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Young People, Ethics
And
The New Digital Media
ETHICAL FAULT LINES IN THE NEW DIGITAL MEDIA:
IDENTITY
Sam-Ang Sam
BOOK CONTENTS
1 Introduction
2 The “Good Play”
Approach
3 Ethical Fault Lines in
the New Digital Media
4 Conclusion
CHAPTER CONTENTS
3 Ethical Fault Lines in the
New Digital Media
3.1 Identity
3.2 Privacy
3.3 Ownership & Authorship
3.4 Credibility
3.5 Participation
3 Ethical Fault Lines
in the New Digital Media
O Are youth defining identity,
privacy, ownership, credibility,
and participation as they
engage with the New Digital
Media?
O If so, how, why, and with what
consequences? (Carrie James et
al., 2009, p. 20)
Ethical Fault Lines
in the New Digital Media
O Drawing on insights from interviews
and relevant literatures, we address
these 5 issues below.
O For each issue, we begin with a
fictionalized vignette (short story or
small picture) that highlights the key
ethical fault lines that we believe are
at play. (Carrie James et al., 2009,
p. 20)
Ethical Fault Lines
in the New Digital Media
O We then compare traditional (offline)
conceptions of each issue with evidence of
new (online) conceptions of the issue and
explore the distinct promises and perils of
online conceptions.
O The order in which we address these 5
issues is deliberate: we begin with the self
and then move outward to the self’s
relationships with objects, with other
persons, and with society. (Carrie James
et al., 2009, p. 20)
Ethical Fault Lines
in the New Digital Media
O We explore identity (the ego itself and how
one’s self is represented and managed
online), privacy (one’s choices about
disclosure of personal information in the
digital public), ownership & authorship
(one’s relation to objects, including
intellectual property), credibility (one’s
trustworthiness and assessment of others
online), and participation (one’s social
relations, conduct, and membership in
broader communities). (Carrie James et
al., 2009, p. 20)
3.1 Identity
Identity Play on MySpace
O Zoe is a 16-year-old high-school
honors student who is shy but has a
small circle of good friends.
O Like many teens, Zoe has a MySpace
page.
O When she first joins MySpace, her
parents expressed concern about
stories that they had read about adult
predators and reckless online conduct
by youth. (Carrie James et al., 2009,
p. 21)
Identity
O After some debate, Zoe persuaded
them to allow her to remain on
MySpace but had to grant them
access to her page.
O After a few months, this
arrangement began to feel stiffing,
and so, without telling her parents,
Zoe created a 2nd MySpace identity
named Zee, age 18. (Carrie James
et al., 2009, p. 21)
Identity
O Zoe uses her Zee page to write more
openly about her feelings and
experiences and to explore alternative
identities.
O In designing her Zee profile, Zoe posts
pictures of “herself” that are actually
photos of a long-time friend from
summer camp whom she considers to
be more attractive and older looking
than she is. [Ethical issue] (Carrie
James et al., 2009, p. 21)
Identity
O After all, she figures, her Zee profile
is more of a play space, and the
odds that her friend will find out are
slim, especially because they are in
touch only rarely.
O Zee makes a number of new, online
friends, including Dominick, whose
profile states that he is 20 years old
and lives in a nearby town. (Carrie
James et al., 2009, p. 21)
Identity
O Zoe begins an online relationship
with Dominick as Zee, who behaves
more flirtatiously than Zoe.
O She finds her interactions with
Dominick thrilling and enjoys the
opportunity to perform as a more
assertive identity.
O After several weeks of flirtation,
Dominick proposes that they meet
offline. (Carrie James et al., 2009, p.
21)
Identity
O Zoe is flattered but wonders how he
will react when he meets her and
learns that the photos on her page
are not of herself.
O Questions raised: How can online
self-expression and exploration
play a positive role in a young
person’s identity formation?
(Carrie James et al., 2009, p. 21)
Identity
O Under what circumstances does
identity play become deception?
O What do young people gain when
they deliberately and strategically
perform their identities in a public
space?
O What are the potential costs to
both themselves and others?
