Fluctuating Identities in Cyberspace and Cyberfeminism: A Comparison of Philippine and Korean Experiences
AbstractThis essay provides a critical take on a Massive Multiplayer Online
Role Playing Game (MMORPG) as an example of a cyberspace
activity and applies empirical studies on online game players and feminist theories like Haraway's postulation of the cyborg
and Braidotti's nomadic subject to see if Sadie Plant's expectation
regarding cyberspace is feasible. It looks at the results of the survey answered by Philippine and (South) Korean players to see how the theories and reality match when comparing two different cultures.