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{
Real & Virtual
Identities, effects and
future developments.
MC502
Student Number: 1103558 –
Sarah Murphy
 Identity
 Analysis & Effects
 ….What might change in the future?
Introduction
Aims of the presentation:
“Walt Disney’s theme
parks contain two key
elements of virtual reality:
High levels of engagement
& of immersion”
 Real Identity
 Virtual Identity
Identity
Real or Virtual identity?
“The person can choose to use or not use his/her in
virtual environment, the person earns his/her
identity in a way he/she wants to show it to the
other side”
- (Cem Sutcu, 2005)
“Helpful and pro-social video game content has great
potential for enhancing the lives of children and
adolescents, but exposure to anti-social and violent
video game content increases the likelihood of a
range of negative outcomes, with greater exposure
increasing the risk”
Anderson, C & Warburton, W. 2012
The concern of effects
through game play
The ideas of real life and
virtual identity?
Real life
Real life & psychical
experiences
Much more difficult to
change if people know
your real identity
Can be considered
more sociable
Virtual Reality
No restrictions
More enjoyable
Can constantly change
appearance
Can become who
ever they want
Different experiences
 What I discovered from my journal entries
 My experience with second life & my identity
 Real vs. virtual: Which I preferred
My Second Life Identity
 What I discovered from my journal entries
 My analysis on others effects from gaming
Analysis & Effects
What effects may occur?
Depending on the age
effects may last longer
Only during
game play
When involved in
situations which makes
them angry
Tiredness – From lack of sleep
“Generally speaking there seems to be widespread
agreement that videogames have an effect of some
sort. Opinion in this area range from those who wish
to ban games because they think there is a direct link
between violent games and violent behaviour, to
those who think playing games too often stops
children from doing exercise or socialising”
- (McDougall, J. pg. 61. 2008)
The different Effects
Will any of this change in
the future?
 My opinions on identity
 My opinions on effect from gaming.
Conclusion
 McDougall, J & O’Brien, W (2008) Studying Videogames. United Kingdom: Auteur Publishing
 Atkins, B & Krzywinska, T (2007) Videogame, Player, Text Manchester: Manchester University Press
 Turkle, S (1994) Construction and Reconstruction of Self in Virtual Reality: Playing in the MUDs Mind, Culture
and Activity 1, (3) [Online] http://www.jacktoolin.net/pratt/readings/Sherry_Turkle_Const-Reconst-Self.pdf
[Accessed, 11/05/2013]
 Wise, D (no date) Virtual Identity: How Virtual Worlds Affect Identity University of Colorado at Denver &Health
Sciences Centre, 1 [Online] http://debwise.com/Matrix_2_files/wise_virtualidentity_presentation.pdf [Accessed
13/05/2013]
 Sutcu, C. Dr. (2005) Real and Virtual Identities Considered Cyberculture and interactivity [Online]
http://newmedia.yeditepe.edu.tr/pdfs/isimd_06/22.pdf [Accessed 13/05/2013]
 Peter, N (2010) Second Life, Second Choice? The effects of virtual identity on consumer behaviour. A conceptual
framework. [Online] http://kgk.uni-obuda.hu/sites/default/files/pnagy.pdf [Accessed 13/05/2013]
 Anderson, C & Warburton, W (2012) The Impact of Violent Video Games: An Overview, Growing up fast and
furious: Reviewing The Impacts of Violent & Sexualised Media on Children [Online]
http://www.psychology.iastate.edu/faculty/caa/abstracts/2010-2014/12AW.pdf [Accessed 14/05/2013]
 Nauret, R. PHD (2012) Negative Effects of Violent Video Games May Build Over Time
http://psychcentral.com/news/2012/12/11/negative-effects-of-violent-video-games-may-build-over-
time/48918.html (Accessed 07/05/2013)
 Andrew, C (2009) The Real-World Effects of Online Gaming: Socially Inept http://voices.yahoo.com/the-real-world-
effects-online-gaming-socially-inept-3255207.html (Accessed 14/05/2013
References

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Mc502 presentation

  • 1. { Real & Virtual Identities, effects and future developments. MC502 Student Number: 1103558 – Sarah Murphy
  • 2.  Identity  Analysis & Effects  ….What might change in the future? Introduction Aims of the presentation:
  • 3. “Walt Disney’s theme parks contain two key elements of virtual reality: High levels of engagement & of immersion”
  • 4.  Real Identity  Virtual Identity Identity Real or Virtual identity? “The person can choose to use or not use his/her in virtual environment, the person earns his/her identity in a way he/she wants to show it to the other side” - (Cem Sutcu, 2005)
