denkste: puppe / just a bit of: doll | Bd.3 Nr.1.2 (2020) | Rubrik: Fokus
Mariya Savina
Focus: Puppen/dolls like mensch – Puppen als künstliche Menschen
Focus: Dolls/puppets like mensch – dolls/puppets as artificial beings
Abstract:
Der vorliegende Beitrag stellt anhand aktueller Beispiele der Kinderliteratur den
(humanoiden) Roboter in den Fokus der Überlegungen und fragt nach seinen
Funktionen. Dabei fällt auf, dass Roboter nicht nur als Helfer wahrgenommen
werden, sondern in aktuellen Neuerscheinungen als Elternersatz. Dabei nutzen die Romane
geschickt Geschlechter-, Kindheits- und Gesellschaftsdiskurse, um sich existentiellkritischen
Fragen zu nähern und neue Perspektiven zu eröffnen.
Schlagworte: The Sims; Sim; doll; dollhouse; subjectivityr
Zitationsvorschlag: Savina, M. Die Sims: Digitale Puppen Und Das Nachleben Eines Puppenhauses. de:do 2020, 3, 53-60. DOI: http://dx.doi.org/10.25819/ubsi/5623
Copyright: Mariya Savina. Dieses Werk steht unter der Lizenz Creative Commons Namensnennung – Weitergabe unter gleichen Bedingungen 4.0 International. (https://creativecommons.org/licenses/by-sa/4.0/deed.de).
DOI: http://dx.doi.org/10.25819/ubsi/5623
Veröffentlicht am: 20.10.2020
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The Sims is a life-simulation computer game created by Will Wright. The goal of this game is to build a house where digital creatures called “Sims” can live and satisfy their needs and desires with help of a player. Will Wright started to develop The Sims franchise when he had to find a new home and make it comfortable for his life after his own house had burned down. In the beginning, it was very difficult to find financial support for this project, as the game was often seen as too ‘girly’ and potentially not interesting for the male majority of computer players (Seabrook 2006). Nevertheless, such support was eventually found, and the first version of a game was released in 2000. The Sims became extremely popular among boys and girls alike. It had different expansion packs and continued to develop in sequels, The Sims 2 (2004), The Sims 3 (2009), and The Sims 4 (2014). With each sequel, the world of the Sims expanded itself psychologically, socially, and geographically, making the characters more and more humanlike by developing their ‘personalities’, their system of social interaction and by adopting new elements of our everyday life to the virtual reality of a Sim.
Figure 1: Inside the house (The Sims)
Sims are digital puppets similar to common dolls, especially to Barbie. However,
there is an important difference between both: Sims are ‘alive’ and their life is
temporal. Not only their daily routines, but also their lifecycles resemble those of
human beings: Sims are born, grow up, retire, and die. Because of the temporality
of their life, the task of a player is to make the life of a Sim good and take care of
it. From this perspective, a Sim combines in itself a Barbie-doll and a house pet
similar to a human. Their ‘vitality’ expresses itself not only in the temporal character
of their life, e.g. in growing up and dying, but also in the biological cycles
and processes within the life of a Sim, such as sleeping and being awake. Moreover,
each Sim not only has different states of mind and biological needs, but also
something similar to a ‘personality’, with different attitudes, needs, and emotions
as well as humanlike desires, goals, memories, and even a personal sense of life.
In the original game, only the basic needs of a Sim were taken into consideration.
Its life consisted of making money and caring about hunger, energy, social interactions, etc. (see figure 1). Starting from The Sims 2,1 Sims have a hierarchy
of desires. The basic needs are still there, but their fulfilment is not enough for
a Sim to be satisfied with its life. To be happy, Sims must, first of all, fulfil their
wishes, which appear spontaneously as a
constellation of personal and situational,
or contextual, factors. Ideally, a Sim also
should tend to achieve its lifelong goal,
or its meaning of life. This goal is either
connected with the Sim’s personal
characteristics, i.e. with its ‘character’
created by the player, or is randomly
assigned. Being formulated very specifically,
e.g. as ‘Marry Off 6 Children’ (The Sims 2) or ‘Reach Level 9 in the Science
career track’ (The Sims 3), Sims’ lifelong
goal is considered to be determined by
the hidden value system the specific personality
of the Sim may hypothetically possess. Sims, therefore, not only have
a ‘personality’ and a personal meaning of life beyond the satisfaction
of basic
needs. Their behaviour can also be considered as being influenced by an implicit
value system.
