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Saved by 20 people (0 private), first by anonymouse user on 2008-02-12


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hese Sherry Turkles have authored a new book, Life on the Screen: Identity in the Age of the Internet, published November 30 by Simon & Schuster. Life on the Screen tells how the computer profoundly shapes our ways of thinking and feeling, how ideas carried by tec

Highlighted by vancej

on 2008-04-15 by vancej

Wow this is so exciting.

multiple personae, romance, and what can be counted on as "real" in virtual space

Highlighted by cryschin

What has she found? That the Internet links millions of people in new spaces that are changing the way we think and the way we form our communities. That we are moving from "a modernist culture of calculation toward a postmodernist culture of simulation." That life on the screen permits us to "project ourselves into our own dramas, dramas in which we are producer, director, and star.... Computer screens are the new location for our fantasies, both erotic and intellectual. We are using life on computer screens to become comfortable with new ways of thinking about evolution, relationships, sexuality, politics, and identity."

Turkle's own metaphor of windows serves well to introduce the following samplings from her new book. Those boxed-off areas on the screen, Turkle writes, allow us to cycle through cyberspace and real life, over and over. Windows allow us to be in several contexts at the same time - in a MUD, in a word-processing program, in a chat room, in e-mail.

"Windows have become a powerful metaphor for thinking about the self as a multiple, distributed system," Turkle writes. "The self is no longer simply playing different roles in different settings at different times. The life practice of windows is that of a decentered self that exists in many worlds, that plays many roles at the same time." Now real life itself may be, as one of Turkle's subjects says, "just one more window."

Highlighted by wolffw

on 2008-02-12 by wolffw

I really like how Turkle is setting up her discussion here. The windows metaphor is a wonderful move into the discussion of how different spaces encourage/result in multiple representations of identity. Though published in 1996, we can see this today in Facebook, MySpace, and LinkedIn spaces, as well as how and where we blog.

on 2008-03-06 by ksbanks

Is this "projecting ourselves into our own dramas" the reason that Tukle is talking about herself in the third person? Does the individual have any "self"?

on 2008-03-06 by ksbanks

So, going back to Wenger, a person is just a nexus of all of his or her selfs. Does this make sense?

MUDders

Highlighted by ksbanks

In an introductory programming course at Harvard University in 1978, one professor introduced the computer to the class by calling it a giant calculator. Programming, he reassured the students, was a cut-and-dried technical activity whose rules were crystal clear.

Highlighted by capose25

The lessons of computing today have to do not with calculation and rules, but with simulation, navigation, and interaction. The very image of the computer as a giant calculator has become quaint and dated. Fifteen years ago, most computer users were limited to typing commands. Today they use off-the-shelf products to manipulate simulated desktops, draw with simulated paints and brushes, and fly in simulated airplane cockpits.

Highlighted by jschoen

In the games in the Sim series (SimCity, SimLife, SimAnt, SimHealth), you try to build a community, an ecosystem, or a public policy. The goal is to make a successful whole from complex, interrelated parts. Tim is 13, and among his friends, the Sim games are the subject of long conversations about what he calls Sim secrets. "Every kid knows," he confides, "that hitting Shift-F1 will get you a couple of thousand dollars in SimCity." But Tim knows that the Sim secrets have their limits. They are little tricks, but they are not what the game is about. The game is about making choices and getting feedback. Tim talks easily about the trade-offs in SimCity - between zoning restrictions and economic development, pollution controls and housing starts.

Highlighted by sunflower123

I am clearly having a hard time hiding my lifetime habit of looking up words that I don't understand, because Tim tries to appease me by coming up with a working definition of orgot. "I ignore the word, but I think it is sort of like an organism. I never read that, but just from playing, I would say that's what it is."

Highlighted by jschoen

the notion of the machine has expanded to include its having a psychology

Highlighted by jschoen

People accept the idea that certain machines have a claim to intelligence and thus to their respectful attention. They are ready to engage with computers in a variety of domains. Yet when people consider what if anything might ultimately differentiate computers from humans, they dwell long and lovingly on those aspects of people that are tied to the sensuality and physical embodiment of life. It is as if they are seeking to underscore that although today's machines may be psychological in the cognitive sense, they are not psychological in a way that comprises our relationships with our bodies and with other people. Some computers might be considered intelligent and might even become conscious, but they are not born of mothers, raised in families, they do not know the pain of loss, or live with the certainty that they will die.

