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ONLINE
IDENTITY
THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN
ONLINE
IDENTITY
THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN




                                                                            SHERRY TURKLE
                                                POSTMODERNISM AND THE CULTURE OF SIMULATION
                                                                                       MUD
                                                                            ONLINE IDENTITY
                                                                        ROMANTIC MACHINES?
SHERRY TURKLE


BIOGRAPHY
1948. Born in NY, U.S
1969. Politics studies, Paris
1973. M.A Sociology,
Harvard, U.S
1976. PhD. Sociology and
Personality Psychology.

1976_present. Professor MIT
Social studies and human-
technology interaction.




THE LIFE ON
THE SCREEN
INTRODUCTION                    COMPUTERS AND CYBERSPACE



_COMPUTER
 A TOOL AND A MIRROR
 develop and tasks
 and project ourselves

_ CYBERSPACE
 IMMATERIAL MEDIUM THAT
 EXISTS BETWEEN THE REAL
 AND THE UNREAL




_ VIRTUAL PLACE
 allow people
 + move to different places
  (immaterial)
 + human interactions
 + construct identities and
   different roles
 + build communities
  (share ideas and interests)
POSTMODERNISM


_ POSTMODERNIST VIEW
  AND NEW
  TECHNOLOGIES
  CHANGED THE
  UNDERSTANDING OF
  HUMAN IDENTITY
 + Instable
 + Relative
 + Decentred
 + Plural
 + Contradictory
 + Aesthetic
THE CULTURE OF SIMULATION


POSTMODERNISM VIEW
AND SIMULATED SPACES
COMPUTERS AND NEW
TECHNOLOGIES EMBODY
POSTMODERNIST THEORIES




_ FROM THE
  CULTURE OF CALCULATION
  TOWARD THE
  CULTURE OF SIMULATION
 The culture of simulation is
 affecting the way that people
 understand their mind and body

_ NEW RELATIONSHIPS
 MIND / BODY / SELF / MACHINE
THE CULTURE OF SIMULATION


_ SIMULATED
  ENVIRONMENTS
  between the real
  and the artificial
 creation of artificial worlds
 and virtual relationships

_ THE USE OF
  TECHNOLOGY IN
  SIMULATED
  ENVIRONMENTS
 HUMAN EXTENSION
THE CULTURE OF SIMULATION


SIMULATED WORLDS
“THIS IS MORE REAL
 THAN THE REAL LIFE”
 GRAPHIC / AESTHETIC WORLD

_ SIMULATED
  REALITY
 immaterial and visual world

_ REINVENTION OF
  IDENTITY
 new medias and online
 participation allow people to
 redefine ourselves




_ COMPUTER GAMES
 ROLE-PLAYING GAMES
 example of culture of simulation
MUD                      MULTI-PLAYER-DOMAINS / DUNGEOS



MULTI-PLAYER-DOMAINS /
“DUNGEOS AND DRAGONS”




_ APPLICATION OF
 POSTMODERNISM
 BETWEEN THE REAL
 AND THE UNREAL
 Interaction between
 real people + robots
MUD                                     MULTI-PLAYER-DOMAINS / DUNGEOS



MULTI-PLAYER-DOMAINS
“DUNGEOS AND DRAGONS”
Developed by Gary Gygax, 1974


_ TEXT-BASED
  COMPUTER GAME
 ROLE-PLAYING GAME
 Simulation of fantastic
 worlds and magic characters
 e.g. The Lord of the Rings (Tolkien)

 + Internet / textual description
 + Online community
 + Simultaneous interaction
   (play with other at real time)




WHAT IS THE GAME ABOUT?
DIFFERENT KINDS OF WAR
_ world war
_ civic war
_ revolution
_ battles and combats
MUD                               MULTI-PLAYER-DOMAINS / DUNGEOS



“people express and explore
   unexplored aspects of
themselves playing with their
         identities”
        Sherry Turkle, 1995




_ COMPUTER SCREEN
  PEOPLE PROJECTION
  ANONYMOUS INTERACTION
  you are who you pretend to be

_ CREATION OF IDENTITY
 + Creation of characters
+ Physical attributes
+ Psychological attributes
ONLINE IDENTITY                      THINKING ABOUT IDENTITY



HUMAN IDENTITY WITHIN
TECHNOLOGICAL
SPACES
+ Technology changes people's mind
  and human perceptions (reality)
+ Immaterial space of interactions
+ Space where people
  can feel more comfortable
  (use anonymity)




COMPUTER SCREEN
AND IDENTITY
the space of human fantasies
where we project our-selves
ONLINE IDENTITY                           THINKING ABOUT IDENTITY



AVATAR: DIGITAL IDENTITY
SELF- REPRESENTATION IN
ROLE-PLAYING GAMES




_ ONLINE, PLAYERS CAN
 + Edit their self-presentation
 + Perform an identity different to the
   real self
 + Choose a role that make them
   feel comfortable
 + Play different identities

_ IDENTITY
  CUSTOMIZATION
 Digital attributes: embodiment
 + Dreams
 + Emotions
 + Fears
ONLINE IDENTITY            THINKING ABOUT IDENTITY