  • 5. “Helpful and pro-social video game content has great potential for enhancing the lives of children and adolescents, but exposure to anti-social and violent video game content increases the likelihood of a range of negative outcomes, with greater exposure increasing the risk” Anderson, C & Warburton, W. 2012 The concern of effects through game play
  • 6. The ideas of real life and virtual identity? Real life Real life & psychical experiences Much more difficult to change if people know your real identity Can be considered more sociable Virtual Reality No restrictions More enjoyable Can constantly change appearance Can become who ever they want Different experiences
  • 7.  What I discovered from my journal entries  My experience with second life & my identity  Real vs. virtual: Which I preferred My Second Life Identity
  • 8.  What I discovered from my journal entries  My analysis on others effects from gaming Analysis & Effects
  • 9. What effects may occur? Depending on the age effects may last longer Only during game play When involved in situations which makes them angry Tiredness – From lack of sleep
  • 10. “Generally speaking there seems to be widespread agreement that videogames have an effect of some sort. Opinion in this area range from those who wish to ban games because they think there is a direct link between violent games and violent behaviour, to those who think playing games too often stops children from doing exercise or socialising” - (McDougall, J. pg. 61. 2008) The different Effects
  • 11. Will any of this change in the future?
  • 12.  My opinions on identity  My opinions on effect from gaming. Conclusion
  • 13.  McDougall, J & O’Brien, W (2008) Studying Videogames. United Kingdom: Auteur Publishing  Atkins, B & Krzywinska, T (2007) Videogame, Player, Text Manchester: Manchester University Press  Turkle, S (1994) Construction and Reconstruction of Self in Virtual Reality: Playing in the MUDs Mind, Culture and Activity 1, (3) [Online] http://www.jacktoolin.net/pratt/readings/Sherry_Turkle_Const-Reconst-Self.pdf [Accessed, 11/05/2013]  Wise, D (no date) Virtual Identity: How Virtual Worlds Affect Identity University of Colorado at Denver &Health Sciences Centre, 1 [Online] http://debwise.com/Matrix_2_files/wise_virtualidentity_presentation.pdf [Accessed 13/05/2013]  Sutcu, C. Dr. (2005) Real and Virtual Identities Considered Cyberculture and interactivity [Online] http://newmedia.yeditepe.edu.tr/pdfs/isimd_06/22.pdf [Accessed 13/05/2013]  Peter, N (2010) Second Life, Second Choice? The effects of virtual identity on consumer behaviour. A conceptual framework. [Online] http://kgk.uni-obuda.hu/sites/default/files/pnagy.pdf [Accessed 13/05/2013]  Anderson, C & Warburton, W (2012) The Impact of Violent Video Games: An Overview, Growing up fast and furious: Reviewing The Impacts of Violent & Sexualised Media on Children [Online] http://www.psychology.iastate.edu/faculty/caa/abstracts/2010-2014/12AW.pdf [Accessed 14/05/2013]  Nauret, R. PHD (2012) Negative Effects of Violent Video Games May Build Over Time http://psychcentral.com/news/2012/12/11/negative-effects-of-violent-video-games-may-build-over- time/48918.html (Accessed 07/05/2013)  Andrew, C (2009) The Real-World Effects of Online Gaming: Socially Inept http://voices.yahoo.com/the-real-world- effects-online-gaming-socially-inept-3255207.html (Accessed 14/05/2013 References

Editor's Notes

  1. -Throughout this presentation, I will be focusing on how a persons identity may differ through virtual games and their real life and how others online and real life may perceive them -I’ll also be discussing the effects that gaming may have on a person, whether these are positive or negative -I will finally be discussing on how all these topics may change or later have an effect in the future
  2. "Psychically the 'guests' are almost fully immersed, as they are completely removed from their real world, while in to the park. Psychologically, they are immersed by story,"This discusses the ideas of allowing a person to escape the real world, just like a person would when online and involved in game play. They become involved in the characters and the surrounding, creating a different effect on their attitude and also indulging themselves in the idea of creating a new identity of themselves. I believe that this helps to connects the idea of identity and effects, which I will discuss in more depth throughout the presentation