(Carrie James et al., 2009, p. 22)
Identity
Identity Play, Offline & Online
O Theorists of human development have
described identity formation as the
major task of adolescence, at least in
modern Western societies (Erikson
1968).
O During this period in their lives,
individuals begin to reconsider their
conceptions of themselves as they
become increasingly aware of the
broader society, including its values,
norms, and expectations.
Identity
O Psychologists have identified
exploration as the key mechanism
through which adolescents can try on
different identities and experience how
they are received by society thus
described adolescence as a “psycho-
social moratorium,” a “time out” that
allows youth to experiment freely with
their identities in a low-stakes
environment (Carrie James et al.,
2009, p. 22).
Identity
O Ideally, this experimentation results
in an identity that makes sense to
both the individual and to society.
O As Erikson notes, identity formation
“is dependent on the process by
which a society identifies the
young individual,” a process that
begins in adolescence but recurs
throughout an individual’s life time
(Carrie James et al., 2009, p. 22).
Identity
O The social nature of identity is
further understood by symbolic
interactionists who argue that the
self develops and is continually
enacted and reshaped in a social
context (Mead 1934).
O Identity exploration and formation
are facilitated by self-expression,
self-reflection, and feedback from
others.
Identity: Offline Young People
O Offline young people explore their
identities in a variety of ways.
O They may experiment with clothing
and hairstyles, adopt the attitudes
of music or other subcultures, or
become involved in extracurricular
activities that develop a talent, a
passion, or an ideology. (Carrie
James et al., 2009, p. 23)
Identity: Offline Young People
O They can engage in self-reflection
through solitary journaling (alone or
lonely journaling) and can elicit
(receive information or reaction)
feedback in face-to-face
interactions with friends, known
peers, and adults.
O However, offline identity
explorations are constrained in a
number of ways. (Carrie James et
al., 2009, p. 23)
Identity: Offline Young People
O For instance, individuals cannot easily
change the shape or size of their
bodies.
O Youth are also limited by the opportunities
and social roles that are made available to
them.
O A boy will have difficulty trying on the role
of dancer if there are no dance classes in
his neighborhood or if his family and
friends believe that men should not be
dancers. (Carrie James et al., 2009, p.
23)
Identity: Offline Young People
O Similarly, a girl may feel that she
cannot reveal her assertive side if the
adults in her life value female
submissiveness.
O As these examples suggest, feedback
from others is a critically important
source of validation (or, in theses
cases, repudiation (rejection; disclaim;
discreditation; refusal)) of one’s identity
experiments. (Carrie James et al.,
2009, p. 23)
Identity: Offline Young People
O Offline, feedback is typically
received from close relations,
including friends, peers, and
family, which can be limiting.
O Not only are young people limited by
the types of identities that they can
explore offline, but the spaces and
times that are available to them for
exploration may be disappearing.
(Carrie James et al., 2009, p. 23)
Identity: Online Young People
O Adolescence today involves more
pressures—related to schoolwork,
extracurricular activities, and
college admissions—than it did
when Erikson first described the
adolescent moratorium
(postponement for a period of time)
or when Hall (1904) first wrote about
adolescence a century ago (Carrie
James et al., 2009, pp. 23-24).
Identity: Online Young People
O According to Turkle (1999), the
moratorium (putting on hold for a
moment) is being cut short by the high-
stakes pressures that today’s youth
face.
O Adolescents have decreasing amounts
of time and space in which explore
their identities.
O At the same time, the new media are
providing adolescents with new spaces
for identity exploration. (Carrie James
et al., 2009, p. 24)
Identity: Online Young People
O Freed from the psychological, social, and
economic constraints of real life, she
(Turkle) argues, individuals can experiment
with multiple identities in an environment
that is perceived to be “low-stakes” (Carrie
James et al., 2009, p. 24). [Is this
ethical? Ex. of Moral decline: Business
& Divorce]
O Turkle’s pioneering book (1995) described
how individuals engage in identity play on
the Internet by adopting different names,
writing styles, and personas for their
digital “selves” (ibid.).
Identity: Online Young People
O More than a decade later, the
number and types of digital spaces
have expanded, making it possible
for many more forms of self-
expression and spaces for self-
reflection to emerge.
