'The Prototype for the soul' is aimed to trace the relationship between narrative and digital media, and connects literary subjects matters and new media to highlight the resulted cognition through media including traditional text. Virtual reality’s concept (in the context of the video game) as an interactive digital narrative is based on the non-traditional texts and provides a fascinating complication of the received notion of interactivity in reading practices, a work that integrates the reader's interaction as a vital part of the sign production process. Thus, being narrative would be defined as the most indispensable and disclosing aspect of the video games, by which we would be able to define them as a concept, and in the same sense as a piece of literature.
On the other hand, I would focus on the third area of human living, one neither inside the individual nor outside in the world of shared reality, the intermediary space between individual ‘inner life’ and social ‘outer life. This relates to how we understand ourselves, and how this understanding is divided between our being and our semblance. Therefore ‘third area’ is at the surface of the self. I would identify the third area as ‘fantasy’. As such fantasmatic constructions of the real are at the heart of psychical reality. in the unconscious mind, fantasy, therefore, is the ‘script’ of the role that we play.” Experiencing virtual reality provides a context for players to materialize and visualize their fantasies and create their third area from scratch.
'The Prototype for the soul' is aimed to trace the relationship between narrative and digital media, and connects literary subjects matters and new media to highlight the resulted cognition through media including traditional text. Virtual reality’s concept (in the context of the video game) as an interactive digital narrative is based on the non-traditional texts and provides a fascinating complication of the received notion of interactivity in reading practices, a work that integrates the reader's interaction as a vital part of the sign production process. Thus, being narrative would be defined as the most indispensable and disclosing aspect of the video games, by which we would be able to define them as a concept, and in the same sense as a piece of literature.
On the other hand, I would focus on the third area of human living, one neither inside the individual nor outside in the world of shared reality, the intermediary space between individual ‘inner life’ and social ‘outer life. This relates to how we understand ourselves, and how this understanding is divided between our being and our semblance. Therefore ‘third area’ is at the surface of the self. I would identify the third area as ‘fantasy’. As such fantasmatic constructions of the real are at the heart of psychical reality. in the unconscious mind, fantasy, therefore, is the ‘script’ of the role that we play.” Experiencing virtual reality provides a context for players to materialize and visualize their fantasies and create their third area from scratch.