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Life on the Screen: Identity in the Age of the Internet

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Abstract

Sherry Turkle is rapidly becoming the sociologist of the Internet, and that's beginning to seem like a good thing. While her first outing, The Second Self: Computers and the Human Spirit, made groundless assertions and seemed to be carried along more by her affection for certain theories than by a careful look at our current situation, Life on the Screen is a balanced and nuanced look at some of the ways that cyberculture helps us comment upon real life (what the cybercrowd sometimes calls RL). Instead of giving in to any one theory on construction of identity, Turkle looks at the way various netizens have used the Internet, and especially MUDs (Multi-User Dimensions), to learn more about the possibilities available in apprehending the world. One of the most interesting sections deals with gender, a topic prone to rash and partisan pronouncements. Taking as her motto William James's maxim "Philosophy is the art of imagining alternatives," Turkle shows how playing with gender in cyberspace can shape a person's real-life understanding of gender. Especially telling are the examples of the man who finds it easier to be assertive when playing a woman, because he believes male assertiveness is now frowned upon while female assertiveness is considered hip, and the woman who has the opposite response, believing that it is easier to be aggressive when she plays a male, because as a woman she would be considered "bitchy." Without taking sides, Turkle points out how both have expanded their emotional range. Other topics, such as artificial life, receive an equally calm and sage response, and the first-person accounts from many Internet users provide compelling reading and good source material for readers to draw their own conclusions.

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... Assuming unexpected calculations are unavoidable within wargaming, our real concern is what kind of user responses they will trigger. Turkle (1996) speculates on three different user responses to simulations: simulation resignation, in which users take a stance willing to accept the simulation on its own terms; simulation denial, which is a rejection of the simulation ability to mimic real-world phenomenon; and finally, critical challenge, in which users challenge the simulation's built-in assumptions and reinforce their knowledge to "use simulation as a means of consciousness-raising" (Turkle, 1996). ...
... Assuming unexpected calculations are unavoidable within wargaming, our real concern is what kind of user responses they will trigger. Turkle (1996) speculates on three different user responses to simulations: simulation resignation, in which users take a stance willing to accept the simulation on its own terms; simulation denial, which is a rejection of the simulation ability to mimic real-world phenomenon; and finally, critical challenge, in which users challenge the simulation's built-in assumptions and reinforce their knowledge to "use simulation as a means of consciousness-raising" (Turkle, 1996). ...
... The difference between the players' knowledge and the game could, with this response, be described as a knowledge-action gap between the player and warfare (Crookall & Thorngate, 2009). Players then move to a position where they critically challenge the built-in assumptions of the game (Turkle, 1996) and relate this to their own belief of warfare. Players are then inspired to start an inquiry and enhance their understanding of warfare. ...
Conference Paper
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... Based on his observations of single player gameplay, Linderoth identified three kinds of avatar usage: a role to be played, a tool to extend player agency to virtual worlds, and a prop for self-presentation (Linderoth, 2005). In multi-player game environments, players may project their personalities, identities, or even virtual selves onto their avatars, depending on individual usage and expectations (Bessière, Seay and Kiesler, 2007;Kim, Lee and Kang, 2012;McCreery, Krach, Schrader and Boone, 2012;Turkle, 1995). Game design features can affect how players feel about their avatars, with avatar customization an obvious example. ...
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... A feeling of fantasy is an important element in such relationships-that is, a clear sense of separation must exist between virtual and physical worlds. Further, players must feel safe when creating roles and adhering to them (Turkle, 1995). ...
Conference Paper
Many online game players are developing strong psychological attachments with the avatars they use for gameplay. Player-avatar relationships can affect gaming experiences in terms of enjoyment, immersion, and virtual character identity, among other factors. For this study we tested various propositions regarding the effects of game design features on player-avatar relationships, and the effects of those relationships on decorative virtual item consumption motivation. Participants recruited from 15 online game forums were asked to complete two questionnaires on these topics. Our results indicate significant correlations between player-avatar relationships and both game design features (e.g., death penalties and pet systems) and decorative item consumption motivation. Our results offer insights into how game designers can, to some extent, manage player-avatar relationships by fine-tuning design features, perhaps facilitating marketing objectives in the process.
... Previous research, such as that by Turkle (1995) and Taylor (1999), suggests that individuals strive to fulfill social desires or ideals in virtual worlds that remain unattainable in reality, often maintaining multiple identities across different virtual contexts. This human inclination to embody diverse identities in the metaverse is further underscored by the practice of avatar gender-swapping, where users freely create and customize avatars to explore different gender identities, often in ways that challenge conventional norms (Ducheneaut et al., 2009). ...
... In virtual spaces, self-identity is constructed and maintained primarily through symbolic interactions, allowing for a fluidity that often surpasses that found in physical spaces (Adler and Adler, 2008;Pearson, 2009;Turkle, 1995). Goffman's (1959) dramaturgical approach within symbolic interactionism is particularly useful in understanding this fluidity. ...
... Sherry Turkle (1995) extends these concepts by introducing the idea that virtual spaces allow for the exploration of multiple selves. In her seminal work Life on the Screen: Identity in the Age of the Internet, Turkle argues that cyberspace provides a unique opportunity for individuals to experiment with aspects of their identity, such as gender, in ways that may not be possible in the physical world. ...
