Virtual masculinities: Gamification, escape, and body control in Ernest Cline’s ready player one (2011)
Department of English, Adekunle Ajasin University, Akungba-Akoko (AAUA), Nigeria.
Review Article
World Journal of Advanced Research and Reviews, 2024, 23(03), 1387–1396
Publication history:
Received on 02 August 2024; revised on 08 September 2024; accepted on 11 September 2024
Abstract:
This paper examines the intersection of masculinity and technology in Ernest Cline's Ready Player One, focusing on how virtual spaces like the OASIS serve as arenas for constructing and performing masculinity. Through the lenses of gamification, technological escape, and control over the virtual body, the novel presents a nuanced critique of how men navigate identity in a digital, hyperreal world. The study argues that Ready Player One not only reflects hegemonic masculine ideals but also reveals the vulnerabilities and limitations of such constructions in both real and virtual realms. By analyzing the protagonist Wade Watts's journey, the paper explores how the gamification of identity in the OASIS allows for the performance of idealized masculinity while simultaneously exposing its fragility. It examines how technology serves as an escape from real-world vulnerabilities, offering temporary empowerment but ultimately highlighting the unsustainability of virtual refuges. Furthermore, the paper investigates how control over the virtual body in the OASIS reflects broader cultural pressures on men to conform to societal standards of masculinity. Drawing on scholarly work in digital media, gender studies, and gaming culture, this analysis contributes to a deeper understanding of how digital environments both construct and deconstruct traditional gender norms. Ultimately, the paper argues that while the OASIS provides a space for performing idealized masculinity, it also underscores the limitations of virtual identities, revealing the need for a more grounded understanding of masculinity that transcends the illusory empowerment offered by technology.
Keywords:
Virtual masculinity; Digital identity; Gamification; Technological escape; Hegemonic masculinity; Digital culture
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Copyright © 2024 Author(s) retain the copyright of this article. This article is published under the terms of the Creative Commons Attribution Liscense 4.0