Jessica Lindner
Blog 3
The topic that I found most interesting from the readings
assigned in weeks 9 through 13 are the discussions on identity and experience
online. The internet has increasingly become a place for people to interact and
share common interests. From social networking sites such as Facebook and
dating websites, to online gaming communities, people are interacting in a
variety of forms. For many of these online communities, users are able to create
themselves, that is, they have control over their identity and how they want to
be perceived by other users. I find it extremely interesting to learn about why
some people portray themselves differently online then they do in person. For
example, Tavani discusses an incident where a male psychologist’s identity
online was a disabled female, where the psychologist participated in an online
forum for disabled persons, and even created romantic relationships with other
members. In my opinion, I think that in some cases people create identities
online that actually are a reflection of their true identity, or who they actually
desire to be, an identity that they either cannot show, or are afraid to show
in real life. However, I also think that some people completely change their
gender, or identity for entertainment, or other purposes. For example, in the
online article, “Identity and Virtual World Avatars”, the author discusses a
study where 4,000 players of the Massively Multiplayer Online Roleplaying Game
Everquest were surveyed in an attempt to reveal gender stereotypes online. The
survey showed that many of the players had an additional character of the opposite
gender. When players were questioned on their reasons for this, the results
were:
One-quarter of respondents indicated
that visual appearance was a main reason for gender-bending, with one man
responding that the female graphic "look[ed] better," and one female
responding that the female graphics made her "somewhat
uncomfortable." Another quarter of respondents indicated that a main
reason was for role-play purpose, a chance to try something different. Around
one-tenth of respondents indicated it was to gain advantage in the game, with
one male responding that "you receive a LOT more stuff when you start out
as a female … [t]here's no contest that female characters get a lot more
help," and another male respondent noting that "[f]emale characters
can get better prices when selling [objects in the game]."
The results of the survey actually made me realize that not
all online identities are a reflection of, or a reaction to, some psychological
issue. While that might be the case for online dating websites, the survey
results above show that some people may change their identity for
entertainment, or strategic purposes.
Source:
"Web Identity." Identity And Virtual World
Avatars -. Wikidot.com, 16 Feb. 2008. Web. 29 Apr. 2012. http://webidentity.wikidot.com/identity-and-virtual-world-avatars
No comments:
Post a Comment