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... After the introduction of the Internet, however, more positive scholarly feminist perspectives arose concerning women and computer technology (Haraway, 2000;Liker et al., 1999;Turkle, 1997;Wajcman, 2000). Fighting for the role of technology in women's lives, Wajcman (2000) noted, "there has been much criticism of the all-toocommon tendency to treat women as the passive victims of technology" (p. ...
... Although computerized technology began as a limiting activity and the power to decide how technology is used still resides at top corporate levels (Liker et al., 1999), technologies associated with networking potentials offer alternatives that seem conducive to women's productive identity(ies) constructions as well as to decentralizing organizational control. Women use online support groups for social support and possible empowerment (e.g., Edley, 2004;Nakamura, 2006;Turkle, 1997). As women's use of the computer and online groups continues to grow (Pew Internet Studies, 2005), they may continue to co-opt technology to serve their interests. ...
... Much has been written about the exclusionary practices and organizational cultures of technologicallybased organizations that contribute to relatively low female participation and leadership (Liker, Hadda, & Karlin, 1999;Lorber, 1993;Stein, 2006;Turkle, 1997;Wajcman, 2000). Our study contributes to this research by displaying the complex and often contradictory ways in which women in a particular context are positioned and position themselves in leadership, gendered, and technological expertise identities and identifications in microlinguistic practices through organizational structures and culture. ...
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... The theory of digital identities, particularly Sherry Turkle's concept of the "second self" (Turkle, 1995) [38] , explores how individuals present themselves in online environments. Turkle's work highlights that digital spaces allow for the creation and expression of alternative identities, which can be distinct from one's physical self. ...
... The theory of digital identities, particularly Sherry Turkle's concept of the "second self" (Turkle, 1995) [38] , explores how individuals present themselves in online environments. Turkle's work highlights that digital spaces allow for the creation and expression of alternative identities, which can be distinct from one's physical self. ...
... Identity construction through digital means revolves around what an individual can craft themselves to be, along with the identities that individuals may have in the offline world. This creation can be self-induced or as a result of the digital platforms themselves (Goffman, 1959;Turkle, 1995). Digital forms of anonymity or pseudonymity can result in identity experimentation that sometimes entails criminal tendencies or the social perception of such actions (Meyrowitz, 1985). ...
... Trump uses the aspect of fun and enjoyment to frame the tweet in a completely different manner thereby helping himself to gain the attention of the public and possibly avoiding deep political or legal conversations. This Step demonstrates Trump's playful nature in wanting to engage the audience in important discussions and at the same time, Turkle's (1995) observation of one possessing an identity in modern times which can be simultaneously useful for fun and politically. This tweet may lead to the increased use of identity politics that furthers polarization. ...
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... In s hort, t he si mulation i s biased t o a pa rticular pe rspective. Scholars fro m Tu rkle to Flanagan t o Frasca note that a critical environm ent is needed to investigate t he as sumptions -s ocial ide ological, and values-driven-in simulations and games [4,6,18]. ...
... It would t ake a s i ts goal the d evelopment o f sim ulations th at actually help p layers challenge th e m odel's b uilt-in assu mptions. This new criticism wo uld try to use sim ulation as a m eans of consciousness-raising"[18]. ...
... In response to this consumption change and the consequent extension of the consumer base, the LGBTQIA+ community representation has increased rapidly, allowing identities not yet depicted in cinema or television to be part of the contemporary discourse. It is, however, important to underline that in this paper, the focus is only on mainstream content since many studies have shown that media and its exposure impact people's perception of reality (Bednarek, 2018;Turkle, 1995). ...
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... Unfortunately, the platforms' design, rapid evolution, and replacement render their influence on life obscure (van Dijck 2013). Additionally, social media come with risks to personal integrity, as control is limited concerning how personal information is used (Eichhorn 2019;Orzech et al. 2017;Turkle 1997Turkle , 2011. Moreover, for individuals in marginalized groups, for example, queer communities, disclosure of personal information can lead to harassment (Kirby et al. 2021). ...
Thesis
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The thesis, Still Writing: Subcultural Graffiti, Aging, and Digital Memory Work, examines how the meanings of the past are constructed during digital memory work and how memory work contributes to negotiations of identities and group boundaries. This is studied through an analysis of how graffiti writers use social media to remember collectively. The participants are graffiti writers who are no longer young. Using the Internet, they share and discuss stories and photographs from their youth, reflecting on how graffiti has shaped their lives. In this process, they intertwine individual memories into collective memories and formulate arguments according to which graffiti is a valuable cultural heritage. The thesis offers cultural sociological insights into how digital memory work can maintain group cohesion over time. Additionally, it offers an understanding of how digital memory work can (re)negotiate the meanings of aging.
... The concept of adopting a dramatic role and a separate identity has also been widely incorporated into everyday culture, from Goffman's use of frame analysis (1974) to Goleman's notion of emotional intelligence (1995). It has been adopted for education and training, as well as computer studies (Turkle 1995). It is also a central concept in the analysis of digital environments such as virtual reality spaces, online chat rooms and video games (Ryan 2001). ...
Conference Paper
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... As pieces of software, games already inherit a certain amount of rhetorical baggage from the field of computer science, both on a textual level and a procedural level. As Turkle (1995) notes, violent computing metaphors such as programs being "killed" and instructions being "aborted" contribute to a general discomfort for women about the language of computer science and the ways of thinking that went along with it (p. 62). ...