AVATAR: DIGITAL IDENTITY
SELF- REPRESENTATION IN
ROLE-PLAYING GAMES




_ MULTIPLE AVATARS
_ MULTIPLE ROLES
_ MULTIPLE IDENTITIES
ONLINEFOR CHILE
A ROOF IDENTITY                 THINKING ABOUT IDENTITY
                                ABOUT ITS HISTORY




       SELF- REPRESENTATION IN ROLE-PLAYING GAMES
       MULTIPLE AVATARS + MULTIPLE ROLES = MULTIPLE IDENTITIES
ONLINEFOR CHILE
A ROOF IDENTITY                THINKING ABOUT IDENTITY
                               ABOUT ITS HISTORY




       SELF- REPRESENTATION IN ROLE-PLAYING GAMES
       MULTINATIONAL COMPANIES AND SOCIAL EVENTS
ROMANTIC MACHINES?


_ PROXIMITY
 PEOPLE / TECHNOLOGY
 Computers have become closer
 to people and people have
 become closer to computers

_ COEXISTANCE
 People IS coexisting with machines
 psychological / physiological
 effects




MACHINES CAN THINK?
ARE MACHINES ALIVE?
ROMANTIC MACHINES?


ARE PEOPLE LIKE
MACHINES?

_ GENETIC
  REENGINEERING
 Deciphering a code (DNA)

_ THE HUMAN GENOME
  PROJECT allow to identify
 DNA and the role in of each gene

_ DNA: RESPONSIBLE OF
  PERSONALITY
  Temperament
  Physical appearance
  Sexual orientation




HUMAN BEINGS ARE MACHINES?
IS IT POSSIBLE TO REPROGRAM AN
HUMAN BEING?
ONLINE
IDENTITY
THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN




                                     Turkle, S. 2005. The second self: computers and the human spirit. Cambridge: MIT Press.
                                     Turkle, S. 2004. Wither psicoanálisis in computer culture. In Kaplan D. Reading in the philosopy of
                                     technology. 2004. Lanham: Romwman & Littlefield Publishers.
                                     Turkle, S. 2001. Who am we. In Trend, D. Reading digital cultures. 2001. Massachussets: Blackwell
                                     Publisher Ltd.
                                     Turkle, S. 1995. Life on the screen: identity in the age of the Internet. New York: Touchstone.
                                     Waggoner, Z. 2009. My avatar, my self: identity in video role-playing games. Jefferson: McFarland.
                                     Winder, D. 2008. Being virtual: who you really are online. London: John Willey & Sons Ltd.
ONLINE
IDENTITY
THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN




                                     HAVE YOU EVER PLAYED ROLE-PLAYING GAMES?
                                     HOW MANY VERSIONS OF “YOURSELF” HAVE YOU GOT ONLINE?
                                     WHO YOU ARE ONLINE?

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The Life on the Screen (online identity)