  3. -When trying to explain the concept of identity, the simplest explanation of identity is the way people see you, getting to know your personality as the way to portray yourself towards peers -This idea of identity may be different when it comes to thinking about virtual identity, people take a different version of themselves and create someone new when online -The positives of being online and creating an avatar, characters and identity is the options you have to do so. These worlds are created to do this, Sherry Turkle, supports this idea in her paper saying “Worlds in which you can present yourself as a character, in which you can be anonymous, in which you can play a role as close or as far away from your ‘real self’ as you choose. (Turkle, 1994) -There’s many different reasons why people might do this, either because of conflicting personal issues where they’re unhappy with their real identity and they want to express their true self, or because they want to experiment and see what other versions of themselves they can create.
  4. -Games are played by so many, everyday. And it’s not always noticed how the games that they play can actually effect them, whether it’s short or long term. -Effects that may occur on those who play these games are also known as a cause of moral panics. The worry of how certain types of games, such as violent games later have a bigger effect on gamers then they probably realise. -The social effects of video games chapter in Julian McDougalls book ‘studying video games’ mentions to the theories based around psychology. “Broadly speaking psychological theories relate to what is going on in the mind of the individual human being when immersed in a game, whilst sociological theories look at the broader impact of games on groups of people or society in general,” (Mcdougall, 2008)-This highlights the possible effects these games can have on the individual and the group. -These can be short term effects where the gamer becomes aggressive only for the length of time that they play the game, or these can later develop to long-term effects, where the player may have a noticeable change in attitude and causes concern for those around them.
  5. When trying to consider the difference between a persons real identity and their virtual reality, I’ve made a list of possible reasons for each identity, and why a person may choose one from the otherFor real identity I focused on the reason why people would rather be more involved within their real life. Firstly considering the idea that when a person interacts with others, there identity is known through their personality and this can be seen as too difficult to change to some people and this may be perceived to others as their true self A paper from Nagy Peter’s says, “In situations where face to face interactions take place among strangers people may want to hide their background & personality to produce a new identity, but such identity claims still cant go beyond the limits set by embodiment…it is crucial to recognise that ‘persons’ are constructed from what we perceived and what we know.It’s also noticed as more accepted and considered more sociable , when being able to have face to face interactions with people. When thinking of reasons to why people may rather have their virtual identity, I considered those who struggle with their real identity and see their virtual identity as their ‘true self’. In Peter’s paper on second life and identity this refers to the idea of identity empowerment and how those who want to find their real identity while online, explained as “The online environment also provides space for the expression of one’s hidden selves…and the experimentation with various non-conventional identities”Virtual identity may be seen as more enjoyable as they are more comfortable in this identity, also having the chance to constantly change the avatars appearance and become whoever they wants to become, Barry Atkins book states “Residents automatically become members of a virtual familiar group (when they choose their name), and their first task is to design their own appearance in the world, an appearance they can alter at will, including gender.”This identity also involves the idea that you can experiment with little restrictions compared to real life and having the chance to experience different things that are more possible online
  6. -Within my journal entry I talked and focused a lot on the idea of identity, when doing this I looked at the concept of real life and virtual realities, I found this really interesting especially when I discovered that people create new or different identities online because they don’t feel that they can express their ‘true self’ in reality. -Also focusing on my thoughts on identity, the best way to discuss this topic is from discussing my experience within second life and my own opinions on identity.-gaining the opportunity to experiment and become more involved with second life, I enjoyed the chance to create my avatar and to change the appearance as much as possible while also being able to purchase new outfits and styles to make my avatar more individual to myself.