On the one hand, the expert dimension. Unlike other cultural products, video games require an active individual to interact with them as a sine qua non condition. For these reasons, the developers who design and produce video games have always implicit and explicit ideas about what kind of person will play with their games and how those games will influence them, the possibilities that will be made available to them and the conditions that will be imposed on them.
On the other hand, the social dimension. Video gamers do not receive the expertly-designed object in a manner that is devoid of criticism, but interact with it, forming social worlds with specific meanings, whilst also interacting with other identities and subjective and collective constructions in their environment.
All in all, I seek to undertake a line of research on the construction of identities and subjectivities in the contemporary society, centred in the context of a digital culture and, more precisely, in the field of video games.
Compare what I've just written with my other entry in which I introduce my research project. There are probably a lot of similarities. Both of them are part of the (pre)history of the research project. I like to keep track of these documents and actions because it allows me to realise how mutable the activity of researching is. In the future I would like to highlight the differences between what I thought about the subject at the beginning of the process and what I think in every stage. Actually, re-reading this entry makes me understand how much I've changed some of my previous assumptions. But as I said, that will be a task for the future.