As an ‘alive’ doll, a Sim embodies the image of a man based on modern
psychological knowledge and its representation in popular culture. For instance,
the general psychological concept of motivation plays a central role in explaining
and determining Sims’ mood, emotions, and behaviour. In The Sims, motivation
is understood as meaning-giving drives presented as specific goals that depend on
Sims’ implicit values, but not on their biology. Achieving personal goals makes
a Sim happier and its life more fulfilled. A similar image of a fulfilled human
being can also be found in post-war psychological theories of personality (first of
all, in that of existential and humanistic psychology) and in psychological researches
and practices of our time. Just after 1945, Viktor Frankl criticizes reductionist
psychological approaches and emphasizes the key existential role of the problem of the meaning of life (Frankl 1972). Slightly earlier, Abraham Maslow
develops a socalled pyramid of needs, with physiological needs at the bottom and
self-actualization
needs at the top of it. In accordance with his early ideas, this
pyramid is functioning hierarchically, so that the higher needs, or the needs of
growth, can be satisfied only after having taken care of the deficiency needs of
the first four levels (Maslow 1943). Later, criticizing his early ideas of a hierarchy,
Maslow proposes two principles of motivation, namely those of deficit and of
growth, functioning independently of each other (Maslow 1968). These theoretical
developments have shifted the interest of academic psychology from negative
deficits and lacks to positive goals, values, strengths, and virtues, making their
scientific research possible (e.g. Seligman 2002). At the same time, this new, positive
image of a man has become part of popular psychology, thereby influencing
the general psychological culture through the popularisation of self-development
ideas and practices.
Figure 2: A Sim demonstrating the “Absent-Minded” trait (The Sims 3)
All these are reflected in the figure of a Sim. Embodied as the Sim, however,
this positive image of a man turns into a caricature. Firstly, the ‘character’ of a
Sim described through a set of personal traits defined by the game can only be
seen as a caricature, or as a cartoon sketch of a real human character. For instance,
in The Sims 3, the ‘character’ of a Sim is thought to be a combination of five
traits which usually describe a Sim through its qualities and behavioural tendencies,
such as ‘coach potato’, ‘bookworm’, ‘neurotic’,
etc. (see figure 2).
As a result, the Sim’s ‘character’ combines
very particularly formulated, superficial,
and, hence, caricature elements. Applied to the
Sim, the idea of happiness and self-actualization
becomes its caricature as well: happiness,
the central principle of the life of a Sim, turns
to be a quantitative, or even a financial, characteristic
of the life of a Sim. Each Sim in the
game has its Happiness Points, or a special happiness
currency, the amount of which increases
by fulfilling a Sim’s wishes. It allows the player
to buy the specific happiness rewards, helping
to make the life of a Sim easier. This ‘currency’ also lets the player change the personality of a Sim, so that even the ‘psychological
changes’ depend on the success of Sim’s self-actualization, as calculated in
the Happiness Points. As a result, the motivation of a Sim, which is, generally
speaking, the motivation to become happier, can be described as a relationship
between being happy and achieving goals. These two principles function as preconditions
of each other: the happier the Sim is, the easier it follows the player’s
commands, and the easier it achieves goals that, in turn, make it happier and
reinforces one’s happiness budget.
Summing up, The Sims provides the player with an easy-understandable logic
of being a person (a Sim) as being (un)happy and (un)successful in the economy
of fulfilling personal wishes and desires. What makes this image different
from the real psychology of a human is the absolute lack of inner conflicts and
crises: Sims have no inner conflicts concerning their desires or decision-making
while negative events merely leave a negative emotional trace, eventually expiring
by itself. The conflicts and crises do not belong to the Sims’ world and can
only be projected there by the player.
Figure 3: Sims’ family (The Sims 4)
The Sim not only caricatures the image of a man built by a positive psychological
paradigm reflected in popular culture,2 but also ‘lives’ in an environment
similar to ours. Sims have houses and families, jobs, and friends to go out with,
they communicate with each other, and they build different relationships. Similar
to the environment of Barbie, the world of the Sim is constructed, first of all,
materially – as a private house with furniture (see figure 1) – and socially as ‘intersubjective’
space, namely as relationships between the residents of a suburb.
