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Abstract

This article examines the ways in that children's identities are constructed in one form of online community. The online community I have selected is that of 'The Palace,' a graphical chat world in that users represent themselves as an image, or avatar, and interact with others within visually defined worlds. In particular, this article focusses on a small group of children who have been the subject of a pilot study undertaken for my doctorate, and who have been interacting on a palace especially constructed by me for this purpose. The article aims to identify those discursive practices that are operating in this particular context to produce the 'discursive child.' It examines those narratives and fictions that operate as truth in this context with the aim of making them explicit, conscious, and understood. I will give my reading of the way in that children are constructed as they participate in the palace. Based on Foucault's (Discipline and Punish, 1977, Harmondsworth: Penguin) notion that discursive practices operate in the realms of power, knowledge, discipline, and regulation, I will tease out what this might mean for these children.

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... The personal one defines who we are in online settings and the social virtual identity reflects how an individual is engaged in online communities and his/her position within those communities. In the same line, Thomas (2000) believes virtual identities are shaped by a sense of belonging to and participation within a virtual community. Both personal and social virtual identities require attention in investigating PhD students' identity construction since they have a perception of themselves in relation to who they are and how they are positioned within the academic communities. ...
Article
Despite the substantial growth of research on identity construction in real-life contexts, little is known about PhD students’ online identities, especially their identity shift from real-life to virtual contexts. The present study aimed to address this gap by examining the identity development of ten PhD students from the field of Applied Linguistics during the Covid-19 pandemic, by adopting narrative inquiry. Data analysis revealed that PhD students’ identity was marked by four major components including professional development, sense of self-development, social interactions in community of practice, and their perceptions. The study concludes with implications for both PhD students, administrators and instructors by raising their awareness of the importance of facilitating the change from face-to-face to online contexts.
... Wouter M. Steijn (2014), traktują przestrzeń wirtualną jako inną płaszczyznę, na kanwie której dzieje się ta sama dynamika relacji oraz powstaje potrzeba wypełniania zadań rozwojowych takich jak budowanie tożsamości. Jedne z pierwszych przejawów możliwości kształtowania tożsamości, we wspomnianej płaszczyźnie, wykazała Angela Thomas (2000), która zbadała interakcje pomiędzy dziećmi i adolescentami w specjalnych chatach internetowych. Jak zaobserwowała, użytkownicy mogli dowolnie dostosowywać swoje zachowanie (np. ...
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... With different social media platforms available in the cyber domain, in the 21 st century, the number of the users has also increased rapidly from 12% in 2005 to 90% in 2015 according to a research study conducted by the Pew Research Centre (2015). The research study on 'Fragmented Selves: Temporarity and Borderline Personality Disorder' by Thomas (2000), found that the people who have fragmented identities are suffering from personality disorders, since they constantly change their identities when interacting with different people. Goffman (1959) states that the people who have different identities mask themselves because they interact with different people on different media platforms, so they must meet the standards and requirements of being in those groups, hence they have different identities. ...
... A further observation that can be made in relation to CMD multimodality in gamer fora is the use of media such as screenshots, animations and streaming video to illustrate individual posts and mediate gamer identities, particularly with respect to gaming achievements. This seems to tie in to some extent with Thomas's (2000; findings about the use of online chat environments by adolescent girls. To establish their identities online, 'cybergirls' use a mixture of linguistic and pictographic devices (such as emoticons and avatars). ...
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... celebrating Tolkien's world, and Harry Potter Palaces, such as Hogwarts (Maykitten, 2004), Harry Potters (Aurora, 2004) and Bloody Brilliant (Layke, 2004). (For further information on Story Palaces, see Thomas, 2000, and Unsworth et al., 2005. ...
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"Why would anyone give away such valuable advice? What can explain the amount of cooperation that does occur in online communities? In this chapter I wish to analyze how the economies of cooperation change as one moves to the Internet. I argue that there are fundamental features of online interaction which change the costs and benefits of social action in dramatic ways. "Because the metaphor of gift giving has been used to describe online interaction and exchange, I will begin with a brief discussion of the concept of the gift. I then discuss social dilemmas - situations in which individually reasonable behavior leads to collective disaster - and in particular examine the challenge of providing public goods (to be defined below). Subsequent sections detail the shift in the economics of cooperation, discuss the motivations that drive contributions and collaboration, and provide two striking examples of online collective action. I close with a strong caution against assuming that the shifting economics of online interaction guarantee high levels of cooperation."
Pedagogy, sym bolic control and iden-tity
  • B Bernstein
Bernstein, B. (1996). Pedagogy, sym bolic control and iden-tity. London: Taylor and Francis.