O Young people can thus elicit
feedback on their identity
experiments from broader, more
diverse audiences than they can
offline. (Carrie James et al., 2009, p.
24)
Identity: Online Young People
O Although opportunities to adopt
radically different identities exist
in many online spaces,
researchers are finding that
youth’s online self-expressions
tend to reflect aspects of their
offline selves (Huffaker 2006,
Valentine and Holloway 2003)
(Carrie James et al., 2009, p. 24).
Identity: Online Young People
O Youth use their MySpace pages,
Facebook profiles, and blogs to
express their values and cultural
tastes, sexual identities,
personalities, and feelings about
their relationships and
experiences.
O These online expressions are
necessarily more deliberate than
offline ones. (Carrie James et al.,
2009, p. 24)
Identity: Online Young People
O As Boyd (2007) points out, Online
Youth have to write themselves into
being.
O The real development task of identity
formation is increasingly happening in
virtual spaces.
O It is therefore critical to consider the
implications of these new social
contexts for the kinds of identities
that are explored and formed and their
effects on others. (Carrie James et
al., 2009, pp. 24-25)
Identity: Ethics
O Again, identity formation is
undertaken by individuals, but it both
affects and is affected by
relationships with others, pushing
it squarely into ethical terrain
(Carrie James et al., 2009, p. 25).
O Also, actions to the self can be
considered ethical or unethical if
the self is understood as a role that
one assumes (ibid.).
Identity: Ethics
O In this section (and in the next Privacy
section), we consider identity’s play
ethical promises and perils with respect
to the self and mainly interpersonal
relationships.
O In the sections that follow, identity play
resurfaces as we consider broader
opportunities and risks online, such as
those related to ownership and
authorship, credibility, and participation
in communities. (Carrie James et al.,
2009, p. 25)
Identity
The Promises of Virtual Identity Play
O Virtual identity play can aid the identity-
formation process by providing new tools
and diverse spaces for self-expression,
self-reflection, and feedback from others.
O First, online spaces offer multiple venues
for creative self-expression or identity play.
(Carrie James et al., 2009, p. 25) [But
always morally, ethically, & responsibly]
Identity
O Zoe can customized her MySpace page by
choosing certain colors, design motifs, and
music; by posting pictures, poetry, and
song lyrics; and by making lists of her
favorite bands, movies, and books.
O On her Zee page and blog, Zoe expresses
her feelings and the aspects of her
personality (such as assertiveness, candor,
and sexuality) that her shyness prevents
her from conveying to others in the
physical world. (Carrie James et al., 2009,
p. 25)
Identity
O Indeed, Zee’s expressions and
the ways that she interacts with
others may be authentic
representations of Zoe’s self or of
a “possible self” that Zoe is
consciously forming and aspires
to achieve in the real world
(Carrie James et al., 2009, pp.
25-26).
Identity
O Because the stakes may be
perceived to be low, online spaces
(especially anonymous or
semianonymous ones) may be
treated as “safe” places to explore
identities, work through personal
issues, or even “act out” unresolved
conflicts with others (Carrie James
et al., 2009, p. 26).
Identity
O Zoe could even extend her identity
experimentation further by constructing an
avatar in Second Life and exploring
sexual flirtations with women in a more
anonymous way (Carrie James et al.,
2009, p. 26). [What a world & morality?]
O Such opportunities to “take the role of the
other” (Mead 1934) can help Zoe figure
out both who she is and wants to be and
may engender greater appreciation of the
perspectives of others, possibly increasing
social tolerance and respect (ibid.).
Identity
O Second, the need to write one’s
online identity into existence can
encourage self-reflection, and
reflection can nurture greater
awareness of one’s roles and
responsibilities to oneself, to
others, and to one’s community
(Carrie James et al., 2009, p. 26).
Identity
O To reconcile one’s childhood roles with the
roles that are made available and valued
by society, an individual must engage in a
certain amount of self-reflection.