Conference Paper
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... Individu dan komunitas menggunakan platform digital untuk menampilkan elemenelemen budaya mereka, seperti bahasa, seni, musik, dan tradisi, kepada audiens global. Proses ini memungkinkan identitas budaya untuk menjadi lebih dinamis, di mana elemen-elemen baru dapat ditambahkan, sementara yang lama disesuaikan dengan konteks modern (Turkle, 1995). ...
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... Differentiating types of identities, James Gee [3] notes that players project their attitudes, beliefs, and values onto the characters they create or control in virtual worlds. In the same vein, Turkle [14] explores how people use virtual worlds to construct different versions of themselves, blurring the boundaries between real and virtual identity. Frasca [15] analyzes how gameplay allows players to explore various roles and identities in the context of simulation, which influences their self-perception. ...
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... Their distorted sense of self enables them to seek out more relatable content in the unpredictable world of social media (Keleş et al., 2019). Social media and identity are suggested to be related; and loneliness and the desire to express aspects of self that are hidden in real life are reasons for the rising dominance of social media (Turkle, 1995). This also comes from an internal need for individuality and acceptance which drives their actions in the "echo chambers" of Tumblr, in a constant reinforcing cycle. ...
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... Some of the note-worthy market metaphors applicable or used during dates that could also be interchangeably used for commodities are: 'shop around', 'shop elsewhere', 'candy-store', 'features', 'package', 'liability', 'investment', 'benefits'. 2. A detailed overview of (in)authenticity and (mis)representation of online persona can be found in Turkle, (1995), Tidwell and Walther (2002), Fiore and Donath (2004), Bargh et al. (2002), Smaill (2004), Arvidsson (2006), Gibbs et al. (2006), Ellison et al. (2006), Whitty (2007), Ellison et al. (2011), Jamieson (2013, Rudder (2014) and Chamourian (2017). 3. See https://www.cnbc.com/2017/01/06/how-a-tinder-founder-came-up-with-swipingand-changed-dating-forever.html 4. Image-centric left or right swipes appear to be randomized, where customers do not have any control over what they see now or as the next option. ...
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... Gündüz (2017, p. 86) asserts that with social media ordinary people can share photos or events with a much more audience by building digital/ virtual self-identities without recognizing geographical boundaries, whoever they are and where they come from as Ogidi (2015, p.1) adds. According to Turkle (1997), the formation of self-identity in the virtual world occurs along with the more often a person interacts through social media, more particularly through selfies uploaded to social media such as Instagram. ...
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... Autores como Turkle (1995) exploraram o papel destes espaços na formação da identidade e na interação social. Em 1995, o jornal britânico The Independent descrevia os MUD como tendo "tudo o que a vida real tem ou deveria ter, exceto a poluição, o trânsito e a realidade" (Godlovitch, 1995). ...
Article
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... The concept of digital identity has been extensively explored in various fields, including psychology, sociology, and communication studies. Theories such as Goffman's (1959) impression management and Turkle's (1995) identity fragmentation provide a foundation for understanding online identity management. Research has shown that individuals engage in strategic self-presentation (Ellison et al., 2006), context-dependent identity switching (Kaplan & Haenlein, 2010), and boundary management (Valkenburg & Peter, 2011) to maintain a cohesive online persona. ...
Chapter
In an era where technology continually reshapes the landscape of human expression, digital literature emerges as a vibrant and dynamic field at the intersection of creativity, innovation, and critical inquiry. This edited volume titled Digital Literatures: Reading and Writing in the Age of Technology seeks to explore the multifaceted world of digital literature, offering a comprehensive examination of its forms, practices, and implications.
... The concept of ICH 'born digital' is often overlooked, exemplified by the undifferentiated use of the term 'digital culture' (for example , Stalder, 2016). It encompasses cultural spheres that have developed since the 1970s, with significant advancements around 1985 (Rheingold, 1993;Turkle, 1995;Jörissen, 2003), leading up to the rise of social networking platforms in the 'Web 2.0' era, about a decade after the release of the 'World Wide Web' (Jörissen & Marotzki, 2008). ...
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... Po, a është vetëm kështu? Ka qenë një kohë, jo aq kohë më parë, kur "të mëdhenjtë", teoricienët dhe hakerët, kolonistët e parë të hapësirës virtuale, besonin se interneti do të na çlironte nga ndrojtja, kufizimet mbrojtëse të identitetit, do të na çlironte nga gjinia (Turkle, 1995). Shkrimtarët e zhanrit të shkencës imagjinonin një të ardhme të afërt në kufi të imagjinatës, ku trupat fizikë të njerëzve do të bëheshin të pamaterializuara ndërsa udhëtonim përtej hapësirës dhe distancës dhe bënim miqësi dhe lidhje dhe marrëveshje biznesi në të gjithë planetin në frekuencën e një sekonde (Gibson, 1984). ...
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Përdorimi i shtuar i internetit ka sjellë një rritje të rreziqeve përfshire abuzimin dhe dhunën seksuale online (OSA). Hulumtimet në Sh.B.A sugjerojnë që 43.6% e grave dhe 24.8% e burrave kanë përjetuar dhunën seksuale (Smith et al.,2018). Forma të ndjekjes ose abuzimit seksual online: dërgimi i kërkesave për të dërguar foto apo video seksuale; shpërndarja e imazheve apo videove private pornografike pa miratimin e palëve pjesëmarrësve, e njohur si “revenge porn”. Trauma e abuzimit online shrehet me stres emocional dhe psikologjik, ndjenja faji, turpi, frikë, ankth, trishtim, mpirje, tronditje, izolim social vështirësi në gjumë, ëndrra të frikshme etj. Kërkimi synon të identifikojë pattern që lidhen me OSA dhe te vleresoje pasojat traumatike qe shkaktojne.