In other words, Sim’s subjectivity also reveals itself as its connectedness with the
(material) environment and with others.
The environment of a Sim can be defined as a social materiality: on the one
hand, there is nature (space, sky, earth, trees, etc.) functioning as a background
of a family life, and, on the other, there are material objects and subjects of interaction.
Strictly speaking, there are two main aspects of the Sim’s environment:
1) neutral background of a game, and 2) life inside and outside of the family in form of interaction with objects. Therefore, Sims are subjects of interactive activity
or, precisely, subjects of middle-class life unrolled theatrically.
The Sims’ environment is designed as a stage where life with its events and
processes takes place (cf. Lorentz 2015, 38; Murray 2000, 235ff.; Reid-Walsh
2006, 10). This environment embraces all Sims as well as the objects of their
interactive activity. The difference from real people, however, is that Sims are
connected to the world only through direct interaction with objects and objectified
others but not through meanings. In other words, Sims build relationships
with things and individual others without working creatively on the relationship
structure as such or without being connected to their world through any kind of
creative production. Moreover, the connectedness of a Sim to the outside is limited
by the walls of its private house. As a result, Sims’ connection to the world is
reduced to relationship with separate objects and ‘individuals’ inside and outside
the family. At the same time, it manifests itself in the form of material wealth.
For instance, Sims have the possibility to go to work, but their ‘going-to-work’
activity does not have any impact on the outside. Instead of influencing the life of
the community, the job only improves the family financial well-being and brings
just a few work acquaintances. As a result, it becomes a material presupposition
of the quite-fulfilled life which, however, creates no social meanings outside of
the house walls.
The idea to make a Sim connected with the world through the material state
of its family mirrors some crucial aspects of our capitalistic social reality and its
subjectivity (cp. Sicart 2003; Sihvonen 2011, 162ff.). Sims do not have any public
life, their relationship with the world is particularly private. Speaking once again
about career-building, job and career bring nothing new to the life of a Sim except
money for new objects of consumption that are required to live well and happily.
Since the activity of a Sim is reduced to building its house, career, and family, its
(happy) life turns to be a biological, reproductive sustenance. The latter excludes
the free-will action of a Sim even as a simulation and lets the maximum of its free
will constitute itself only as rejection of commands issued by the player when the
needs of the Sim are unsatisfied.
The importance of the satisfaction of needs and wishes corresponds with the
basic domesticity of the environment of a Sim (cf. Flanagan 2003). The latter limits
the world of a Sim and can be metaphorically conceptualized as a comfortable
cage where the Sims ‘live’ the repetition of the same, which is its social-biological maintenance of life. While a Sim builds its house and career, the house represents
the (interactive) self of the Sim: when the whole landscape with earth, roads,
trees, and inhabited houses, in its totality, organizes a stage, the inwardness of
the house builds its foreground and is the place of the main action. It normally
has walls, doors, windows, furniture, and objects the Sim can interact with. At
the same time, other Sims, especially family members living together, can also
become objects of interaction and react in accordance with their psychology and
mood. Similar to environmental objects, other Sims are the source of fulfilling
needs, goals, and wishes of the Sim that is played and ‘lives’ out the drama3 of
its life.
Speaking about the form of being, there is no intersubjectivity between the
played Sim and the interacted object, but, at the same time, the world of the Sim
lets the intersubjectivity be played by letting the player play simultaneously different
Sims inside the family (see figure 1). The player cannot control reactions of different Sims in communication with each other; instead, he/she has the power
to influence its positive or negative outcome by controlling the moods and needs
of all family members. To live in a house as a family and have relationships with
other house members is the main form of being of a Sim (see figure 3). Even when
the Sim lives alone, its being has the form of a family, even when it is the family
of oneself. Such a family can always be expanded at least into the community of
two acquaintances living together.