O Stern (2007) suggests that the deliberate
nature of online self-representations
facilitates identity formation by forcing
individuals to articulate who they are now,
who they want to become, and what beliefs
and values guide them in their personal
growth. (Carrie James et al., 2009, p. 26)
Identity
O At the most concrete level, Zoe
defines her online self through the
pictures that she posts, the lists of
favorites (bands, movies, and books)
that she creates, and the personal
information (such as name, age, and
geographic location) that she
chooses to share. (Carrie James et
al., 2009, pp. 26-27) [Big Lies]
Identity
O On a more abstract level, Zoe has the
opportunity, through her blog entries, to
reflect on how her experiences and
interactions relate to each other and have
meaning for her and others.
O Through her identity experiments, Zoe may
be pushed to consider consciously what
kinds of responsibilities are implied by
enacting a given identity and whether an
identity is aligned with her
responsibilities to her self. (Carrie
James et al., 2009, p. 27)
Identity
O Moreover, Zoe may also consider
whether her expressions align with
the experience of others and her
responsibilities to them.
O Self-reflection is an important
personal skill that facilitates broader
social and ethical skills and can help
engender credibility and socially
responsible participation.
Identity
O Finally, online spaces provide youth
with unique and important
opportunities to gain validating
feedback from others.
O Human development occurs in a
social context and is aided by
feedback that helps individuals
reconcile their self-conceptions with
society’s appraisals of them.
Identity
O Stern (2007) describes the value to
adolescents of the feedback that they
receive online.
O She observes that online spaces offer
adolescents an opportunity to have a voice,
and opportunity that may be rare offline.
O Moreover, youth can test and receive
feedback on different versions of
themselves, such as their sexuality or
unexplored aspects of their personality.
[Exploring sexuality? Khmer girls?]
Identity
O If the feedback that they receive is
positive, then they feel more confident
about integrating these versions into
their offline identities. [Who give
the feedback?]
O If the feedback is negative, then they
have the chance to revise their
identities as many times as they wish
without embarrassment or disgrace
offline—provided that their online
experiments are undetected by others.
Identity
O In Zoe’s case, she gained
confidence from the positive
feedback that she received when
she adopted a more assertive and
flirtatious identity on her MySpace
page.
O Moreover, as their own selves are
validated, youth may be better
poised to extend themselves to and
validate others.
Identity
O Social validation, which is
increasingly attained
online, may prevent social
alienation and disaffection
and social harms such as
bullying, hate speech, and
violence.
Identity
The Perils of Virtual Identity Play
O Although identity play through the
New Digital Media can be
beneficial, the forms of self-
expression, self-reflection, and
feedback that are conducted
online may undermine, rather
than enhance, and individual’s
identity formation.
Identity
O Young people who fail to develop a
coherent, autonomous sense of self
are evading an important obligation to
themselves.
O They may struggle in myriad ways and
be incapable of assuming important
social roles and fulfilling
responsibilities.
O After all, as noted before, identity
formation is a social process: its
successes and failures affect others,
sometimes in negative ways.
Identity
O Social harms can result when identity
experimentation crosses over to
deception and when explicitly harmful
identities are explored.
O Additional perils to the self and more
indirect harms to others arise when
youth’s identities become deeply
fragmented, when self-reflection is
overshadowed by self-promotion, or
when youth become overly dependent
on feedback from others. (Carrie James
et al., 2009, p. 28)
Identity
O Our focus here is mainly on the self
and known others, yet identity
lapses can have broader
consequences online, at times
harming numerous unknown and
distant others (Sliverstone 2007)
(Carrie James et al., 2009, pp. 28-
29).
O In relationship with others, identity
play can easily cross over to
deception (Carrie James et al.,
2009, p. 29).
Identity
O Online friends & strangers can be
misled about the nature of a
person’s offline identity.
O Even in contexts such as Second
Life, where identity experimentation
is expected and promoted, avatars
can develop online relationships
and misled others about
characteristics of their offline selves
(such as their sex, age, or
sexuality). (Carrie James et al., 2009,
p. 29).
Identity
O The extent to which such information is
deceptive or merely part of the play
depends on the expectations of the
individuals involved, and those
expectations are rarely explicit.
O When Zoe (as Zee) began an online
flirtation with Dominick, she did not expect
that the relationship would have an offline
dimension, so she did not feel compelled to
say that Zee’s photos were part of the play
and not of her true self. (Carrie James et
al., 2009, p. 29). [Ethical issue]
Identity
O In certain cases, offline friends who
know about a young person’s online
life can become concerned and
confused by a growing disjuncture
between online and offline personas.