-Personally I found it difficult being able to interact on the game and through the chatbox. I think that this had something to do with the difference between the two identities, -Also when thinking about virtual and real identities I struggled to create for myself. I felt self-conscious that it was around people I’d seen in my lectures, but I believe that if I’d done this on my own I would’ve been more comfortable -When thinking about my opinions reading through ‘how virtual worlds affect identity’ I found a section that explained my possible discomfort : “Regardless of why people enter these environments the ability to mold an alter-identity of ones choosing into a sailent identity with real life is an attraction for those willing to enter a new world.” I struggled to accepting creating a new identity because I wasn’t accepting to the idea of entering the new world
  7. Within my journal entries I also concentrated on the effects that may occur during game play. I was particularly interested in looking at the effects that may arise with a person, which sometimes may effect others and not just the gamer - I also used this chance to anaylse other peoples effects when playing games. I focused my analysis on a young adult and watch him play games with only short term effects. Mainly concentration on the game and I noticed the way he struggled to focus on much else, and showing disappointment when he didn’t play as well as he’d hoped
  8. For gamers who tend to spend most of their game play playing violent games, these effects can become apparant during their social development. -I believe that depending on their age and level of of maturity that these effects will be different. I believe this through my own experience from watching others play violent games -Young teenagers between the age of 13-16 often play violent games during their time between school and sleeping. Children of this age often become addicted and don’t always have the mentality to switch off when the game is over. -Therefore the effect from their game play will become more lasting and become obvious through their attitude. They become moody, aggressive and even obsessed with the game. Another effect that’s noticed with teenagers is tiredness from lack of sleep which effects their attitude and concentration in school the next day
  9. -It’s always a talking point when considering the effects that may arise from too many hours spent gaming -These concerns are usually more focused on young children and teenagers when in view of how it may effect their social devleopment-Colin Andrew’s articles on effects, highlights this worry “A Child can lock Himself In His Room For Hours…or a college student could skip classes…in the case of the child, this additction can be very damaging to his or her development to adulthood.” Focusing on how children will grow up to want to stay locked in their rooom and loose social interaction that they need at a young age -To argue this point, I believe that gaming can be considered a big part of teenage boys social life. Allowing them to make conversation with others in school, talking to others using the chat within the game and boys may even use game play to get a group together and play multiplayer games -Another focus on effects, is the increase in negative behaviour, leaving them angry during and sometimes after game play -The possible effects are the person becoming aggressive, developing a moody attitude and constant use of language and angry tone of voice and starting to think that violence is acceptable in their life style
  10. -When thinking how video games and identity and effects might change in the future I believe that this might not be a big difference-Especially when thinking about identity, in the future the possible changes that might only be that more people become aware of the different real and virtual identities and a possible increase in the communities of people who have become dependent on their virtual life -And when thinking about effects I believe that this will still be a moral panic within the media and will continue to be of concern to most adults - As this has been a major concern since computer games have been popular for over 20 years, and that they’ll continue to work many people
  11. To conclude my presentation I’ve looked at the different identities and how real and virtual realities differ. Looking at the idea of how people use their virtual reality to in a way escape the real world and express their true selfI’ve also focused on the effects that are a cause for concern when it comes to especially young teenagers and young adults playing endless amount of video games -From this I have been able to gain more understanding for the virtual world, and become more accepting to how users may use the internet and games when struggling to cope in the real world - And also look at the effects that may arise and discover