  • 1. ONLINE IDENTITY THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN
  • 2. ONLINE IDENTITY THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN SHERRY TURKLE POSTMODERNISM AND THE CULTURE OF SIMULATION MUD ONLINE IDENTITY ROMANTIC MACHINES?
  • 3. SHERRY TURKLE BIOGRAPHY 1948. Born in NY, U.S 1969. Politics studies, Paris 1973. M.A Sociology, Harvard, U.S 1976. PhD. Sociology and Personality Psychology. 1976_present. Professor MIT Social studies and human- technology interaction. THE LIFE ON THE SCREEN
  • 4. INTRODUCTION COMPUTERS AND CYBERSPACE _COMPUTER A TOOL AND A MIRROR develop and tasks and project ourselves _ CYBERSPACE IMMATERIAL MEDIUM THAT EXISTS BETWEEN THE REAL AND THE UNREAL _ VIRTUAL PLACE allow people + move to different places (immaterial) + human interactions + construct identities and different roles + build communities (share ideas and interests)
  • 5. POSTMODERNISM _ POSTMODERNIST VIEW AND NEW TECHNOLOGIES CHANGED THE UNDERSTANDING OF HUMAN IDENTITY + Instable + Relative + Decentred + Plural + Contradictory + Aesthetic
  • 6. THE CULTURE OF SIMULATION POSTMODERNISM VIEW AND SIMULATED SPACES COMPUTERS AND NEW TECHNOLOGIES EMBODY POSTMODERNIST THEORIES _ FROM THE CULTURE OF CALCULATION TOWARD THE CULTURE OF SIMULATION The culture of simulation is affecting the way that people understand their mind and body _ NEW RELATIONSHIPS MIND / BODY / SELF / MACHINE
  • 7. THE CULTURE OF SIMULATION _ SIMULATED ENVIRONMENTS between the real and the artificial creation of artificial worlds and virtual relationships _ THE USE OF TECHNOLOGY IN SIMULATED ENVIRONMENTS HUMAN EXTENSION
  • 8. THE CULTURE OF SIMULATION SIMULATED WORLDS “THIS IS MORE REAL THAN THE REAL LIFE” GRAPHIC / AESTHETIC WORLD _ SIMULATED REALITY immaterial and visual world _ REINVENTION OF IDENTITY new medias and online participation allow people to redefine ourselves _ COMPUTER GAMES ROLE-PLAYING GAMES example of culture of simulation
  • 9. MUD MULTI-PLAYER-DOMAINS / DUNGEOS MULTI-PLAYER-DOMAINS / “DUNGEOS AND DRAGONS” _ APPLICATION OF POSTMODERNISM BETWEEN THE REAL AND THE UNREAL Interaction between real people + robots
  • 10. MUD MULTI-PLAYER-DOMAINS / DUNGEOS MULTI-PLAYER-DOMAINS “DUNGEOS AND DRAGONS” Developed by Gary Gygax, 1974 _ TEXT-BASED COMPUTER GAME ROLE-PLAYING GAME Simulation of fantastic worlds and magic characters e.g. The Lord of the Rings (Tolkien) + Internet / textual description + Online community + Simultaneous interaction (play with other at real time) WHAT IS THE GAME ABOUT? DIFFERENT KINDS OF WAR _ world war _ civic war _ revolution _ battles and combats
  • 11. MUD MULTI-PLAYER-DOMAINS / DUNGEOS “people express and explore unexplored aspects of themselves playing with their identities” Sherry Turkle, 1995 _ COMPUTER SCREEN PEOPLE PROJECTION ANONYMOUS INTERACTION you are who you pretend to be _ CREATION OF IDENTITY + Creation of characters + Physical attributes + Psychological attributes
  • 12. ONLINE IDENTITY THINKING ABOUT IDENTITY HUMAN IDENTITY WITHIN TECHNOLOGICAL SPACES + Technology changes people's mind and human perceptions (reality) + Immaterial space of interactions + Space where people can feel more comfortable (use anonymity) COMPUTER SCREEN AND IDENTITY the space of human fantasies where we project our-selves
  • 13. ONLINE IDENTITY THINKING ABOUT IDENTITY AVATAR: DIGITAL IDENTITY SELF- REPRESENTATION IN ROLE-PLAYING GAMES _ ONLINE, PLAYERS CAN + Edit their self-presentation + Perform an identity different to the real self + Choose a role that make them feel comfortable + Play different identities _ IDENTITY CUSTOMIZATION Digital attributes: embodiment + Dreams + Emotions + Fears
  • 14. ONLINE IDENTITY THINKING ABOUT IDENTITY AVATAR: DIGITAL IDENTITY SELF- REPRESENTATION IN ROLE-PLAYING GAMES _ MULTIPLE AVATARS _ MULTIPLE ROLES _ MULTIPLE IDENTITIES
  • 15. ONLINEFOR CHILE A ROOF IDENTITY THINKING ABOUT IDENTITY ABOUT ITS HISTORY SELF- REPRESENTATION IN ROLE-PLAYING GAMES MULTIPLE AVATARS + MULTIPLE ROLES = MULTIPLE IDENTITIES
  • 16. ONLINEFOR CHILE A ROOF IDENTITY THINKING ABOUT IDENTITY ABOUT ITS HISTORY SELF- REPRESENTATION IN ROLE-PLAYING GAMES MULTINATIONAL COMPANIES AND SOCIAL EVENTS
  • 17. ROMANTIC MACHINES? _ PROXIMITY PEOPLE / TECHNOLOGY Computers have become closer to people and people have become closer to computers _ COEXISTANCE People IS coexisting with machines psychological / physiological effects MACHINES CAN THINK? ARE MACHINES ALIVE?
  • 18. ROMANTIC MACHINES? ARE PEOPLE LIKE MACHINES? _ GENETIC REENGINEERING Deciphering a code (DNA) _ THE HUMAN GENOME PROJECT allow to identify DNA and the role in of each gene _ DNA: RESPONSIBLE OF PERSONALITY Temperament Physical appearance Sexual orientation HUMAN BEINGS ARE MACHINES? IS IT POSSIBLE TO REPROGRAM AN HUMAN BEING?
  • 19. ONLINE IDENTITY THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN Turkle, S. 2005. The second self: computers and the human spirit. Cambridge: MIT Press. Turkle, S. 2004. Wither psicoanálisis in computer culture. In Kaplan D. Reading in the philosopy of technology. 2004. Lanham: Romwman & Littlefield Publishers. Turkle, S. 2001. Who am we. In Trend, D. Reading digital cultures. 2001. Massachussets: Blackwell Publisher Ltd. Turkle, S. 1995. Life on the screen: identity in the age of the Internet. New York: Touchstone. Waggoner, Z. 2009. My avatar, my self: identity in video role-playing games. Jefferson: McFarland. Winder, D. 2008. Being virtual: who you really are online. London: John Willey & Sons Ltd.
  • 20. ONLINE IDENTITY THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN HAVE YOU EVER PLAYED ROLE-PLAYING GAMES? HOW MANY VERSIONS OF “YOURSELF” HAVE YOU GOT ONLINE? WHO YOU ARE ONLINE?