O For example, morose poetry or song
lyrics that are posted on a young
person’s MySpace page can signal
underlying struggles on the part of a
young person and an earnest attempt
to reach out to others.
Identity
O At worst, a LiveJournal blog can be a
deceptive performance that is aimed at
garnering attention, as in the fake deaths
that have been concocted by troubled
youth online.
O Related to this, spaces such as Second
Life and massively multiplayer online
games (MMOGs) may permit youth to
explore harmful identities, such as rapist,
murderer, or misogynist, although for the
perpetrator, the potential real-world effects
of engaging in online rape and hate speech
are contested.
Identity
O For those who are the focus of
aggressive or even violent writings,
virtual acts can create offline
feelings of intimidation and fear, yet
little consensus exists among adults
about what is appropriate decorum.
O Many online communities, such as
fan cultures, have entrenched
Codes of ethics that are supported
by strong ties between participants.
Identity
O However, new comers to these
communities and other online
spaces may find that the proper
limits of identity play are less clear,
making young people vulnerable to
aggression and unintentional
lapses.
O Evidence collected to date suggests
that most young people’s online
identities reflect key elements of their
offline identities.
Identity
O However, concerns have been
raised about youth who experiment
with radically different identities.
O Turkle notes that “without any
principle of coherence, the self spins
in all directions. Multiplicity is not
viable if it means shifting among
personalities that cannot
communicate” (1995, p. 5, Carrie
James et al., 2009, p. 30).
Identity
O Placing this risk in the context of Zoe’s
vignette, her Zoe MySpace identity
could become increasingly unrelated to
her offline self.
O If at school Zoe remains a somewhat
shy but easygoing and friendly person
and online she expresses the more
assertive and sexual aspects of
herself, she may feel increasingly
frustrated if she cannot connect her
online and offline selves. (1995, p.
5, Carrie James et al., 2009, p. 30).
Identity
O According to Erikson (1968), the
ultimate goal of an adolescent’s
identity exploration is a coherent,
unitary sense of self, not a series of
fragmented identities.
O At this point, the long-term effects of
online identity play are unclear, and
researchers need to explore how it
facilitates positive exploration and
poses obstacles to establishing a
healthy sense of self.
Identity
O Ultimately, though, Erikson’s
conception of a healthy self may
need to be reconsidered in light
of the new opportunities for
identity development that are
provided by the New Digital
Media (Carrie James et al., 2009,
p. 31).
Identity
O Another possible peril of online
identity play lies in its
performative quality.
O The self-reflection that digital
spaces afford can be undermined
when presenting to an audience
becomes more valued and urgent
than turning inward to engage in
self-examination.
Identity
O Goffman (1959) uses the metaphor
of a theater to describe the ways in
which people relate to one another
as actors in a staged play, and the
performative element of self
presentation may be magnified
online.
O For example, Stern (2007)
interviewed teens who constructed
their personal homepages and blogs
in a deliberate and strategic way.
Identity
O Using cultural artifacts, they crafted their
online identities with an eye toward
attracting and entertaining a public
audience.
O They omitted the parts of themselves that
did not fit their desired performance and
augmented the parts that did.
O On her Zee page, Zoe selected certain
photos (in this case, not her own), colors,
and music to present a specific identity to
her online audience. (Carrie James et al.,
2009, p. 31) [Deceiving?]
Identity
O Her performance may be personally
meaningful, but it is nevertheless
directed outward and shaped by
external cultural symbols.
O It seems reasonable to question the
degree to which one can engage in
deep and genuine self-reflection
while spending a great deal of
energy performing a specific self to
others.
Identity
O The performance also risks
becoming more important than
the truth.
O The blogger who chronicles his
sexual exploits can exaggerate for
the sake of creating a compelling
story and in so doing might depict
friends, peers, colleagues, and
others in a negative light, which
raises privacy issues. (Carrie
James et al., 2009, p. 32)
Identity
O Finally, although online spaces allow
adiolescents’ ideas, self-
expressions, and confessions to be
shared with others, the feedback
that they seek and receive can be
problematic.
