`real` and - New Media @ Yeditepe
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`real` and - New Media @ Yeditepe
REAL AND VIRTUAL IDENTITIES CONSIDERED Assist. Prof. Dr. Cem Sütçü Marmara University, Communication Faculty, Dept. of Informatics, Turkey. [email protected] Assist. Prof. Dr. Erhan Akyaz› Marmara University, Communication Faculty, Dept. of Informatics, Turkey. [email protected] Rsch. Assist. Dr. N. Emel Dilmen Marmara University, Communication Faculty, Dept. of Informatics, Turkey. [email protected] Introduction Every person who establishes a communication in virtual and social environments owns a virtual identity. This virtual identity conveys an individual other than the real person and this individual is called “virtual person” or “virtual identity”. Although, virtual identity means “an identity that is not real”, sometimes they may be identical to real identities. In fact, our lives are like a stage on which we are playing our roles that we have learnt from the beginning of birth. These roles are stiffed by our education and our culture. Sometimes, a person abstracts himself/herself from the roles of good citizen, good spouse, and good friend he/she is playing, and creates virtual identities because of the effects of some inner reactions. This virtual identity is a fact especially finds a way to express itself by existing on the Internet. Transferring feelings and thoughts are important indicators for analysis of virtual identity. In this analysis a few elements are on the foreground. These are respectively, typing language (using Turkish or English keyboard), congruity to writing rules, speaking style, expression techniques, character of clause, usage of time, usage of special characters, usage of lowercase and UPPERCASE, punctuation marks, choosing nicknames. Identity in virtual environment is definitely different than the identity in real environment, because of the differences between environments. The person can choose to use or not to use his/her real identity in virtual environment. In virtual environment, the person forms his/her identity in a way he/she wants to show it to the other side. In other words, he/she imposes his/her identity on the other side. But as Gerbner said, the other side (the receiving side) may or may not get these messages as they are intended by their sender. While, mediums like TV and cinema keep the persons as audiences, computer games (such as FRPs) bring persons out of their audience position by enabling them to choose between predesignated identities in the computer game or by modeling new identities from them. Virtual Reality (VR) applications (such as helmet, eyeglasses, gloves etc.), on the other hand, help the person to come into being by carrying person’s physical movements into the virtual environment. In this context, in this paper, we are examining the transformation of identity in the process of shifting of the person from the audience position to the player position. Culture and Virtual Reality Culture can be defined as the collective programming of the mind, which builds on shared norms and values. Culture is a mechanism of collective sense making; it binds individuals in groups and distinguishes one group of people from another.1 Many different cultural values have been ascribed to Internet culture and Internet communities including democracy, openness, liberty, equality, fraternity, Akyaz›, E., “Cyberculture and Interactivity”, 3rd International Symposium of Interactive Media Design, Yeditepe University, Jan. 5-7, 2005, Istanbul, p.15. 1 preference for anonymity, acceptance of multiple identities and anti-commercialism. Early studies suggested that due to its anonymity, Computer Mediated Communication (CMC) was a more democratic form of communication. Hiltz & Turoff (1978) found that in computer conferencing, ideas were considered on merit, rather than on the basis of their source. Fischer, Bristor and Gainer (1996) argue that Internet communities are liberating and empowering. Kiesler, Siegal and McQuire (1984) found that social anonymity, and the absence of status and position cues made CMC a more democratic medium. Schlosser and Kanfer (1999) point out those commercial sites were banned until 1995, and that the Internet ethos includes freeware, shareware and open source software. 2 The concepts of the French revolution live in the heart of Cyberspace. Willson (2000) discusses three characteristics of virtual communities: liberty, freedom from the social and geographical constraints of embodied identity; equality, the removal of hierarchies related to embodied identity so that communities are open to all, and fraternity, the connectedness felt between members of a community. 3 Every human being has the necessity of being located in a certain space and time. Space can be a physical location: a room, a theater, a library, or it can exist simply as conceived by the mind. Place is prior 2 to all things and everything is somewhere and in place. The reason of the necessity of ‘implacement’ is that individuals need to interact, to engage in the creation of relations with thing, we need to understand the limits of our sphere within the existence that is around us. Space functions on the base of intrinsic bonds. These bonds give us parameters for our activity of ‘signification’ in the world. We are born in a certain space and time, and we grow up among relations and interactions with both other people and locations we are placed in. In western civilizations the concept of space is dominant, we think of space as an homogenous and isotropic entity, in which