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Following the early work of James, mainstream social psychological approaches to the self have first treated individuals and society as separable and distinguishable entities and, second, located the psychology of the self within the individual. From a critical perspective, selves should instead be viewed as constructions that people produce in interactions with others to accomplish social outcomes, such as accounting for and justifying their actions, criticising other people, or otherwise. Rather than being properties of individuals, selves can more usefully be understood as descriptions that are produced in talk and occasioned in local social contexts.
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Regarding the metaverse, there is a mix of optimistic views that it will liberate people from the real society's oppressive culture and the physical body's constraints, and pessimistic views that it will not. This paper makes a ‘melioristic’ proposal, which is neither optimistic nor pessimistic, but aims to redesign the use of the metaverse for the better. It analyzes the characteristics of the metaverse as a communication space. The paper then introduces the pessimists' criticisms that the real society's undesirable practices (such as gender stereotypes, ableism, etc.) are being brought into the metaverse. Finally, it argues that the problems pointed out can be solved by redesigning both the technology and practices of the metaverse, and proposes specific solutions to these issues.
Article
Social media use is commonplace for journalists in newsgathering, including reporting newsworthy deaths. Journalists have revised their death knock practice of physically doorknocking bereaved families to a preference for digital methods to solicit comment and context for stories about fatal incidents. This is gleaned from social media. A 2021–2022 Australian mixed-methods study, including a survey and semi-structured interviews, found that journalists use social media as a tool to find, contact, and interview people, and as a source of facts, photographs, and comments for stories. Journalists are at risk of moral injury, which occurs when they breach their own moral code, including through institutional betrayal. This article argues the digital death knock increases the risk of moral injury because unfettered access to, and sanctioned use of, social media material creates new ethical complexities. It proposes that fundamental to the journalist’s risk of moral injury is their view of the journalist–source relationship, which might in turn reflect their underlying ethical framework. The journalist who preferences utilitarian ethics—the greatest good for the greatest number—may see a source as means to an end; however, the journalist who preferences deontological ethics—respect for persons as an end in themselves—may owe the source a greater duty of care, which, if breached, may make them vulnerable to moral injury.
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This chapter examines the evolving interplay between humans and technology, spotlighting transhumanism and human augmentation as key areas. It traces the development from basic tools to advanced digital systems, setting the stage for a deep dive into future technological trends. Central to the discussion is transhumanism, which advocates using technology to exceed our natural biological capabilities. The chapter critically assesses the ethical and societal implications of such enhancements, balancing the potential benefits against inherent risks. Human augmentation contemplates the increasingly blurred lines between human and machine, probing issues like identity and responsibility. By envisioning future directions for these technologies and their societal impact, this chapter will make an argument for reassessing the ontological framework for analyzing and understanding the relations between humans and technology. It underscores the importance of ethical governance, policymaking, and a deeper philosophical calibration in navigating this new frontier.
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The increasing use of digital screens—computers, smartphones, tablets, and televisions—has significant psychological effects on human behaviour, cognition, emotions, and well-being. Known as “screen time,” this phenomenon has been widely studied, but its impact on identity formation in the digital age is less understood. This literature review aims to explore how screen time influences identity formation, focusing on four aspects of identity: biological, psychological, social, and cultural. Additionally, the study considers screen time from four perspectives: biological, psychological, social, and cultural time. By analysing existing research, we identified overlapping approaches and interconnected relationships between these identity aspects and screen time. Based on this analysis, we propose a unified model called the “Screen Time Identity Formation”-model (STIF-model), which provides a framework for examining the relationship between screen use and identity formation. This model offers a comprehensive approach to understanding how individuals form their identities in the context of digital screens, how these screens influence their relationships with others, and how they shape overall life experiences in a screen-dominated environment. The STIF model offers a new perspective on identity formation in the digital age, emphasizing the deep connection between screen time and personal development.
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This chapter explores the transformative potential of Extended Reality (XR) in reshaping identity, enhancing therapeutic applications, and fostering social inclusion. By leveraging XR technologies, new forms of embodiment allow users to inhabit virtual bodies that challenge traditional self-perception. The chapter highlights XR's innovative applications in pain management, physical rehabilitation, and mental health, where personalized avatars and adaptive environments offer novel solutions. It also examines both the benefits—such as increased empathy and reduced biases—and the ethical risks of identity manipulation and privacy concerns in virtual worlds. Furthermore, it addresses how XR can serve as a tool for addressing stigmas and taboos surrounding women's identities and bodies, offering the potential for improved communication between doctors and patients, and transforming societal perspectives on menstruation.
