendo 64 video game controller, Nintendo 64 game console, NBA Courtside 2 game cartridge, and video. On loan from the artist. Photo by Maria Zanchi. © Cory Arcangel

Learn more about Cory Arcangel.

 

Mark Bradford

Mark Bradford, Practice

Mark Bradford, Practice, 2003, video (3 minutes). Courtesy of the artist and Hauser & Wirth, Zurich, Switzerland.

Learn more about Mark Bradford.

 

Nick Cave

Nick Cave, clip from Bunny Boy, 2012, video (14 minutes). Courtesy of the artist and Jack Shainman Gallery, New York. © Nick Cave

Learn more about Nick Cave.

 

Martin Creed

Martin Creed, Work No. 329, 2004, balloons. On loan from Rennie Collection, Vancouver. Photo by Bob Packert/PEM.

 

Martin Creed, Work No. 798, emulsion on wall, 2007. Courtesy of the artist and Hauser & Wirth. Photo by Bob Packert/PEM.

Learn more about Martin Creed.

 

Lara Favaretto


Lara Favaretto, Coppie Semplici / Simple Couples, 2009, seven pairs of car wash brushes, iron slabs, motors, electrical boxes, and wires. On loan from Rennie Collection, Vancouver. Photo by Bob Packert/PEM.

Learn more about Lara Favaretto.

 

Cao Fei

Cao Fei, Rumba 01 & 02, 2016, cleaning robots and pedestals. Photo courtesy of the artist and Vitamin Creative Space. Photo by Bob Packert/PEM.

 

Cao Fei, still from Shadow Life, 2011, video (10 minutes). On loan from the artist and Vitamin Creative Space. Courtesy of the artist and Vitamin Creative Space.

Learn more about Cao Fei.

 

Brian Jungen

 

Brian Jungen, Owl Drugs, 2016, Nike Air Jordans and brass. On loan from the artist and Casey Kaplan, New York. Photo by Jean Vong.

 

Brian Jungen, Horse Mask (Mike), 2016, Nike Air Jordans. On loan from the artist and Casey Kaplan, New York. Photo by Jean Vong.

 

Brian Jungen, Blanket no. 3, 2008, professional sports jerseys. On loan from the artist and Casey Kaplan, New York. Photo by Jean Vong.

Learn more about Brian Jungen.

 

Teppei Kaneuji

Teppei Kaneuji, Teenage Fan Club (#66–#72), 2015, plastic figures and hot glue. On loan from the artist and Jane Lombard Gallery, New York. Photo by Bob Packert/PEM.

 

Teppei Kaneuji, White Discharge (Built-up Objects #40), 2015, wood, plastic, steel, and resin. On loan from the artist and Jane Lombard Gallery, New York. Photo by Bob Packert/PEM.

Learn more about Brian Jungen.

 

Paul McCarthy

Paul McCarthy, Pinocchio Pipenose Householddilemma, 1994, video (44 minutes). On loan from the Marieluise Hessel Collection, Hessel Museum of Art, Center for Curatorial Studies, Bard College, Annandale-on-Hudson, New York. © Paul McCarthy

Learn more about Paul McCarthy.

 

Rivane Neuenschwander

Rivane Neuenschwander, Watchword, 2013, embroidered fabric labels, felt panel, wooden box, and pins. On loan from the artist and Tanya Bonakdar Gallery, New York; Fortes D’Aloia & Gabriel, São Paulo, Brazil; and Stephen Friedman Gallery, London.

Learn more about Rivane Neuenschwander.

 

Pedro Reyes

Pedro Reyes, Disarm Mechanized II, 2012–14, recycled metal from decommissioned weapons. On loan from the artist and Lisson Gallery, London. Photo by Bob Packert/PEM.

Learn more about Pedro Reyes.

 

Robin Rhode

Robin Rhode, still from He Got Game, 2000, digital animation (1 minute). On loan from the artist and Lehmann Maupin, New York and Hong Kong.

 

Robin Rhode, detail of Four Plays, 2012–13, inkjet prints. On loan from the artist and Lehmann Maupin, New York and Hong Kong.

 

Robin Rhode, Double Dutch.

Robin Rhode, Double Dutch, 2016, chromogenic prints. On loan from the David and Gally Mayer Collection. Photo courtesy the artist and Lehmann Maupin, New York and Hong Kong.

 

Robin Rhode, See/Saw.