Relationships and connectedness with separate others tend to be almost as
important for the subjectivity of a Sim as the house itself. For instance, starting
from Sims 2, all Sims have a family tree that transforms by changing the family
status of a Sim (e.g. by getting married or having babies), so that the life of one
seems to be always related to the life of others. That makes the life of a Sim closer
to ours and lets the players experiment with family forms and types. However,
the sphere of interactive existence of a Sim is empty both socially and politically:
being able to build relationships with separate others, Sim does not have access to
the sphere of social relationships as such. It can only reproduce the forms allowed
by the game, whereas the dynamic, unpredictable social world with its possible
new forms and structures is open to the real life of the player. Moreover, Sims do
not have common history of a community. Their history takes place in the same
landscape of a suburban life, where it reduces itself to private histories of separate
families mirrored in family trees and houses. In other words, Sims live in houses
instead of living in history, which, of course, is a possible form of being for a man
as well. At the same time, their unhistorical life – in the unchangeable or slightly
changeable environment of the suburbs – reflects some historical forms of living
already existing in our world, which reproductively sustain its sameness in the
artificial reality of a Sim.
Figure 4: Active Sim’s head following the command of a player (The Sims 3)
Living on the stage of the world, minimized to a house, Sims can reach neither
the perspective of the viewer nor that of the director of a show. The position of
a viewer, as well as the access to the structure of social relationships behind the
singular connections between artificial ‘individuals’, belongs to the world of a
player – on which the world of a Sim has (transformative) impact.
Playing in the theatre of life, the Sim combines in itself not only Barbie and
a house pet, but also a marionette puppet that follows commands of a player who is parallel to the viewer and the director of a show. The player mixes these two
positions in one godlike perspective of being beyond the scene and, at the same
time, somehow giving commands to the Sim ‘from the inside’, as if the player was
a good or a bad inner will of a Sim. Speaking from the perspective of the game
metaphoric, the player is a god-similar other for the Sim that turns its view in the
specific direction the player wants it to be turned. More precisely, this position
can be specified as an inner daemon, good or bad guiding spirit, which seems to
be located inside the head of a Sim (see figure 4).
Just as a gnostic God cognizes the divine Self
through creatures, the player of The Sims not only
learns something about people and life, but he/she
also learns to understand and interpret him/herself
by playing the game. This learning has two aspects.
The first one is related to the social system of interactions
the player can find, practice, and adopt
from the game to his/her real life (Lorentz 2015,
28). This aspect considers the convergence and similarity
between a Sim and a man, making it easier
for the player to transcend him/herself in the Sim, as well as his/her life’s situation
in these of the latter. This aspect of a game also has a psychotherapeutic
potential that has already been emphasized in different researches. For instance,
the player can project his/her feelings, thoughts, and emotions onto the world of
a Sim and play them out or learn better his/her desires, wishes, and inclinations
(cp. Griebel 2006; Skigen 2008, 173f.). The game and its characters can also function
as a source and a medium of successful interaction between the client and the
psychotherapist (Fanning and Brighton 2007).
The similarity between a Sim and a man lets the player consider the Sim
as his/her different ‘I’ which can motivate the player to research it and know it
better. An example of such research is the YouTube flash mob ‘24 Hour Living As
My Sim Challenge’ where players of The Sims ‘recreate’ themselves in the game,
turn on the free-will regime, note all actions of the Sim during one day in the
virtual reality, and then try to exactly repeat that day with all the actions of the
Sim in their own life.4 Although this flash mob is motivated by Sims’ similarity with us, it actually shows huge differences between players in real life and the
characters portraying them in The Sims. First of all, the temporality of biological
needs of a Sim differs from ours so that plenty of players have suffered from hunger,
e.g. having eaten just one yogurt or two slices of chocolate cake during the
day. The other important finding is that Sims need a player to make their actions
reasonable. Otherwise, they tend to organize the time irrationally – for instance,
staying in front of the bathroom mirror for 40 minutes drinking a glass of water
from the sink until their mood gets worse or until they ‘realize’ a new desire.5
This leads us to another important aspect of learning by playing the Sims, which
is the understanding of contrasts and differences between the life of a Sim and
that of a player. Transcending his/herself in the life of a Sim, the player not only
learns from the Sim but also potentially differs between the two lives, the real
and the artificial one, exactly by drawing parallels between both of them: when
making friends is possible in The Sims, why would it not be in real life (Lorentz
2015, 28)? Of course, the world of a Sim is more predictable and generally more
comfortable as long as it is a world of simplified domesticity. It is also in some
way an absurd world, in which the consumerist society becomes a caricature of
itself. The representation of a happiness idyll in the form of domestic life may
also make the player think whether the world of a Sim represents the whole life
as it is, which is almost the same as ours, or whether there is something missing
in this world, something that can only be found outside of the digital dollhouse.
