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The Digital Self

The Digital Self is one of the topics of Understanding the Self. This tackles the facet of personality of a person the virtual world.

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Julie Ann Orajay
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0% found this document useful (0 votes)
415 views17 pages

The Digital Self

The Digital Self is one of the topics of Understanding the Self. This tackles the facet of personality of a person the virtual world.

Uploaded by

Julie Ann Orajay
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Virtual You

Kenneth Gergen (1991)


Oral Past (“orality”) – people speak of their narratives
with little to no technological aid

Computer-mediated communications (CMC) –


technology we use today

Multiphrenia – idea that countless alternatives to self-


expression conflicts identity formation.
“Catfish” (documentary film)

Nev and Megan


Reality as Abstraction
Abstraction – the non-physical properties one gets
to try the interact with when consuming technology

Real life reality


Simulation
Augmented Reality
Virtual Reality
Hyperreality
1. Real-life reality – life away from digital
devices and where interaction happens
on a physical level.

2. Simulation – basic purpose is to copy re


ality as closely as it can. Offers uncanny re
presentations in real world aspects
Ex: FB360-degree view feature that en
ables you to panoramically survey places
as if you are really there.
3. Augmented Reality – This is real life
reality combined with the unreal which per
mits you to simultaneously interact with
both the tangible world and various digital
add-ons for a more enhanced experience.

Ex: Pokemon Go Craze, Snapchat filters


4. Virtual Reality – The type of abstractio
n completely detached from real-life realit
y. You are granted relative freedom
to explore and eventually inhabit digitally
made-up worlds vicariously through a
character or avatar you can create your
self. This is often aided by a devices such
as game controllers and keyboards,
VR technologies like the Oculus Rift.
The immersion into said abstraction can eventually lead to what is called
VIRTUALIZATION, or a user’s complete assimilation into virtual societies and/or
communities that exist outside the confines of the real world.

Sherry Turkle (1997)


Three signs that virtual reality is starting to take over our reality:
1. Artificial encounters seem real
2. Unreal seem more exciting than its real-world equivalent
3. Virtual reality’s subtle distortion of a users sense of self make them feel either
more accomplished or inadequate than they really are

Ex: open world (or sandbox) games - Grand Theft Auto


5. Hyperreality – What separates from oth
er abstraction is state of mind. Hyperreality
is the inability to distinguish the real from
the otherwise.
Jean Baudrillard (Cultural Theorist) - “It
is the generation by models of real without
origin or reality: a hyperreal.”
Ex: “The Matrix” (1999) – to live in a hyper
realistic virtual space where things are not
what whey seem.
The Cyber Self
Identity - refers to one perception of the self also
known selfhood or subjectivity.

We are termed as individual but more popular is


“users.”

We create digital avatars and user profiles. Same


with performing as an actor to the digital crowd.
Erving Goffman (Theatrical Performances)
1. Front Stage – conscious that there are
audiences and carefully-construct digital selves
Ex: Vloggers, Uploading Selfie, Posting Statuses
2. Back Stage – A person can relax and be herself.
Abstaining from social media use.
3. Off-Stage – When people actually meet up with
people they only know on the internet.
Ex: GEB, Influencers meeting their followers
 Performance – Refers to the set of activities in which the self participate in front
of others. Through performing, people are able to express meaning about
themselves and their present situation.
 Setting – Scenery where an interaction will take place location
 Appearance – The function of appearance rests mainly on its ability to portray
the self various statuses, several props being a person’s attire of choice. It can
also visually portray one’s gender orientation, profession, and even age.
Ex: Profile Picture or Cover Photo (how you want to be perceived)
 Manner – How an actor send various signals to the audience to ultimately inform
them in advance of the role he/she seeks or is about to perform (reg. posting)
 Front – This works as a kind of social script that actor will follow for a more
guided performance. In short, it is defined as a particular encounter or interaction.
Anonymity and Pseudonymity in the Cyberspace
Anonymity – is the act of communicating wherein the
sender does not openly reveal his/her identity. Protection is
emphasized when it involves the act of whistle blowing on
certain illegalities.
Pseudonymity – lies in the middle of identity continuum, it com
bines both the benefits of the anonymity and the joys of assuming
some semblance or identity. Pseudonymity affords a user with a “
self” a stylized or refashioned one.

Ex: Arthur Blair - George Orwell


Jose Rizal - Laong-Laan, Dimasalang
Antonio Luna - Taga-Ilog
Senyora Santibañez
Disinhibited Self
For John Suler, individuals tend to act out more intensely and openly
in virtual interactions.
Online Disinhibition Effect – the removal of social inhibitions and/or
restrictions imposed upon people’s behavior when engaging in the
web.

1. Benign Disinhibition – basically the relatively positive side of


the effect. They demonstrate kindness and generosity online.
Ex. FB Support Group
2. Toxic Disinhibition – Those who give disparaging remarks,
death threats, and hate slurs.
Ex. Dark web – commonly perceived as a place for illegal dealings an
d activities
1. DISSOCIATIVE ANONYMITY (“People Don’t Know Me”)–
confidence you feel every time you anonymously engage in online
activities. You are careless in your virtual behavior

2. INVISIBILITY (“People Can’t See Me”) – intentionally misrepresent


yourself to come across as an entirely different person. Enables you to
alter your virtual avatar’s personality and even appearance, sometimes
to lure attractive people into taking notice of you.

3. ASYNCHRONICITY (“See You When I See You”) – We have the


luxury of time delay in the virtual world. Time is in your side. You do not
even need to be physically present in your virtual engagements.
4. SOLIPSISTIC INTROJECTION (“It’s All in The Mind”) – We
essentially communicate online through type written words. You
unconsciously recite in your head both the message you send. Ultimately,
you think of your voice when you read the message.

5. DISSOCIATIVE IMAGINATION (“It’s All a Play”) – A faulty belief that


online interaction is a game. Assumption that your real life identity and
digital avatar/s are separate entities and that the cyberspace is but an
outlet for escape. Ex: criminal behavior online, identity theft or even sexual
harassment.

6. MINIMIZATION OF STATUS AND AUTHORITY (“Your Rules Don’t


Work Online”) – You perceive others as your equals.
Takeaways
Encourage positive aspects
of social media – promote
goodness and friendship.

Spend your time in connec


ting with real people
and less with your digital
self.

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