O Opportunities for disclosure can set
the stage for an overreliance on
feedback, which can undercut
autonomy and create fragile
identities.
Identity
O The recent case of Megan Meier, a
13-year-old girl who committed
suicide after an online “friend”
began to taunt her, is an extreme
example of this peril.
O Turkle (2008) uses the term
“tethering” to describe the nearly
constant connectivity to others and
sharing of information that is
permitted, indeed encouraged, in the
digital media.
Identity
O Mobile technologies and “status”
modules on instant message
programs and social networking
sites are commonly used by young
people to signal their current
locations, activities, and even moods
to their online networks.
O Feedback is encouraged and even
expected from others.
Identity
O When young people are encouraged to
maintain continuous connections with
others and to express and reflect in a
fully or semi-public space, the benefits
of autonomous self-reflection—indeed,
of “being alone”—come to be
undervalued.
O Young people may be developing an
unhealthy reliance on feedback from
others as autonomous decision
making (Moser 2007, Zaslow 2007,
Carrie James et al., 2009, p. 32).
Identity
O In turn, a strong desire for
positive feedback and praise
from others might interfere
with a young person’s capacity
for reflecting in as abstract,
disinterested way about the
ethical implications of her/his
conduct (Carrie James et al.,
2009, pp. 32-33).
Identity
The Ethics of Online Identities
O Virtual identity play may
provide youth with unique
opportunities to develop
healthy identities, but this
outcome is by no means
guaranteed (Carrie James et al.,
2009, p. 33).
Identity
O Under the best of circumstances,
young people are able to express
different aspects of themselves in
a supportive environment, engage
in self-reflection, and elicit
constructive feedback from
others (Carrie James et al., 2009, p.
33). [Really? Who is on the other
side? What are their motives of
connectivity?]
Identity
O However, the new media can also
pose significant risks to a young
person’s sense of self, including
risks related to identity deception,
opportunities to assume (or be
attacked by) harmful virtual
identities, and an unhealthy
reliance on feedback and
connectivity to others (Carrie
James et al., 2009, p. 33).
References
Geertz, Clifford. (1972). Interpretation of Culture.
New
York: Basic Books.
Hall, G. S. (1904). Adolescence: Its Psychology
and Its
Relations to Psychology, Anthropology,
Sociology, Sex, Crime, Religion and
Education. New York: Appleton.
James, Carrie, Davis, Katie, Flores,
Andrea, Francis, John, Pettingill, Linsay,
Rundle,
Margaret, and Gardner, Howard. (2009).
Young People, Ethics, and the New Digital
Media. Cambridge, MA: The MIT Press.
References
Mead, G. H. (1934). Mind, Self,
and
Society, from the Standpoint of
a Social Behaviorist. Chicago:
University of Chicago Press.
Document File Location
O File:
ETHICS_JOURNALISM/YEM_ethical_fault_lines_IDENTITY_(L7).pptx
O Date: December 27, 2013
O Course: Journalistic Principles and Ethics (ENGL 34M)

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L7 yem ethical fault lines identity

  • 1. Young People, Ethics And The New Digital Media ETHICAL FAULT LINES IN THE NEW DIGITAL MEDIA: IDENTITY Sam-Ang Sam
  • 2. BOOK CONTENTS 1 Introduction 2 The “Good Play” Approach 3 Ethical Fault Lines in the New Digital Media 4 Conclusion
  • 3. CHAPTER CONTENTS 3 Ethical Fault Lines in the New Digital Media 3.1 Identity 3.2 Privacy 3.3 Ownership & Authorship 3.4 Credibility 3.5 Participation
  • 4. 3 Ethical Fault Lines in the New Digital Media O Are youth defining identity, privacy, ownership, credibility, and participation as they engage with the New Digital Media? O If so, how, why, and with what consequences? (Carrie James et al., 2009, p. 20)
  • 5. Ethical Fault Lines in the New Digital Media O Drawing on insights from interviews and relevant literatures, we address these 5 issues below. O For each issue, we begin with a fictionalized vignette (short story or small picture) that highlights the key ethical fault lines that we believe are at play. (Carrie James et al., 2009, p. 20)
  • 6. Ethical Fault Lines in the New Digital Media O We then compare traditional (offline) conceptions of each issue with evidence of new (online) conceptions of the issue and explore the distinct promises and perils of online conceptions. O The order in which we address these 5 issues is deliberate: we begin with the self and then move outward to the self’s relationships with objects, with other persons, and with society. (Carrie James et al., 2009, p. 20)
