2007年3月11日星期日

Reflection for the 10th Week.

Articles read
Turkle, S. (1995). Aspects of the self. Life on the screen: Identity in the age of the Internet (pp. 177-209). New York: Simon & Schuster.
Turkle, S. (1995). TinySex and gender trouble. Life on the screen: Identity in the age of the Internet (pp. 210-232). New York: Simon & Schuster.
Sherman, R. C., End, C., Krann, E., Cole, A., Campbell, J., Klausner, J., Birchmeier, Z. (2001). Metaperception in cyberspace. Cyberpsychology & Behavior, 4(1), 123-129.
McDonough, J. P. (1999)
. Designers selves: Construction of technologically mediated identity within graphical, multiuser, virtual environments. Journal of American Society for Information Science, 50(10), 859-869.

Summaries
Turkle, S. (1995). Turkle applied a large number of interview data and real life experiences of individuals to answer different questions of constructions and reconstructions of the self in virtual life and real life. She clearly directed her discussion with the idea that different virtual locations on the Internet provide explanations to different questions related to the construction of the self. Both of the chapters applied MUD to demonstrate the observation and develop the discussion.
Chapter 7. In this chapter, Turkle applied large amount of comparison discussion of real life and virtual life behavior and the psychological features of the self. Specifically, Turkle applied young adults dominantly for the cases to show her ideas of aspects of the self. Among the cases showed in this chapter, most of them are cases of college students whose development of the self is not completed and is heavily correlated with their experiences at younger ages. To Turkle, online environments like MUDs are parallel opportunities to individuals' real life. MUDs works like a laboratory for people to construct their identity. Just like people play in real life, people play on MUDs in a toy situation. On MUDs, the interactive text-based online environment, first impression management changes the way it works because of the disappearance of physical interaction. As a result, impression is formed by words exchanged on screen. MUDs enable individuals to practice different aspects of their identities online; and most of the practice is on psychological level. Turkle applied psychosocial moratorium to discuss that virtual environment can function to offer adolescent moratorium for young adult to develop their identities. However, knowing the self in more aspects does not really help individuals to solve psychological problems, not like psychotherapy does. Getting into good or bad in MUDs depends on the extent of healthy self. At the end of this chapter, Turkle skillfully directed back to real life case of her own as an example of identity shifting. This implicitly showed that the psychological experience we have online and the identity shifting experience between online and real life experience are not new to individuals. The virtual environment actually provides us a playground for a much larger scale of practice.
Chapter 8. This chapter discovered two other widely practiced actions on MUDs -- gender-swapping and virtual sex. Virtual cross-dressing is complicated because the mindset male or female forms in their real life is unconsciously applied. However, in MUDs environment, these gender roles, which are so ingrained that individuals ignore them naturally before, surface to be one of the biggest psychological awareness that have to be dealt with and worked through. Turkle Shakespeare's comedy characters Rosalind and Celia for further discussion of gender-swapping. The awareness of gender can be wakened by online activity or comedy. Also gender can be constructed intentionally by people in online activity or comedy. Closely related to gender, sex is another aspect of the self that has been practicing by individuals in virtual world. Turkle's discussion touched the fact that MUDs provide a stage where people with different age and gender would experience different psychological practice for different purposes. MUDs cannot change the psychological development stages of people. It is a self adaptive playground on which the activities can only be constructed through the interaction of the individuals and others in specific MUD communities. In addition, Turkle also raised the problem that players in MUDs mixed their real life with cyber life. At the end of the chapter, Turkle clearly described the present situations and attitude (Utopian, utilitarian, and apocalyptic) press holds towards the new way of life, the life influenced by virtual life. Turkle discussed with vision that the past history dominated by real-life-only communication cannot help modern people to understand thoroughly the phenomena and guide behavior in the new way of life. The new way of life is a complicated phenomena carrying all the social problems in real life. Just simple aspect or comment on good or bad of the life is not constructive to help us get through this silent revolution of way of life. We need to understand the challenge it brings and evolve actively with it.

Sherman, R. C. et. al. (2001). This article could be add to the collection of comparison of face-to-face and cyberspace communication. The article focused on the difference of face-to-face and text-based communication for impression management. As other article also mentioned, cyberspace communication applied limited techniques to generate impression: nickname, self-description, and paralinguistic cues. This study specifically focused on homepage communication. For this channel, different presentation pattern occurs. Not like face-to-face and text-based (dyadic meta-accuracy) communication, homepage has a one-way communication pattern (generalized meta-accuracy). This study investigated perception accuracy difference for face-to-face and homepage communication. The findings showed there was more discrepancy of homepage creators' assumption of the positive impression held by preceptors than it actually is, compared with face-to-face interaction. The authors discussed the possible reasons of the discrepancy by introducing "spotlight effect" and "illusion of transparency". In face-to-face interaction, these two biases could be easily adjusted because of the feedback mechanism in two-way communication. However, it is not likely in homepage which is a one-way communication channel. For the findings and the focus of an experimental study, this paper raise some good point for the field.

McDonough, J. P. (1999).This paper applied the focal point onto designers of computer-mediated-communication (CMC), on their effect of online social world and CMC participants' identities construction. The author began his discussion with social relationship of designers in the company, their power structure and communication. The author proposed a detailed analysis on designers' inscription of users. The research applied is a case based qualitative study. The author discussed that designers influence users' identity construction via designing environments consciously and unconsciously oriented by their own identities and social locations. More specifically generalized by the author, the designers are typical western culture dominated: white, male, and middle-class.

Focus Question
Take an issue in any of these readings and talk about how you have seen it play out in your second life experience (with others).

Not like MUDs where the users or players can only finish tasks or communicate within a small community, SL is a much more open system where users can build different objects following their own need or interests, create their own avatar more freely, and access different domains and meet a wide range of people as they travel through SL cyberspace. In this sense, SL is a playground where we can basically behave very similarly to our real life activity, of course the communication technology available on SL limits our behavior. The designers of SL work more like technique support than monopolize the space.

Another thought is that if an individual construct his/her identity or online persona in environment like SL, intensive online exercise is required. The individual has to be heavily involved. Otherwise, it is not likely one can really develop or try out different aspect of the self online. For the cases discussed in Turkle's book, all of them are intensive players. According to my current experience for a short period of time on SL compare with the online record in the cases in Turkle's book, I do not really have the sense of discovering certain aspect of myself. While I am on SL, I tend to apply my real life standard and behavior to communicate with others (actually strangers except for our classmates). Also, I do feel the gender mindset functioning when I approach to different avatars. But I am not skillful enough to tell the real gender after different avatars, not mentioning the avatars in none-human-shaped creatures.

My questions from the readings and questions for Discussion in class
1. McDonough is very strong in his statement that it is very important to study designers in order to understand thoroughly the identity within the CMC context. Could his research findings really help designers be aware of their situation and thus influence the CMC environment? To what extent and in what aspect understanding designers can help us understand CMC users' identity construction?
2. None of the articles for this week considers the technology competence and its influence on identity construction in cyberspace. It could be an important player deciding users attitudes, progress, and actual behavior in cyberspace. To understand online identity, what is the relationship between the level of technology competence and identity construction behavior?

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