Robin Rhode, See/Saw, 2002, digital animation (1 minute). On loan from the artist and Lehmann Maupin, New York and Hong Kong.

 

Robin Rhode, Street Gym, 2000–2004, digital animation (1 minute). On loan from the artist and Lehmann Maupin, New York and Hong Kong.

Learn more about Robin Rhode.

 

Roman Signer

Roman Signer, Kayak.

Roman Signer, Kajak (Kayak), 2000, video (6 minutes). On loan from the artist and Hauser & Wirth, Zurich, Switzerland.

 

Roman Signer

Roman Signer, Punkt (Dot), 2006, video (2 minutes). On loan from the artist and Hauser & Wirth, Zurich, Switzerland.

 

Roman Signer

Roman Signer, Bürostuhl (Office Chair), 2006, video (1 minute). On loan from the artist and Hauser & Wirth, Zurich, Switzerland.

 

Roman Signer, Rampe (Ramp), 2007, video (30 seconds). On loan from the artist and Hauser & Wirth, Zurich, Switzerland.

Learn more about Roman Signer.

 

Gwen Smith

Gwen Smith, from the series The Yoda Project, 2002–17, sixteen inkjet printed photographs. On loan from the artist.

Learn more about Gwen Smith.

 

 

Angela Washko

 

Performing in Public: Ephemeral Actions in World of Warcraft2012–17, three-channel video installation. Courtesy of the artist.

 

Performing in Public: Four Years of Ephemeral Actions in World of Warcraft (A Tutorial), 2017, video (1 minute, 44 seconds). Courtesy of the artist.

 

The Council on Gender Sensitivity and Behavioral Awareness in World of Warcraft, 2012, video.

Nature, 2012
7 minutes

Healer, 2012
4 minutes

Playing A Girl, 2013
21 minutes

Red Shirts and Blue Shirts (The Gay Agenda), 2014
24 minutes

We Actually Met in World of Warcraft, 2015
52 minutes

Safety (Sea Change), 2015
44 minutes, 19 seconds

Courtesy of the artist.

 

/misplay, from The World of Warcraft Psychogeographical Association, 2015, video (1 hour, 15 minutes). Courtesy of the artist.

Learn more about Angela Washko.

 

 

Agustina Woodgate

Agustina Woodgate, Rose Petals, 2010, stuffed animal toy skins. On loan from the Benjamin Feldman Collection. Courtesy of Spinello Projects, Miami.

 

Agustina Woodgate, Galaxy, 2010, stuffed animal toy skins. On loan from the Collection of Charles Coleman. Courtesy of Spinello Projects, Miami.

 

Agustina Woodgate, Royal, 2010, stuffed animal toy skins. On loan from the Collection of Alan Kluger and Amy Dean. Courtesy of Spinello Projects, Miami.

 

Agustina Woodgate, Peacock, 2010, stuffed animal toy skins. On loan from the artist and Spinello Projects. Courtesy of Spinello Projects, Miami.

 

Agustina Woodgate, Jardin Secreto, 2017, stuffed animal toy skins. On loan from Alex Fernandez-Casais. Photo by Bob Packert/PEM.

Learn more about Agustina Woodgate.

 

Erwin Wurm

Erwin Wurm, 59 Stellungen (59 Positions).
Erwin Wurm, 59 Stellungen (59 Positions), 1992, video (20 minutes). On loan from Studio Erwin Wurm. Courtesy of Studio Erwin Wurm.

 

Erwin Wurm, Double Piece, 2002, from the series One Minute Sculptures, ongoing, sweater, instruction drawing, and pedestal, performed by the public. On loan from Studio Erwin Wurm. Photo by Bob Packert/PEM.

 

Erwin Wurm, Organisation of Love, 2007, from the series One Minute Sculptures, ongoing, utensils, instruction drawings, and pedestal, performed by the public. On loan from Tate Modern. Photo by Bob Packert/PEM.

 

Erwin Wurm, Metrum, 2015, from the series One Minute Sculptures, ongoing, shoes, instruction drawing, and pedestal, performed by the public. On loan from Studio Erwin Wurm. Photo by Bob Packert/PEM.

 

Erwin Wurm, Sweater, pink, 2018, cotton-acrylic blend fabric and metal. On loan from Studio Erwin Wurm. Photo by Bob Packert/PEM.

Learn more about Erwin Wurm.

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