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This chapter explores the increasing significance of child-social robot collaboration in educational contexts, emphasizing the integration of large language models (LLMs) such as ChatGPT into social robots to enhance children’s trust and interaction. Rooted in a long tradition of research inspired by Piaget and Turkle’s studies on children’s interactions with social media, the investigation aims to understand children’s perceptions of AI, emotions, and trust. An experiment was conducted involving children interacting with ChatGPT to promote reasoning about AI. The procedure included: introducing AI concepts, brainstorming and writing questions, interacting with ChatGPT, analyzing responses, and reflecting on the chatbot’s reasoning. The activities were designed to stimulate critical thinking about AI’s capabilities and limitations. This approach seeks to help children better understand AI and develop critical thinking skills regarding systems like ChatGPT.
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This work’s central theme is violence and how it is articulated in the relationship between Hindu and Muslim communities in contemporary India. The dynamics of generation and reiteration of conflict have been studied through four steps: information, media, memory and identity. This theoretical apparatus has then been applied to the contemporary Indian context to investigate the ways in which violence develops, spreads and is being put into practice. This study aims to find a viable path, both theoretical and practical, that can lead to a greater understanding and ultimately to a decrease in episodes of inter-community conflict. The first chapter focuses on the issues of information and media. Here, in particular, through the works of Simondon, Shannon and Wheeler, the generative capacity of information is highlighted and how it is at the basis of the formation of ideas and visions of the world and things. Subsequently, starting from the works of McLuhan, emphasis is placed on the perpetual nature of the media, that is, on the fact that, despite their apparent diversity given by technological evolution, they always imply a hierarchical dynamic between those who control and those who suffer the mediated information. Finally, the last paragraph concerns the use of new media, in particular social networks, in the context of the 2024 Indian General Elections. The second chapter concerns the issues of memory and identity. Referring to the previous chapter, memory is conceived as the means through which information is stored and repeated. After a study of the concept of memory through a philosophical and neuro-scientific approach, this was placed in relation to technological advancement and mass media. Finally, archive and oblivion are taken into consideration, highlighting their importance in the identity formation of a group. The issue of identity is at the center of the second section of this chapter. After investigating the processes of identity formation both at an individual and collective level, this is read as an integral part of inter-communal violence. The chapter ends with a paragraph dedicated to the link between identity and technology and how this is exploited by the current Indian government through the Adhaar identification program. The first two chapters aim to lay a theoretical-methodological basis through which to study inter-communal conflicts. In this sense, violence is seen as generated by information that is mediated, remembered and that finally transforms into an identity considered more or less static and immutable that is seen as the starting point for behavior, in this case violent. The next two chapters focus on the case study of the conflict between Hindu and Muslim communities in modern and contemporary India, finally proposing ideas for the attenuation of such violence. In the third chapter, some texts and interviews conducted on site are analysed to understand how violence between the two communities has been and is still being told, remembered and practiced. The interviews were functional to demonstrate how the relationship between the two communities is remembered and recognised as a relationship of violence and how this memory influences today's practices. The texts analysed, which include political pamphlets, poetic compositions, short stories and speeches given during election rallies or sessions of Parliament, served to demonstrate how violence is equally present in the discourse of both communities and therefore, how an attribution of roles such as 'protagonist/antagonist' must be excluded a priori. In the fourth and final chapter, all the steps of the work (information, media, memory and identity) are retraced to propose research methods and practices that can generate not “narratives of violence” but “narratives of hope”, with the aim of giving greater relevance and promoting coexistence and tolerance between communities. In the last section of the chapter, three “narratives of hope” taken from the history of the Indian Subcontinent are considered: the idea of ṣulḥ-i kull in the context of the Mughal Empire, the Bengali stories linked to the figure of Satya Pīr and the case of the Karnal protests of 1946.
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It's critical to grasp digital citizenship in the connected world of today. The term "digital citizenship" describes the ethical and responsible use of technology, especially when it comes to the internet. It includes a variety of actions, such as protecting personal data and honoring the privacy of others. Digital citizenship encourages us to be responsible, involved, and active participants in the online community, just as we endeavor to be good citizens in our offline communities. We must live our digital lives as examples of respect, honesty, and responsibility if we want to responsibly traverse the digital realm. This chapter delves into the intricacies of managing one's digital footprint. It explores how online actions can shape personal and professional identities and the long-term implications of digital interactions. The chapter offers strategies for cultivating a positive online reputation, understanding the permanence of digital records, and using social media platforms to enhance personal branding.
Conference Paper
Most online games let players create multiple characters, and during avatar creation and gameplay, the relationships between players and their game playing goals are revealed. As multiple characters are developed, player behaviors become more complex. Yet a major characteristic of avatars is that they cannot act at the same time—since gameplay is usually continuous and players alternate between or among avatars, time patterns tend to emerge. For this project we employed a user interface to collect real and continuous data on World of Warcraft players, and developed an algorithm for grouping avatars owned by specific players into sets. We then attempted to identify goals for individual characters, types of set management, and relationships within avatar sets.
Conference Paper
This paper is the first in a series presenting findings from a wider ethnography study of players from There.com and what they did when this virtual world closed on March 9th, 2010. Studies of online games and virtual worlds (or cyberworlds, as I prefer to call them) tend to focus in player activities during the time these spaces are open, assuming them as timeless places. But what happens when a cyberworld ends? How do players react to its closure and what they do next? Only a few scholars have investigated such critical events (Pearce 2009; Papargyris and Poulymenakou 2009; Consalvo and Begy 2012) and their findings suggest a determination by players to keep playing together after the closure. Players do not simply disperse and stop playing when a cyberworld ends but they actively work to form groups and relocate their activities elsewhere. I followed the movement of There.com players —or “thereians”, as they refer to themselves— across various cyberworlds, social networks, and forums after There.com closed. They actively worked to keep together gathering in forums, creating Facebook groups, uploading videos on YouTube, and travelling to other cyberworlds such as Second Life, Onverse, Kaneva, Twinity, etc., trying to translate their play identities and activities in these new spaces. In this paper I will focus on the player responses to the There.com closure and what they did after the end of the world.
