| Sumario: | This paper seeks to raise a series of questions regarding the changes that have occurred in the paradigm of self-identity discourses and representations of young people, commonly known today as The Digital Generation, focusing on the differences between the "spectator's condition" and that of the PC gamer. Its main interest is the circular road of self-presence representations, from linear narrative to level-stratified practice of the computer game, and vice versa. Following a short summary of the current tendencies in interpreting the shifts from spectatorship to game-controlling representations, the paper will try to formulate several hypotheses/ theories concerning the displacement of the moral and aesthetic values, as the classical foundation of audience motivations in cultural consumption, towards the "experience" value, regarded as a chance to identify, build and consume different and alternative constructs of the Subject/ Self.
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