M/C - Media and Culture Home
M/Cyclopedia Home

Youth Culture and New Technologies - Loss of Identity

From M/Cyclopedia of New Media
Jump to: navigation, search

Contents

Identity


Identity is set of characteristics, such as personality, and appearance, which distinguishes an individual within society. Identities are integral aspects of the online world, as there is no physical presenece of the user, Identities tend to embody key characteristics of the users personality within the online world, such as the way in which they act and interact within the online world. The rapid increase and integration of technologies like the internet and online gaming within society has raised many ciritical issues, as to how such technologies impact youth behaviour and development.

Technolgies and interaction


The Convergence of technologies has made it easier for individuals to interact with various people without having to leave the space of their house. Further more internet chat programs and online games have enabled users the ability to communicate across great distances with other people without so much as a lift of the finger. Such behaviour has raised many questions regarding lack off physical social interaction, which are integral towards the development of an individuals identity and character. Some argue that through consistent participation within the online world youths, become secluded and unattached to the real world and issues occuring within it.

Identity crisis


Frederman suggests that Additional manifestations of a users identity exist on the web, in chat programs, through avatars, among weblogs, webpage postings and other digital media, and thereby create numerous digiSelves (Frederman, 2002). These multiple identities operate independently from the real world identity and develop autonomously through experiences within the various virtual worlds and their participants. Frederman and other critics argue that through adopting these virtual world identities it leads to a disconnection from real world experiences and loss of the physical and corporeal senses of time space (Frederman, 2002).

The Lack of physical relationships within the real world, impact development of interpersonal skills and real world experiences. Hindering the development of an individuals personal identity. Concerns have been raised that children who form "electronic friendships" with computers instead of friendships with their peers lack the social competencies and interpersonal skills, to deal with the real world (http://www.futureofchildren.org)[1]. The growth in popularity of online games among youths has drawn the attention of many critics, who argue that the immersive nature of such games create a virtual world addiction and dependency. Online games such as MMORPG’s require users to adopt or play out a character role within the game, thereby adopting a virtual identity within the game. The tehnological development within online games has lead to the generation of a symulistic realism, whereby online participants are able to converse directly with other players, gain jobs, form relationships and represent emotions (through avatars), much like in the real world. When an individual's identity is hinged on a game, such as a MMOG (multi-player online game) an unhealthy imbalance occurs and an addiction to the second life (or the second identity) takes place. (Crawford 2004). Online games such as lineage and world of warcraft encourage continuous loyalty of individuals, in order to support the world. More often then not the addictive experience of the virtual world encourages youths to spend more time developing their avatars identity within game rather than their own real world [[Youth Culture and New Technologies - Identity|identities] outside the game.

Further Information


Also See


References

Crawford, E. (2004). 'Online Games Have a Powerful Draw', Alburquerque Journal, Journal North. Queensland University of Technology Library Database: http://global.factiva.com.gateway.library.qut.edu.au/en/eSrch/ss_hl.asp(accessed on: 16/10/2005).

Federman. M, (2002) Cultural Paradox of the Global village, The McLuhan Program in Culture and Technology, http://www.mcluhan.utoronto.ca/article_culturalparadox.htm [2] (accessed on: 19/10/2005)

The Future of Children, (2005) Effects on social development and relationships, http://www.futureofchildren.org/information2827/information_show.htm?doc_id=69831 [3] (accesed on: 16/10/2005)

Modified by: --Clinton Wong 09:56, 28 Oct 2005 (EST)

Personal tools