ABSTRACT

The author considers video games through the lens of feminist theology and process philosophy; they will find that these are real spaces where living participants interact to form important aspects of identity. The embodiment of the gamer-player/gamer-avatar is inter-cendent. Video gaming, both consoles gaming and online gaming, is an interesting example of the intersectional or existentially in-between space suggested by many feminist relational theologians and thealogians. The kind of in-between that relational theo/alogy describes, the gamer-player/gamer-avatar may be capable of raising consciousness regarding feminist and relational cosmology. The discourse of technology and body in many feminist circles revolves around the members of what Donna Haraway calls her menagerie of figurations, including the cyborg, the OncoMouse, the Female Man, the vampire, the primate, and the Modest Witness, among others. A literal product the video game is created within what might be understood as an abusive cultural paradigm of domination within cyber-technology-using worlds.