the subject moves without breaking the ‘continuity’4. Through Henri Lefevre’s words, in The Production of Space when describing the illusion of transparency, space is a ‘luminous’ location, completely intelligible, open to free play of human agency, willfulness and imagination. If we apply the notion of implacement to Cyberspace we will have a further representation of a cultural process, where components of our ‘natural world’ unite with the ‘generated world’ of Cyberspace. The result will be the creation of a new culture, a ‘shared culture’, where new meanings of both worlds would be placed in each other.5 Space is nowadays what we’re betting on, during this ‘game’ of transmutation that unites the interlacement of the location and the ‘non-location’, the horizon of a third nature appears: the territory of Cyberspace. A third nature or a ‘thirdspace’ beyond the real and the imagined, a meta-space of radical openness, where everything can be found, where the possibility of discovery is endless, where one should always be in movement, on to new sights and insights. A space where everything: the abstract and the concrete, the real and the imagined, the knowable and the unimaginable, the repetitive and the differential, structure and agency, mind and body, come together.6 Rettie, R., “Net Generation Culture”, Journal of Electronic Commerce Research, Vol. 3, No. 4, 2002, p.254. Rettie, R., p.255. 4 Lister M., Dovey J., Giddings S., Grant I., Kelly K., New Media: A Critical Introduction , Routledge, 2003, London, p. 360. 5 http://www.egs.edu/Art_Life/samantha/intro.html 6 http://www.egs.edu/Art_Life/samantha/intro.html 3 On a further level Heterotopia, Michel Foucault’s concept of space, could be applied to Cyberspace. Heterotopia is an ‘anti-utopia’: if an utopia is a hope without real or adequate location, an Heterotopia is an excess of realization. ‘Heterotopic’ are those locations, just like Cyberspace, that don’t need geographical referrals, they are the locations of ‘passage’, of crisis, and of condensation of experience, they are realities that are based only on themselves. «...they create another space, a real one, that is so perfect, so meticulous, so well furnished to the point that our space appears as not in order, not well laid out, chaotic. It would not be an illusion [that we live in] it would be a compensation. ... It is a place without a place, that lives for itself, that autodesignates itself... that is the biggest tank of imagination.» Foucault defined the ‘boat’ as the Heterotopia ‘par excellence’, being a place without a place, a floating piece of space that exists by itself yet is the greatest reserve of the footloose imagination, floating from port to port, tack to tack, in search for the most precious treasures. In an analogous way I define Cyberspace as a realization of an Heterotopia: Cyberspace is a location without the realistic elements of a location, it is indeed a floating piece of space that exists by itself, being defined as www (World Wide Web) and having a life of its own; most important of all Cyberspace is in its multiple facets and usage the greatest reserve of imagination. The ‘surfer’ of the Internet travels from one location to the other, visiting one ‘homepage’ after the other in a nomadic erratic exploration, connecting, attaching, in search for ‘precious treasures’, for information, for socialization, sharing, learning, feeling, living. Foucault continues his argument on boats stating that in a civilization without boats dreams dry up, espionage takes the place of adventure and the police takes the place of pirates. What would our society be without Cyberspace? Apart from the real and the imagined in the horizon of a third nature appears: the territory of Cyberspace. A space where everything: the abstract and the concrete, the real and the imagined, the knowable and the 7 8 http://www.egs.edu/Art_Life/samantha/intro.html Rettie,R., p.255. unimaginable, the repetitive and the differential, structure and agency, mind and body, come together.7 Tambyah (1996) identifies three Internet characteristics or dimensions: 1) space/time compression, where the Internet enables people to communicate instantly despite being in different places, creating instant travel in real time; 2) no sense of place, interactions take place in a world which provides anonymity, enabling multiple roles and selves; and 3) blurred boundaries and transformed communities, on the Internet traditional national boundaries are blurred and new virtual communities created. 8 Many of the cultural values of the Internet derive from its origin in text only interfaces. This removes cues relating to identity such as age, race, gender, status, disability and location. Removal of these cues provides the opportunity for anonymity and allows the adoption of different identities. The absence of nonverbal content and voice tone limits and changes the expression of emotion, (Bellamy and Hanewicz, 1999). The emphasis moves away from the worth of the communicator to the value of the communicated message (Dann and Dann, 1998). Using text-only communication, participants can choose their own gender, race, age, etc, freeing them from the constraints of embodied identity, creating anonymity and the potential for multiple identities, (Turkle, 1995).9 The situation of an individual in virtual world can be illustrated as in the following figure. Effects of Being in Cyberspace can be classified as follows:10 The Online Disinhibition Effect: It's well known that people say and do things in cyberspace that they wouldn't ordinarily say or do in