Magdalena Rembowska-Płuciennik
ORCID: 0000-0002-8800-3550
A b s t r a k t
This article examines the functional parallels between the textual addressee constructed in second-person narrative and the avatar figure operating within digital environments. It investigates how both print-based second-person narration and interactive media such as video games generate an effect of co presence—a felt sense of participating in shared events. In both cases, the narratee and the digital avatar provide the reader or user with a spatiotemporal position inside a virtual world, enabling them to act within it and to interact with other entities.




