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Lecture 3: Identity, Ideology

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Lecture Hint: Pause the lecture and click on one of the hyperlinks (text that is ... Virtual (you can navigate, converse, build, play, lie and discover) / Meaningful ... – PowerPoint PPT presentation

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Title: Lecture 3: Identity, Ideology


1
Lecture 3 Identity, Ideology the Web
Player Name Karsten (Germany)
  • Professor Daniel Bernardi

2
In the last lecture
  • Ideology Identity
  • Fiskes Ideology
  • What does ideology have to do with identity
    online?

3
In this lecture
  • Turkles MUD?
  • Whats the relationship between role playing and
    identity?
  • MUD Genders

Sherry Turkle, Ph.D.
Lecture Hint Pause the lecture and click on one
of the hyperlinks (text that is underlined).
Return to the lecture after you have visited the
site.
4
Turkles MUD?
  • Lecture 3 Part 1

5
Turkles MUD
  • Internet-Based Multi-User Domain
  • AKA Multi-User Dungeons
  • Origin in Dungeons and Dragons
  • You Play as You or as a Role
  • You Can Be Any Species or Alien
  • You Can Be Any Gender or Race
  • Fuzzy Boundaries Lead to Parallel Lives
  • Role Playing is a Form of Identity Construction-A
    Construction of Self

6
The Self
  • In the MUDs, the projections of self are engaged
    in a resolutely postmodern context. Authorship is
    not only displaced from a solitary voice, it is
    exploded. The self is not only decentered but
    multiplied without limit. There is an
    unparalleled opportunity to play with one's
    identity and to try out new ones.
  • - Sherry Turkle (1997)

7
Reminds One of Halls Identity
  • Local yet Global
  • Historical Process
  • Fragmented
  • We have now to re-conceptualize identity
    as a process of identification, and that is a
    different matter. It is something that happens
    over time, that is never absolutely stable, that
    is subject to the play of history and the play of
    difference.
  • - Stuart Hall (1991)

8
Authoring Identity
  • Authorship is not only displaced from a solitary
    voice, it is exploded. The MUDs are authored by
    their players, thousands of people in all, often
    hundreds of people at a time, all logged on from
    different places. And the self is not only
    decentered but multiplied without limit. There is
    an unparalleled opportunity to play with one's
    identity and to try out new ones.
  • - Sherry Turkle (1997)

9
In MUDs
  • Social interactions are built not received.
  • Local, Global, Historical / Not Physical
  • Virtual (you can navigate, converse, build, play,
    lie and discover) / Meaningful
  • Ideologies Are Not Always Naturalized

Resistance isnt futile!
10
Resistance is Possible
  • Engagement with computational technology
    facilitates a series of second chances for
    adults to work and rework unresolved personal
    issues and more generally, to think through
    questions about the nature of self, including
    questions about definitions of life,
    intentionality, and intelligence.
  • - Sherry Turkle (1997)

11
Whats the relationship between role playing and
identity?
  • Lecture 3 Part 2

12
Playing Identity
  • I have found that individuals use computers to
    work through identity issues that center around
    control and mastery in the second, where the
    computer is used as a communications medium,
    there is more room to use the control provided by
    the computer to develop a greater capacity for
    collaboration and even intimacy. The medium
    enables the self to explore a social context as
    well as to reflect on its own nature and powers.
    .
  • - Sherry Turkle (1997)

13
MUD Possibilities
  • Work on the Self
  • Think About Community
  • Question Gender and Race
  • Avoid Nation and Nationalism
  • Create Meaningful Relationships
  • Fall in Love
  • Make Friends
  • Leaving the Real World Behind

14
Example Peter
  • It is from MUDs that Peter has learned what he
    knows of politics, of economics, of the
    differences between capitalism and welfare state
    socialism. He revels in the differences between
    the styles of Americans and Europeans on the MUDs
    and in the thrill of speaking to a player in
    Norway who can see the Northern lights.
  • - Sherry Turkle (1997)

15
Example Robert
  • it kept him from what he called his "suicidal
    thoughts," in essence by keeping him too busy to
    have them it kept him from drinking it enabled
    him to function with responsibility and
    competency as a highly placed administrator it
    afforded an emotional environment where he could
    be in complete control of how much he revealed
    about his life
  • - Sherry Turkle (1997)

16
The Big Point
  • Virtual communities such as MUDs are the most
    dramatic example of the way the culture of
    simulation challenges traditional notions of
    human identity. Indeed, they make possible the
    construction of an identity that is so fluid and
    multiple that it strains the very limits of the
    notion. Identity, after all, literally means
    one.
  • - Sherry Turkle (1997)

17
Remember Halls Collective Identities
  • Cultural (Race, Ethnicity)
  • Economic (Class)
  • Gendered and Sexualized
  • Nationalized / Globalized / Alien
  • Identities, for Hall, are always
  • crossed and re-crossed by several historical
    formations.

18
MUD Genders
Play the Michael Jackson iModule
  • Lecture 3 Part 3

19
Turkles Subjects
  • Gender Swapping
  • Worked Through Personal Issues Around Sexuality
    and Gender
  • Famine
  • Masculine
  • People were using gender swapping as a first
    hand experience through which to form ideas about
    the role of gender in human interactions.
  • Sherry Turkle (1997)

20
Resistance in Play
  • MUDding throws issues of the impact of gender on
    human relations into relief and brings the issue
    home the seriousness and intensity of
    discussions of gender among MUDders speaks to the
    fact that the game allows its players to
    experience rather than merely observe what it
    feels like to be the opposite gender or to have
    no gender at all.
  • - Sherry Turkle (1997)

21
Virtual Reality is Real
  • MUDs Facilitate Personal Relationships
  • MUD Relations Can be Meaningful
  • Meaningful Relations are Real
  • The Reality is One of Thinking, Experimenting,
    Questioning and Acting in Both Universes

22
Cyborg ConsciousnessBlade Runner or Bust
  • As we live in a world of cyborgs, the important
    distinctions may not follow from a priori
    essences but from ongoing relationships.
  • Sherry Turkle (1997)
  • Think
  • Homo-Cybernetics

23
Identity is about the Future
  • Watch for a nascent culture of virtual reality
    that underscores the ways in which we construct
    gender and the self, the ways in which we become
    what we play, argue about, and build. And watch
    for a culture that leaves new space for the idea
    that he or she who plays, argues, and builds
    might be doing so with a machine .
  • - Sherry Turkle (1997)

24
End of Lecture 3
Julie Sweeneys Pat
  • Next Lecture
  • Gender MUDs
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