the face-to-face world. You Don't Know Me (dissociative anonymity): As you move around the internet, most of the people you encounter can't easily tell who you are. You Can't See Me (invisibility): In many online environments other people cannot see you. See You Later (asynchronicity): In e-mail and message boards, communication is asynchronous. It's All in My Head (solipsistic introjection): Absent f2f cues combined with text communication can have an interesting effect on people. It's Just a Game (dissociative imagination): If we combine solipsistic introjection with the escapability of cyberspace, we get a slightly different force that magnifies disinhibition. We're Equals (minimizing authority): While online a person's status in the face-to-face world may not be known to others and it may not have as much impact as it does in the face-to-face world. Personality Variables: The disinhibition effect is not the only factor that determines how much people open up or act out in cyberspace. True Self?: Does the disinhibition effect release inner needs, emotions, and attributes that dwell beneath surface personality presentations? Self Constellations Across Media: The self interacts with the environment in which it is expressed. Altering Self Boundary: My discussion so far rests on the assumption that almost everyone online tends to be disinhibited, even if the effect is small. As Wellman & Gulia discuss, the on-line world supports a wide variety of community structures (Wellman and Gulia 1996). Some are purely virtual: the members have never met in real life and interact solely on-line. Others, such as mailing lists of friends or co-workers, are electronic supplements to real world communities. Some are public communities, “social networks” of people who interact regularly, such as the members of a discussion list, MUD or newsgroup. Others are personal communities, consisting of one's friends and colleagues.11 Rettie,R., p.255. http://www.rider.edu/~suler/psycyber/disinhibit.html 11 http://smg.media.mit.edu/people/Judith/Thesis/Introduction.frame.html 9 10 Identity and Gender Identity plays a key role in virtual communities. In communication, which is the primary activity, knowing the identity of those with whom you communicate is essential for understanding and evaluating an interaction. Yet in the disembodied world of the virtual community, identity is also ambiguous. Many of the basic cues about personality and social role we are accustomed to in the physical world are absent. A great deal has been written about the nature of identity in the on-line world (see for example, Curtis 1992, Dibbell 1993, Kilger 1994, Rheingold 1993, Donath N.D.). Some claim that the ability to establish an independent and disembodied identity is one of the most valuable aspects of on-line culture- that it allows people to explore roles and relationships that would otherwise be closed to them (Stone 1992a, Turkle 1995). Others claim that anonymity encourages irresponsible, hostile behavior - and that an anonymous community is an oxymoron. The relationship between an on-line persona and a physical self is handled differently in various on-line environments, often as a result of interface decisions built into the system technology. Some systems make it impossible to trace a participant's real-life name; others try to ensure that messages are ascribed to their author's physical being - and the cultures that evolve are strikingly different. Social conventions also play a role. In some environments, people sign messages with not only their full names, but also their place of employment, job title, and phone number. Elsewhere, virtual identities are not only anonymous, but ephemeral: names are taken temporarily, characteristics have little or no persistence. Even the most seemingly simple design decisions, such as how prominently a writer's name is displayed, influence the ambience of an on-line community. 12 A subject is under control or domination of a discourse or culture. An individual is a being or thing whose particular set of characteristics distinguish it from other beings or things. A body is an organized set of physical substances, a physical mass that is able to be conceived as distinct from other physical masses. These three character sets intersect in identity. It is the sum of a body's substance, qualities, and relations at any given time that are marked by the condition of relating to another identity or a regime of reason/unreason. Through such relations a body gains an identity. 13 Verification of an Identity in Cyberspace can be illustrated in the following figure.14 Gender, as a social construction, is "open" to variations of its meaning and content, stemming from http://smg.media.mit.edu/people/Judith/Thesis/Introduction.frame.html http://www.uta.edu/english/hawk/cyber/intro.htm 14 http://www.calt.insead.fr/fidis/workshop/workshop-wp2-december2004/presentation/2004-FIDIS-WP2-VIPPresentation%20of%20its%20latest%20results%20about%20the%20concept%20of%20identity.pdf 12 13 cultural and social conditions. In RL (real life), gender is interpreted by embodied characteristics (physical features, voice, gestures etc.) and is therefore difficult to separate gender as a social institution from gender as a specific body type. Furthermore, the way we tend to define our sex is indissolubly related to the way we interact and view the "other," whether man or woman; a process based on available cultural scripts. Although we pass through public space as if we are oblivious to gender, it is true that we are unable to interact with someone unless