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Thank you Caroline for your insight on this.
In the article they have basically moved the 'eye sense' to a new location and then observed what happened. So if I'm understanding what you're saying and what I see in the Dependent Origination diagram (p182 of your book) the natural reaction of moving the 'eye sense' is new invested contact with the world...basically the cycle would begin its process from this new viewpoint.
That's a very interesting idea because again I am thinking about the idea of an avatar. In many of these online games today I think are at a level beyond TV because the user is in control of what they look at. Perhaps the same way a cameraman is in control of her camera. Being able to control the camera and to have some interaction with the virtual worlds (and other real people who are in them) I can see would definitely lead to the creation of an identity.
I wonder how different the creation of the 'avatar' identity would be from the 'real life' identity a person builds and what the factors involved would be? What I mean is that all these virtual worlds being created online have certain parameters of operation. Perhaps your character can fly in this virtual world and take on some super hero adventures but it may be beyond the avatars ability to do something as simple as have a cup of tea or coffee. How would such a world affect the identity built in it? What happens when a person is spending more time in that virtual world than in the 'real world'?
For example this one online game that is played by 11 million people is said to have some people spending more 40-60 hours a week in it. Is there a point where the 'avatar' identity becomes stronger than the 'real life' identity?
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