Highlighted by taz17zy

MUDs are a new kind of virtual parlor game and a new form of community. In addition, text-based MUDs are a new form of collaboratively written literature. MUD players are MUD authors, the creators as well as consumers of media content. In this, participating in a MUD has much in common with scriptwriting, performance art, street theater, improvisational theater, or even commedia dell'arte. But MUDs are something else as well.

Highlighted by khaggerty

As players participate, they become authors not only of text but of themselves, constructing new selves through social interaction.

Highlighted by cryschin

A 21-year-old college senior defends his violent characters as "something in me; but quite frankly I'd rather rape on MUDs where no harm is done." A 26-year-old clerical worker says, "I'm not one thing, I'm many things. Each part gets to be more fully expressed in MUDs than in the real world. So even though I play more than one self on MUDs, I feel more like 'myself' when I'm MUDding." In real life, this woman sees her world as too narrow to allow her to manifest certain aspects of the person she feels herself to be. Creating screen personae is thus an opportunity for self-expression, leading to her feeling more like her true self when decked out in an array of virtual masks.

Highlighted by depamp20

something in me; but quite frankly I'd rather rape on MUDs where no harm is done

Highlighted by jschoen

The anonymity of MUDs gives people the chance to express multiple and often unexplored aspects of the self, to play with their identity and to try out new ones. MUDs make possible the creation of an identity so fluid and multiple that it strains the limits of the notion. Identity, after all, refers to the sameness between two qualities, in this case between a person and his or her persona. But in MUDs, one can be many.

Highlighted by cryschin

Creating screen personae is thus an opportunity for self-expression, leading to her feeling more like her true self when decked out in an array of virtual masks.

Highlighted by cryschin

Relationships during adolescence are usually bounded by a mutual understanding that they involve limited commitment. Virtual space is well suited to such relationships; its natural limitations keep things within bounds. As in Thomas Mann's The Magic Mountain, which takes place in the isolation of a sanatorium, relationships become intense very quickly because the participants feel isolated in a remote and unfamiliar world with its own rules. MUDs, like other electronic meeting places, can breed a kind of easy intimacy. In a first phase, MUD players feel the excitement of a rapidly deepening relationship and the sense that time itself is speeding up. "The MUD quickens things. It quickens things so much," says one player. "You know, you don't think about it when you're doing it, but you meet somebody on the MUD, and within a week you feel like you've been friends forever."

Highlighted by coffma46

Highlighted by coffma46

The integration of the social Achilles, who can talk about his troubles, and the asocial Stewart, who can only cope by putting them out of mind, has not occurred.

Highlighted by cryschin

Play has always been an important aspect of our individual efforts to build identity. The psychoanalyst Erik Erikson called play a "toy situation" that allows us to "reveal and commit" ourselves "in its unreality." While MUDs are not the only "places" on the Internet in which to play with identity, they provide an unparalleled opportunity for such play. On a MUD one actually gets to build character and environment and then to live within the toy situation. A MUD can become a context for discovering who one is and wishes to be. In this way, the games are laboratories for the construction of identity.

Highlighted by margolis

Stewart, playing on MUDs led to a net drop in self-esteem. MUDs did help Stewart talk about his troubles while they were still emotionally relevant; nevertheless, he is emphatic that MUDding has ultimately made him feel worse about himself. MUDding did not alter Stewart's sense of himself as withdrawn, unappealing, and flawed.

Highlighted by mbrinkmann

ender-swapping on MUDs is not a small part of the game action. By some estimates, Habitat, a Japanese MUD, has 1.5 million users. Habitat is a MUD operated for profit. Among the registered members of Habitat, there is a ratio of four real-life men to each real-life woman. But inside the MUD the ratio is only three male characters to one female character. In other words, a significant number of players, many tens of thousands of them, are virtually cross-dressing.