In this case, one distinguishes the Sim and him/herself already on the level of
playing by considering something more in and above going to work/school or
in keeping the house and relationships. This ‘more’ is possible only outside the
world of Sims as the individual experience of meanings through which the one is
connected to the world.
In other words, playing with the life of a Sim provides the player with an
amount of (utopian) meanings that, at the same time, has a critical impact on the
estimation of one’s life. The life of a Sim provides the player with values of a
happy and peaceful housekeeping, unfolding itself in the form of small, private
interactions with the world (cp. Sicart 2003). The player can adopt these values to
real life and take a critical perspective of his/her own position in the world. This
critical impact has two possible options. The first option is a negative comparison of a played utopia with one’s own life, which leads to positive attempts to make
it better in accordance with the values played in the game. The second option
implies a critical position in the world of a Sim as well as understanding its limits.
For instance, the game lets the player create the family or the house he/she
wants and imitate the relationships of family members, imagining the possible
motives of their life choices. However, sooner or later, the game stops. The player
leaves his/her Sim with its needs and problems and comes back to his/her own
life, in which he/she may try to be guided by the images of a happy family, most
likely without any success, because the game completely ignores the dynamic of
psychological development of an individual as well as that of a family system. As
soon as real life becomes much more complex than the played one, the critical
understanding of the difference between reality and illusion may arise. In this
case, the life of a Sim can help the player develop an ironic stance on some aspects
of his/her everyday house routine, seeing its banality from the perspective of the
imagined utopian depth, so that banal things such as dishwashing or taking a bath
turn into practices of satisfied fulfilment.
After playing with a Sim, the player may ask him/herself whether the happiness
understood as career progress and a good household is the highest goal one
should follow. Sims show us our own life in its repetitive banality in which everything
is presented as everything that is, which starkly differs from the complexity
of real life, with its ‘what can and what cannot be’. Strictly speaking, nothing new
can happen in the world of a Sim. The question is whether the same tendency is
relevant for the life practices of a contemporary person.
***
In comparison to the usual children’s play with puppets, the play with Sims demands
from the player to treat a Sim as a human-similar creature, which means to
take a responsibility for its physiological, psychological and economic well-being
by sustaining Sims’ lives. Not just the doll stays in the center of the game, it is the
life as such or, more precisely, the life of a family and the life of each Sim inside
the family. “Play with life” – the original slogan of The Sims – directly mirrors
the central goal of the game. In contrast to a classical doll play of a child, the player
of The Sims plays directly with life of a human similar virtual creature. Having
a humanlike ‘state of mind’ and being able to influence the way of playing with
them through needs, wishes and desires, Sims are more autonomous compared to common dolls. At the same time, as ‘living’ creatures they are more dependent
from the player, who is responsible for them as a precondition of their existence.
In other words, Sims are at the same time objects of a play and subjects of their
life in the world.
However, the world of Sims is much simpler as that of real human beings.
As dolls, they simulate the psychology of a human individual, integrating it with
practices of private life so that the world of Sims becomes a reduction of that of
ours, a digital form of private well-being. Therefore, if we try to define the image
of a man embodied by the Sim with help of Max Scheler’s version of the Kantian
question – “Was ist der Mensch, und was ist seine Stellung im Sein?” (Scheler
1991, 5), the answer would be quite ironic: man is a subject striving for happiness
with a private house as his/her place in being. As a caricature of a man and his/
her psychological life, Sims incarnate important aspects of our life, namely its
everydayness and calculability. In difference to a real human, however, being
alive does not exactly mean being mortal for a Sim. It rather means taking its own
temporal part in the eternal, repetitive flow of life, a flow of indifferent mechanical
time with happiness and suffering as its calculable, temporal characteristics.
In the world where life is strongly identified with the mechanical repetition of
the same, the happiness as the main goal of one’s being turns out to be the only
possible, redemptive way to overcome the temporality dictated by a clock-hand
motion. As a result, defining the life as endless attempts to increase, multiply,
and sustain happiness through the generations coming and replacing one another,
Sims should be seen as a kindly self-ironization of a contemporary man concerning
the capitalistic circumstances of his/her being, which seem to replace
one’s mortality with the immortality of increase.