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Digital technology has altogether transformed the ways people communicate, socialize and disseminate knowledge. Traditional communication tools and outlets have been replaced by digital devices which represent a clear paradigm shift in the conception of society or more accurately, networked society. Building up virtual communities, online identities and digital cultures has become a normative practice that has been fostered by new technologies. This digital infrastructure is supposed to metaphorically eradicate geographical borders to facilitate the free flow of capital, values and technologies. From a cyberculture studies perspective, cyberspace is presumably an open, borderless and transformative space sustained by electronic interconnectedness between social networks. The ubiquity of digital devices progressively contributes to increasing the internet population and, consequently, raising questions of access, equity, infrastructure and digital leadership in post-colonial societies. The latter are experiencing a new form of colonialism and cultural imperialism, referred to as neo-colonialism and nurtured by Western-centric technological hegemony. Viewed from this lens, cyberspace is also a ‘contact zone’, a space of power relations, dominance, cultural supremacy and digital gap. It is a space where subaltern voices and narratives are deprived of digital leadership and equitable access to new technologies. We argue that digital leadership does not only depend on individual and professional skills, but also on the availability of and accessibility to digital infrastructure to challenge the prejudicial assumptions of geography, race and culture. As long as the technological cleavage between developed and developing nations, centre and periphery, persists, the path to digital leadership will definitely remain thwarted. Based on a cultural studies perspective, this paper seeks to problematize the issue of digital leadership in post-colonial societies by drawing on the field of digital humanities and the postcolonial concept of digital gap/divide to support the argument that digital leadership must also be examined within the context of power relations.
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Datortehnoloģijas un internets ir mainījuši veidu, kā jaunieši sazinās cits ar citu, kā viņi strādā, kā izklaidējas, piedalās sabiedriskajā dzīvē un politikā, un, protams, arī to, kā viņi iegūst jaunu informāciju un mācās. Izmantojot Latvijas skolēnu un studentu tiešsaistes kvantitatīvās aptaujas datus (n = 2912), kas iegūti Latvijas Zinātnes padomes atbalstītajā projektā “Interneta lietošanas paternu ietekme uz jauniešu kognitīvo stilu attīstību”, šajā rakstā tiek analizēti jauniešu interneta lietošanas paradumi un to saistība ar jauniešu kognitīvajām orientācijām attiecībā uz interneta lietošanu mācību procesā. Jauniešu tiešsaistes aktivitāšu veida un biežuma mērījumos balstītā faktoranalīze ļāva identificēt četras interneta lietošanas dimensijas jeb modeļus, kas atbilstoši dominējošajām aktivitātēm tiek raksturoti šādi: radošā dimensija (orientācija uz satura radīšanu), orientācija uz saziņu, orientācija uz spēlēm un publisko komunikāciju un informatīvi analītiskā dimensija (orientācija uz informācijas meklēšanu/patērēšanu). Tāpat tika identificētas četras attieksmes pret interneta izmantošanu mācībās uzskatu dimensijas. Datu turpmākā analīze parādīja, ka pastāv būtiskas sakarības starp interneta lietošanas modeļiem un jauniešu kognitīvo orientāciju. Intelektuāli orientētie jaunieši vairāk izmanto internetu informācijas meklēšanai, savukārt internetpaļāvīgo vidū dominē datorspēļu spēlēšana u. tml. Uz sadarbību orientētajiem visvairāk raksturīgas saziņas aktivitātes, satura radīšana un spēles internetā, bet izklaidīgajiem tipiska ir tīklošanās un komunikācija internetā. Gan intelektuālā, gan internetpaļāvīgo orientācija visai spēcīgi ietekmē interneta lietošanas praksi; pirmo orientāciju var nosacīti raksturot kā pozitīvu, otro kā negatīvu. Trešā (“daudzuzdevumu veicēji”) un ceturtā (“izklaidīgie”) orientācija raksturojas ar mazāk apzinātām metakognitīvām izvēlēm. Šo orientāciju ietekme uz interneta lietošanas modeļiem nav tik spēcīga, iespējams, tāpēc ka šīm grupām piederošie jaunieši atrodas lielākā ārējās sociālās vides un tehnoloģiju ietekmē un viņu interneta lietošanas modeļus visdrīzāk nosaka viņu tiešā interneta lietošanas prakse un stihiski izveidojušies paradumi.
