Virtual Identities-Avatars/Multiple Identities
Individuals may push the limits of online identity by creating 'Avatars'. Avatars (or Multiple Identities) can develop through interaction in multi-user online games (MMOGS) such as the MUD, the MOO, the MUSH and various other online game genres: The Sims game They also exist within the chat room and electronic mail E mail environments. The nameless and faceless realm of the Internet provides a perfect backdrop for 'second self discourse' and makes it easy for a person to develop another identity. As a consequence, Avatars or Multiple Identities have contributed to the expansion of the phenomenon of the online self. In the purest sense, strict rules and parameters apply in their usage. On the darker side of the interface a separate identity will be used in a dangerous or deceptive fashion Cyber Crime
A second identity is used for many reasons. One reason is in order to retain anonymity in chat rooms and online role-playing games, (RPGs). Another is for self protection. If an individual is participating in an online game that involves twenty-first century sex, (a sexual discourse or role playing within a sexual discourse online), Cyber sex, there may be a desire to keep the 'real' self a secret. An Avatar will serve to protect the physical life of a participant. However this second identity can lead to the compartmentalisation of a life. Because of the narrative build and immersion in participation involved in online games, characterisation takes place and a certain amount of emotional investment in character can mean that this second life will begin to grow and take priority over the physical self.
Laura Keneally 00:41, 29 Oct 2004 (EST)
Bibliography
Hilf, William, Homer.(1996) Beginning, Middle, and End-Not Necessarily in that Order. <http://www.cybertown.com/hilf.html> (accessed October 2, 2004).
Wikipedia (2004) <http://en.wikipedia.org/wiki/Internet> (accessed October 7, 2004)
A World of Possibilities. New Scientist.(2004). Vol 184 Issue 2467 (Web Document) (accessed October 6 2004).
Turkle, S. (1995) Life on the Screen: Identity in the Age of the Internet. New York: Simon and Schuster. ISBN 0684803534 Laura Keneally 00:41, 29 Oct 2004 (EST)