Highlighted by dracmere

G ender >

Highlighted by dracmere

Highlighted by dracmere

What is virtual gender-swapping all about? Some of those who do it claim that it is not particularly significant. "When I play a woman I don't really take it too seriously," said 20-year-old Andrei. "I do it to improve the ratio of women to men. It's just a game." On one level, virtual gender-swapping is easier than doing it in real life. For a man to present himself as female in a chat room, on an IRC channel, or in a MUD, only requires writing a description. For a man to play a woman on the streets of an American city, he would have to shave various parts of his body; wear makeup, perhaps a wig, a dress, and high heels; perhaps change his voice, walk, and mannerisms. He would have some anxiety about passing, and there might be even more anxiety about not passing, which would pose a risk of violence and possibly arrest. So more men are willing to give virtual cross-dressing a try. But once they are online as female, they soon find that maintaining this fiction is difficult. To pass as a woman for any length of time requires understanding how gender inflects speech, manner, the interpretation of experience. Women attempting to pass as men face the same kind of challenge.

Highlighted by burnsk98

on 2008-04-15 by burnsk98

I think it is very bizarre that people actually do gender-swapping and play a different role. It is crazy that people can go home and act like they are a different gender.

How am I going to dig my persona's self out of this mess? Because I don't want to go on like this. I want to get out of it.... You can see that playing this woman lets me see what I have in my psychological repertoire, what is hard and what is easy for me. And I can also see how some of the things that work when you're a man just backfire when you're a woman."

Highlighted by mbrinkmann

And once we take virtuality seriously as a way of life, we need a new language for talking about the simplest things. Each individual must ask: What is the nature of my relationships? What are the limits of my responsibility? And even more basic: Who and what am I? What is the connection between my physical and virtual bodies? And is it different in different cyberspaces? These questions are equally central for thinking about community. What is the nature of our social ties? What kind of accountability do we have for our actions in real life and in cyberspace? What kind of society or societies are we creating, both on and off the screen?

Highlighted by cryschin

Other partners of virtual adulterers do not share Beth's accepting attitude. Janet, 24, a secretary at a New York law firm, is very upset by her husband Tim's sex life in cyberspace. After Tim's first online affair, he confessed his virtual infidelity. When Janet objected, Tim told her that he would stop "seeing" his online mistress. Janet says that she is not sure that he actually did stop.

Highlighted by mbrinkmann

The culture of simulation may help us achieve a vision of a multiple but integrated identity whose flexibility, resilience, and capacity for joy comes from having access to our many selves.

Highlighted by cryschin

TinySex poses the question of what is at the heart of sex and fidelity. Is it the physical action? Is it emotional intimacy with someone other than one's primary partner? Is infidelity in the head or in the body? Is it in the desire or in the action? What constitutes the violation of trust?

Highlighted by mbrinkmann

We, too, are vulnerable to using our screens in these ways. People can get lost in virtual worlds. Some are tempted to think of life in cyberspace as insignificant, as escape or meaningless diversion. It is not. Our experiences there are serious play. We belittle them at our risk. We must understand the dynamics of virtual experience both to foresee who might be in danger and to put these experiences to best use. Without a deep understanding of the many selves that we express in the virtual, we cannot use our experiences there to enrich the real. If we cultivate our awareness of what stands behind our screen personae, we are more likely to succeed in using virtual experience for personal transformation.

Highlighted by mbrinkmann

And once we take virtuality seriously as a way of life, we need a new language for talking about the simplest things. Each individual must ask: What is the nature of my relationships? What are the limits of my responsibility? And even more basic: Who and what am I? What is the connection between my physical and virtual bodies? And is it different in different cyberspaces? These questions are equally central for thinking about community. What is the nature of our social ties? What kind of accountability do we have for our actions in real life and in cyberspace? What kind of society or societies are we creating, both on and off the screen?

Highlighted by margolis

Technology is bringing postmodernism down to earth itself; the story of technology refuses modernist resolutions and requires an openness to multiple viewpoints.

Highlighted by margolis

In Wim Wenders's film Until the End of the World, a scientist develops a device that translates the electrochemical activity of the brain into digital images. He gives this technology to his family and closest friends, who are now able to hold small battery-driven monitors and watch their dreams. At first, they are charmed. They see their treasured fantasies, their secret selves.

Highlighted by margolis

However, the story soon turns dark. The images seduce. They are richer and more compelling than the real life around them. Wenders's characters fall in love with their dreams, become addicted to them. People wander about with blankets over their heads the better to see the monitors from which they cannot bear to be parted. They are imprisoned by the screens, imprisoned by the keys to their past that the screens seem to hold.

Highlighted by margolis