Sometimes it will be difficult to tell which is which. In the near future we will probably see more and more of these kind of hybrid artworks, with both a local and a global face, and providing the user the simultaneous experience of being present and faraway in some distant location. Such situation tend to reduce rather than increase the narcistic potential of the medium. This idea, again, is too simplistic. Yet, interactivity has many different applications in a variety of contexts.
Video games provide a powerful outlet for suppressed frustration.
By putting the user into the controls interactive technology could be claimed to have a strong liberating potential, as well, making it an effective means to analyze and deconstruct pre-existing ideological formations. Maybe this the reason why there are so many female artists working with interactive technology. All New Gen, a kind of reversed video game, meant to expose the masculine construction of the Nintendo ideology, by the Australian cyberfeminist group VNS Matrix is perhaps the most extreme, but by no means the only example. Lynn Hershman has used the gun, the main fetish of the male-dominated American society, as the interface in her America's Finest to reflect on representations of militarism and the consumer society.