The Avatar Faculty: Ecstatic Transformations in Religion and Video Games is an innovative book by Jeffrey G. Snodgrass that examines the parallels between spirit possession in a Hindu community and th
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The Avatar Faculty: Ecstatic Transformations in Religion and Video Games is an innovative book by Jeffrey G. Snodgrass that examines the parallels between spirit possession in a Hindu community and the use of avatars in online video games. It argues that both activities involve a human ability to project consciousness into a "second self" (the "avatar principle") to achieve states of ecstasy ("standing outside oneself"), which can temporarily improve mental health and well-being.
Core Argument
The book's central argument is that both spiritual possession and video gaming can provide individuals with temporary access to superior secondary identities with elevated social standing, which helps reduce psychosocial stress and improve health. Snodgrass uses a mixed-methods, cross-cultural ethnographic approach to explore how these "symbolic second selves" function in different contexts.
Key Case Studies
Snodgrass draws on three primary case studies to support his argument:
- Spirit Possession in India: The foundational case study focuses on a low-status Rajasthani woman named Bedami, who experiences spirit possession by a Hindu mother goddess (devi). This possession allows her a culturally sanctioned vehicle to express dissatisfaction with her social circumstances and catalyze positive changes, thereby providing long-term stress relief.
- World of Warcraft (WoW) Guild: The second case involves a US-based gaming guild, "The Knights of Good," in which players use their avatars as ideal second selves to manage real-world stress and negotiate cultural identities. The social dynamics within the guild help shape the therapeutic potential of these digital experiences.
- Counter-Strike: Global Offensive (CS-GO) Gaming Lounges: The third case examines young men playing CS-GO in Udaipur, India. This study highlights the cultural dissonance experienced between the values of the gaming subculture and wider Indian societal norms, showing how conflicting demands can constrain the therapeutic potential of gaming.
Main Themes
- The Avatar Principle: Snodgrass identifies a universal human capacity to project consciousness into second selves and alternative realities, linking ancient religious beliefs with modern digital practices.
- Therapeutic Potential: The book explores how these experiences can be health-promoting by facilitating dissociative states, regulating attention, and offering paths to psychological well-being.
- Psychosocial Dynamics: It is argued that the social context and intersubjective agreement within a community (whether religious or digital) are crucial in determining whether an avatar experience is perceived as therapeutic or toxic.
- Cultural Dissonance: Snodgrass uses the concept of cultural dissonance to explain how tensions between mainstream societal values and subcultural norms can impact mental health outcomes for individuals using avatars.
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