Article
This article examines the fundamental transformations of human identity in the context of the contemporary digital revolution. Starting from a conceptual analysis of identity in the post-humanist era, the paper investigates how digital technology is not merely a tool, but rather a distinct way of understanding and relating to reality. The study explores how virtual and digital environments trigger a profound mutation in the construction and manifestation of individual identity, arguing that the continuous exposure and permanent openness to the exterior facilitated by digital technology modify the very nature of human identity. The perspective is interdisciplinary, combining philosophical theories about technology with sociological analyses and contemporary cultural studies. Classical concepts of static and unitary identity are critically examined in relation to the new realities of the digital world, where the boundaries between real and virtual, between self and otherness become increasingly diffuse. Special attention is paid to how virtuality transforms the relationship with corporality and physical space, leading to a fusion between identity and technology that goes beyond mere instrumental use. The paper explores the implications of this fusion for the traditional concept of identity and for how we understand ourselves in the digital age. The study’s conclusion emphasizes that we are facing a paradoxical situation: instead of witnessing a withdrawal into the self as a reaction to the assault of the digital new, we are witnessing a continuous and total exposure. Contemporary identity no longer represents a balance between static and dynamic, but becomes so fluid that it risks losing any defining contours. This transformation raises fundamental questions about the future of human identity in the digital age and about our ability to maintain a coherent sense of self amid this technological revolution.
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Web-and Internet-based resources are remarkably popular with the public, patients, and providers as interventions over the last decades. Opportunities exist for health information, support groups, formal education programs, tools for self-directed lifestyle and illness management, obtaining advice/consultation, and self-or provider-directed treatments. Traditional treatments are more easily disseminated to the point-of-service. Modification of regular treatments is being developed, based on smartphone and web medical applications, and applying virtual reality/avatars from games into medicine. Digital mental health (DMH) innovations/new treatments for special populations are made possible, and hybrid models are now becoming more and more popular, creating the opportunity to develop a true personalized psychiatry and integration of medical data from treatment by psychiatrists and somatic physicians. Clinicians must become aware of, adapt, use sound clinical judgment, and serve new advisory roles to patients, as we are all challenged to keep the best of mental healthcare, yet make it more accessible. The development of DMH forces the introduction of mandatory training in the use of medical applications and platforms for both medical students and doctors, as well as the creation and implementation of recommendations of scientific societies and legal regulations, enabling further development of DMH based on algorithms for narrow artificial intelligence, and in the future—general artificial intelligence.
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Published April 13th 2024 for FOREIGN OBJEKT POSTHUMAN LAB: https://www.posthumanart.com/post/narcissus-agency-and-the-mirror-as-interface-gaston-welisch This article discusses the distributed agency of AI chatbot interfaces through the conceptual framing of mirrors and divination practices such as catoptromancy. It draws from theories of interface aesthetics (Galloway), the postmodern shift in computing (Turkle), and the narcotic effects of AI interaction (McLuhan), it interrogates how these interfaces shape perception, engagement, and autonomy. The chatbot, like a scrying mirror, reflects the user’s input, amplifying desires and biases while obscuring the underlying system’s agency. This piece critiques the illusion of anthropomorphic interaction, the reinforcement of echo-chambers, and the implications of opaque technological mediation. Rethinking interfaces beyond the dialectics of transparency-opacity, helps us proposes alternative models that promotes reflexivity and friction.
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Looking at China today, the authorities seems to have completely redeemed itself after crushing the pro-democracy movement in Tiananmen Square on that fateful day of June 4, 1989.
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In this chapter, we examine the cultural roots of our love affair with technology. Drawing on Marshall Berman’s insights in All that is Solid Melts into Air (1988), we examine the close relationships among technology, modernity, and modernism. Technology, we suggest, is as much about images as it is about functionality, and the chief image or style associated with technology is modernism, an artistic movement that came into being only in the early twentieth century. The “Metaverse”—Facebook’s construction of its new virtual reality—is the perfect representation of this love affair with technology.
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La omnipresencia de la información digital ha transformado la forma en que los jóvenes interactúan con los medios y construyen su identidad. Esta realidad plantea desafíos, como la diseminación de noticias falsas y el impacto en la salud mental. El presente estudio explora la relación entre los estudiantes de educación media en Colombia y la era digital, con el objetivo de comprender cómo navegan en el vasto océano de información digital y cómo esto influye en su alfabetización mediática, salud mental e identidad en el entorno escolar. Se empleó una metodología mixta, combinando encuestas y entrevistas para recopilar datos sobre hábitos de consumo de medios, percepciones de identidad y experiencias relacionadas con el bienestar mental. Los resultados revelaron una brecha en la capacidad de los estudiantes para discernir la veracidad de la información y gestionar la presión de presentar una autoimagen ideal en línea. Además, se observó una prevalencia de sentimientos de estrés y ansiedad asociados con el uso de medios digitales. Se concluye que es crucial implementar una educación mediática sólida en los currículos escolares para equipar a los jóvenes con las habilidades necesarias para interactuar de manera crítica y saludable con los medios digitales en la era moderna.
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Digital technologies have had disruptive effects on self, self-identity, community, race, and ethnicity imaginations. Where the conception of the digital communities have moved beyond the immediate geographic locations to group of networked persons across the geographies, race and ethnicity identification as such have also become sharper as evident from the increased identification of people with similar physical or racial attributes.
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Стаття присвячена темі впливу інформаційного середовища та Інтернету на формування самооцінки та ідентичності підлітків. У ній розглядаються процеси створення так званого інтернет – образу «Я», що формується під впливом соціальних мереж, онлайн-ігор та інших інтернет-ресурсів. У статті аналізується, як характеристики реального «Я» особистості переплітаються з віртуальними образами, які підлітки створюють для себе в мережі, і як це впливає на їхню поведінку в реальному житті. За результатами проведеного дослідження проаналізовано самоописи підлітків. З’ясовано, що значна частина сучасних підлітків описує себе через персонажів комп’ютерних ігор, субкультур та інші ролі, пов’язані з віртуальними реальностями.