[1] As of now, The Sims franchise has four parts. It is the franchise in general which I mean when I mention The Sims in my analysis. I specify the number of the exact part only when it is necessary.
[2] Compared to Barbie, however, this image is more progressive, especially in terms of gender and equality. For instance, the gender of a Sim is not predetermined. Moreover, in The Sims women have the same interactive options and career chances as men do. See also Sicart (2003).
[3] It needs not, however, always be drama. There are plenty of internet communities of players who create different types of stories about their Sims’ families.
[4] See, for instance, https://youtu.be/1V4hGBZ87zU
[5] E.g. in https://youtu.be/AbKVeP_BZVg
Fanning, Elisabeth, Brighton, Catherine (2007). The Sims in Therapy: An Examination of Feasibility and Potential of the Use of Game-Based Learning in Clinical Practice. In Brenda K. Wiederhold, Giuseppe Riva, Stephane Bouchard (Eds.), Annual Review of CyberTherapy and Telemedicine: Advanced Technologies in the Behavioral, Social and Neurosciences 5, 1–11.
Flanagan, Mary (2003), “SIMple and Personal: Domestic Space and The Sims”, Melbourne, DAC. Accessed 20 Dec. 2019. Retrieved from: http://citeseerx.ist.psu.edu/viewdoc/ download?doi=10.1.1.550.7606&rep=rep1&type=pdf
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Murray, Janet H. (2000). Hamlet on the Holodeck. The Future of Narrative in Cyberspace. Cambridge, MA: MIT Press.
Reid-Walsh, Jacqueline (2006). ‘Interactive Game Design and Play Affordances in SIMS2: Remediation, Improvisation and Interrogation’. A paper presented at the DREAM conference, Informal Learning, and Digital Media: Constructions, Contexts, Consequences. University of Southern Denmark, Odense, Denmark 21–23 September 2006.
Seabrook, John (2006). Game Master. The New Yorker November, 6. Accessed 20 Dec. 2019. Retrieved from: https://www.newyorker.com/magazine/2006/11/06/game-master?verso=true
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Scheler, Max (1991). Die Stellung des Menschen im Kosmos. Bonn: Bouvier.
Sicart, Miguel (2003). Family Values: Ideology, Computer Games & The Sims. In Proceedings of DiGRA 2003 International Conference: Level Up. Copenhagen: IT University of Copenhagen. Accessed 20 Dec. 2019. Retrieved from: http://www.digra.org/wp-content/uploads/digital-library/ 05150.09529.pdf
Sihvonen, Tanja (2011). Players Unleashed! Modding The Sims and the Culture of Gaming. Amsterdam: Amsterdam University Press.
Skigen, Deidre (2008). Taking the Sand Tray High Tech: Using The Sims as a Therapeutic Tool in the Treatment of Adolescents. In Lawrence C. Rubin (Ed.), Popular Culture in Counseling, Psychotherapy, and Play-Based Interventions (pp. 165–179). New York: Springer Publishing Company.
Figure 1: Inside the house (The Sims). © Electronic Arts. Accessed 20 Dec. 2019. Retrieved from: https://sims.fandom.com/wiki/The_Sims?file=TS1_ingame_screenshot.jpg
Figure 2: A Sim demonstrating the “Absent-Minded” trait (The Sims 3). © Electronic Arts. Accessed 20 Dec. 2019. Retrieved from: https://sims.fandom.com/wiki/Trait_(The_Sims_3) ?file=Traits-Cropped.JPG
Figure 3: Sims’ family (The Sims 4). © Electronic Arts. Accessed 20 Dec. 2019. Retrieved from: https://defkey.com/content/images/program/the-sims-4-2018-03-12_05-09-09-large.jpg
Figure 4: Active Sim’s head following the command of a player (The Sims 3). © Electronic Arts. Accessed 20 Dec. 2019. Retrieved from: https://forums.thesims.com/en_US/discussion/813302/ bobblehead-ui
MA in Cultural Studies. Doctoral Student at Humboldt-Universität zu Berlin, Department of Cultural History and Theory. Research Interests: theories of subjectivity, philosophy of culture, religion and literature, philosophy of psychology.
Correspondence address / Korrespondenz-Adresse
maria.al.savina@gmail.com