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Nakamura, Digitizing Race, Introduction, chapter 5, Epilogue

Nakamura, Digitizing Race, Introduction, chapter 5, Epilogue

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136 Avatars and the Visual Culture of Reproduction<br />

Figure 4.1. An ASCII art signature.<br />

an avatar that looks like them. They request, create, trade, and alter pregnant<br />

avatars when they themselves become pregnant, and, as in the quoted post,<br />

which states, “I am not pregnant anymore,” they acquire new ones or alter<br />

their old ones to reflect nonpregnancy. In addition, their liberal use of visual<br />

signifiers such as smiley emoticons, figures from licensed media franchises<br />

like Care Bears, and preferences for purple and “sparklies,” or animated GIFs<br />

that move and dance around the avatar, reveal an intense interest in digital<br />

aesthetics.<br />

Women are relatively late adopters of the Internet. And many new female<br />

users of the Web are drawn to it to obtain information on pregnancy and<br />

babies on sites like babydream.com and others devoted to serving pregnant<br />

women and new mothers (see ivillage.com, pregnancy.org, and parentsplace<br />

.com for examples.) In this <strong>chapter</strong> I discuss the critical interventions that<br />

women make in pregnancy Web sites by composing and deploying digital<br />

images of pregnant female bodies, babies, fetuses, pets, and families. Usercreated<br />

pregnant avatars pose a direct challenge to the female “hyperreal,<br />

exaggerated, hyperbodies” evident in mainstream video games such as Tomb<br />

Raider and Dead or Alive. The “unique aesthetic for perfection” embodied in<br />

digital heroines such as Lara Croft and Kasumi presents “embodiments that<br />

have left the real female body behind in a significant way.” 13 I agree with<br />

Mary Flanagan’s assertion that “it is at the female body that the formation<br />

and contestation of digibodies is occurring.” 14 However, the pregnant avatars<br />

that pregnant women create for parenting Web sites accomplish the opposite<br />

from those deployed in digital gaming culture; they bring the “real female<br />

body” into the digital in a central way rather than leaving them behind. Instead,<br />

these avatars turn out to be far less hyperreal and exaggerated than<br />

their owners’ real pregnant bodies; most women seem to want avatars that<br />

are built exactly like their unpregnant bodies, only “with a belly,” an offline<br />

impossibility, as anyone who has experienced pregnancy knows. However,

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