we have categorized him or her, as we tend to define ourselves through defining the "other." The first categorization we make is that of gender, age and race as these features are the most obvious ones. These categorizations or social scripts are "written" by the very real body. So, when we meet a new person we reach conclusions about his or her gender judging by their performance in relation to culturally constructed gender categories. From early childhood one learns how to perform masculinity or femininity. In this sense, gender is considered to be not only a feature of the flesh but a figment of the mind, as well.15 Multi-User Dungeons In computer gaming, a MUD (Multi-User Dungeon) is a multi-player computer game that combines elements of role-playing games, hack and slash style computer games and social instant messaging chat rooms. Typically running on a bulletin board system or internet server, the game is usually text driven, where players read descriptions of rooms, objects, events, other characters, and computer-controlled creatures or non-player characters (NPCs) in a virtual world. Players usually interact with each other and the surroundings by typing commands that resemble a natural language, usually English.16 Researchers interested in on-line identity have often turned to MUDs, for their role-playing culture provides a novel environment for exploring gender and other identity issues (Curtis 1992; Dibbell 1993; Turkle 1995; O'Brien N.D.; Reid 1994). Many MUDs are primarily fantasy playgrounds for identity experimentations where players take on an imaginary persona and interact with each other in the virtual world's equivalent of the masked ball. Conversations here are live (synchronous) and ephemeral, their function primarily social. Thought identity is a major focus of MUD culture, it is identity as theatrical role, both highly mannered and expendable.17 In 1920, Anatole France said that, “If there is no lie, life would be so boring and meaningless”. We can easily say that Internet makes our life's more joyful. In the chat rooms, you can easily change your name your gender and age. You can play all different roles without taking any responsibility. 18 There is a relation between increased internet usage and the increased psychological depression. Therefore, researches say that the Internet usage may negatively effect the social relations in society. In this respect we can say that as TV, being a passive and nonsocial entertainment media, Internet has the same functionality. On the other hand, we can say that, if we receive a bad news from a close friend we struggle to call her/him on the phone. In a MUD such as Second Life (www.secondlife.com), unlike in any other virtual world, residents own their own creations, so they can buy and sell them freely with virtual currency that is readily convertible into or out of U.S. dollars. A real economy has sprung up inside Second Life, in which more than $5 million worth of transactions -- in real U.S. dollars -- are conducted each month among the 165,000 participants. Avatar Anshe Chung was created by a Chinese-born language teacher living near Frankfurt, Germany. http://www.math.upatras.gr/~mboudour/articles/[email protected] http://en.wikipedia.org/wiki/MUD 17 http://smg.media.mit.edu/people/Judith/Thesis/Introduction.frame.html 18 Sayar, K., Psikolojik Mekan Olarak Siberalan (Cyberspace as a Psychological Space), Yeni Sempozyum, 40 (2) 2002, Istanbul, p.60-67. 15 16 She keeps her real identity private, but that hasn't stopped her and her imaginary self from creating what may be Second Life's biggest business. Chung has amassed virtual real estate and cash assets inside Second Life worth about $250,000. She buys land wholesale from Second Life operator Linden Lab, and then develops it, resells it, or rents it out. She's known as the Rockefeller of Second Life. Conclusion There is a controversial situation here. On the one hand, these MUD like games can be used in order to better and quickly accomplish real works, by utilizing the psychology of playing games, incentive systems, and social charm in these type of games, such as, for 165,000 people. For example, these people pay 9 Dollars per month to play “secondlife.com” game. And in an ordinary day, each of 40,000 people simultaneously play for an hour. These huge numbers make us think that this voluntary power created by online gamers can be canalized for works of real world. This is a very interesting point in case of economy. Because, this will reverse the working of economic principles. That is, once the employer paying workers for the work tey do as wage, reverses in a way that employee pays the money for the work he/she does in virtual world. This typical example shows that virtual economy will be different than the economy we are in today. The individual is in between three worlds. Once, buddhist philosopher, Chu-Ang-Tzu dreamed that, he was a butterfly. When he woke up he asked himself: am I a human dreaming himself as a butterfly or a butterfly now dreaming itself as a human? But he was talking about the worlds namely the real world and the imagination. But we will have more than two worlds actually. The third world is called the virtual world or cyberspace. On the other hand, these environments have a negative effect of being in Cyberspace as we mentioned.
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place. The reason of the necessity of 'implacement'
is that individuals need to interact, to engage in the
creation of relations with thing , we need to
understand the limits of our sphere within t...