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This research paper uses Boellstorff’s book Coming of Age in Second Life (2008) and other relevant scholarship in order to facilitate an understanding of, and by extension deal with, the issues involved in conducting ethnographic research on virtual worlds. The argument that Boellstorff and many other scholars make, broadly speaking, is that people’s identities and forms of behavior is to some extent modified in virtual worlds (Boellstorff, 2008).
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İletişim, her alanda olduğu gibi tasarım alanında da vazgeçilmezlerden birisi olarak var olur. Bu noktada tasarım alanında gerekli iletişimin sağlanmasında birçok teknik ve yöntem mevcuttur. Geçmişten günümüze eskiz, çizim, üretim çizimleri, maket, bilgisayar destekli tasarım programları (vb.) konvansiyonel ve tradisyonel olarak tasarım alanındaki iletişimde kullanılan teknikler olarak ifade edilebilir. Gelişen teknoloji ile beraber bilgisayar destekli tasarım, yazılım ve arayüzlerinde yeni bir yöntemin, yeni bir biçimin varlığından söz etmek mümkündür. Bu yöntem tasarım görselleştirme enstrümanlarında var olan yenilikler ile ortaya çıkmaktadır. Bu çalışma, tam olarak tasarımın bu iletişim kısmına, tasarım iletişimi alanı içerisinde var olan durumsallıklardan bir tanesine odaklanmaktadır. Çalışmanın temel strüktürü, günümüzde tasarım eğitiminde ve tasarımcı güruhun toplumsal hafızasında, öğrencilerde ve tasarım camiasında, arayüzler ve programlar ile nasıl bir bağ kurulduğunu, iletişim alanının nereye konumlandığını, bu konumun doğru-yanlış/eksik-fazlalığını, nasıl pozisyon alındığını anlamak, gerekiyorsa yeni bir model önermek üzerine yapılandırılmıştır. Spesifik olarak içinde bulunduğumuz on yılda tasarım eğitiminin ana süjesi olarak Z neslinin bu eğitim ve iletişim modelleri, biçimleri ile ilişkisini kurmak en temel hedefi oluşturmaktadır. Bu noktada çalışmanın içeriğini tasarım eğitiminde iletişim alanına ek olarak teknik, tasarlama eylemi, algılama, öğrenme, konvansiyonel ve tradisyonel iletişim enstrümanları, inovatif ve güncel enstrümanlar, yeni teknolojiler ve Z neslinin tercihleri oluşturmaktadır. Bununla beraber tasarım kuram ve metodunun ifadesinde kullanılan yeni teknik ve teknolojileri sorgulanması içeriği oluşturan nüvelerden birisidir. Birçok farklı yöntem kullanılarak yapılan araştırmalardan elde edilen veriler ile yeni teknolojilere olan yatkınlık ve yakınlık ortaya çıkartılmış, tercih yoğunluğu ve sebepleri irdelenmiştir. Çalışma sürecince kullanılan araştırma yöntemleri dahilinde etik kurul raporu alınmıştır.
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El artículo presenta un balance de los estudios sobre las brechas digitales y las juventudes. Parte de una revisión de investigaciones empíricas de escala internacional y latinoamericana, en torno al problema del acceso e incorporación de tecnologías comunicativas, publicadas como artículos científicos en revistas que forman parte de bases de datos indexadas. Se identifican y analizan los ejes y categorías que caracterizan los resultados de los estudios y se proponen elementos para una agenda a futuro que permita avanzar en la comprensión de las inequidades sociales y digitales, que parten del contraste empírico de los conceptos de vanguardia y el descentramiento de las experiencias juveniles escolarizadas. Fecha de recepción: 02/07/2024 Fecha de aceptación: 18/08/2024
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White Paper on the phenomenon of Clip Thinking, published December 2024 by Zentrum für Medienpsychologie und Verhaltensforschung
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Human behavior in cyber space is extremely complex. Change is the only constant as technologies and social contexts evolve rapidly. This leads to new behaviors in cybersecurity, Facebook use, smartphone habits, social networking, and many more. Scientific research in this area is becoming an established field and has already generated a broad range of social impacts. Alongside the four key elements (users, technologies, activities, and effects), the text covers cyber law, business, health, governance, education, and many other fields. Written by international scholars from a wide range of disciplines, this handbook brings all these aspects together in a clear, user-friendly format. After introducing the history and development of the field, each chapter synthesizes the most recent advances in key topics, highlights leading scholars and their major achievements, and identifies core future directions. It is the ideal overview of the field for researchers, scholars, and students alike.
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Human behavior in cyber space is extremely complex. Change is the only constant as technologies and social contexts evolve rapidly. This leads to new behaviors in cybersecurity, Facebook use, smartphone habits, social networking, and many more. Scientific research in this area is becoming an established field and has already generated a broad range of social impacts. Alongside the four key elements (users, technologies, activities, and effects), the text covers cyber law, business, health, governance, education, and many other fields. Written by international scholars from a wide range of disciplines, this handbook brings all these aspects together in a clear, user-friendly format. After introducing the history and development of the field, each chapter synthesizes the most recent advances in key topics, highlights leading scholars and their major achievements, and identifies core future directions. It is the ideal overview of the field for researchers, scholars, and students alike.
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