This communication proposes to study some language processes, similar in literature and videogames: parapraxis and the choice of a pseudo. It will aim to show how the use of a word reveals the intimacy of the subject, just like the autobiographical novel, which gives information about the writer. We would therefore have the presages of a self-writing in the creation, naming and storytelling of the avatar of a videogame player. From the example of a young player of the MMORPG (Massively Multiplayer Online Role…
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