  • 7. Ethical Fault Lines in the New Digital Media O We explore identity (the ego itself and how one’s self is represented and managed online), privacy (one’s choices about disclosure of personal information in the digital public), ownership & authorship (one’s relation to objects, including intellectual property), credibility (one’s trustworthiness and assessment of others online), and participation (one’s social relations, conduct, and membership in broader communities). (Carrie James et al., 2009, p. 20)
  • 8. 3.1 Identity Identity Play on MySpace O Zoe is a 16-year-old high-school honors student who is shy but has a small circle of good friends. O Like many teens, Zoe has a MySpace page. O When she first joins MySpace, her parents expressed concern about stories that they had read about adult predators and reckless online conduct by youth. (Carrie James et al., 2009, p. 21)
  • 9. Identity O After some debate, Zoe persuaded them to allow her to remain on MySpace but had to grant them access to her page. O After a few months, this arrangement began to feel stiffing, and so, without telling her parents, Zoe created a 2nd MySpace identity named Zee, age 18. (Carrie James et al., 2009, p. 21)
  • 10. Identity O Zoe uses her Zee page to write more openly about her feelings and experiences and to explore alternative identities. O In designing her Zee profile, Zoe posts pictures of “herself” that are actually photos of a long-time friend from summer camp whom she considers to be more attractive and older looking than she is. [Ethical issue] (Carrie James et al., 2009, p. 21)
  • 11. Identity O After all, she figures, her Zee profile is more of a play space, and the odds that her friend will find out are slim, especially because they are in touch only rarely. O Zee makes a number of new, online friends, including Dominick, whose profile states that he is 20 years old and lives in a nearby town. (Carrie James et al., 2009, p. 21)
  • 12. Identity O Zoe begins an online relationship with Dominick as Zee, who behaves more flirtatiously than Zoe. O She finds her interactions with Dominick thrilling and enjoys the opportunity to perform as a more assertive identity. O After several weeks of flirtation, Dominick proposes that they meet offline. (Carrie James et al., 2009, p. 21)
  • 13. Identity O Zoe is flattered but wonders how he will react when he meets her and learns that the photos on her page are not of herself. O Questions raised: How can online self-expression and exploration play a positive role in a young person’s identity formation? (Carrie James et al., 2009, p. 21)
  • 14. Identity O Under what circumstances does identity play become deception? O What do young people gain when they deliberately and strategically perform their identities in a public space? O What are the potential costs to both themselves and others? (Carrie James et al., 2009, p. 22)
  • 15. Identity Identity Play, Offline & Online O Theorists of human development have described identity formation as the major task of adolescence, at least in modern Western societies (Erikson 1968). O During this period in their lives, individuals begin to reconsider their conceptions of themselves as they become increasingly aware of the broader society, including its values, norms, and expectations.
  • 16. Identity O Psychologists have identified exploration as the key mechanism through which adolescents can try on different identities and experience how they are received by society thus described adolescence as a “psycho- social moratorium,” a “time out” that allows youth to experiment freely with their identities in a low-stakes environment (Carrie James et al., 2009, p. 22).
  • 17. Identity O Ideally, this experimentation results in an identity that makes sense to both the individual and to society. O As Erikson notes, identity formation “is dependent on the process by which a society identifies the young individual,” a process that begins in adolescence but recurs throughout an individual’s life time (Carrie James et al., 2009, p. 22).
  • 18. Identity O The social nature of identity is further understood by symbolic interactionists who argue that the self develops and is continually enacted and reshaped in a social context (Mead 1934). O Identity exploration and formation are facilitated by self-expression, self-reflection, and feedback from others.
  • 19. Identity: Offline Young People O Offline young people explore their identities in a variety of ways. O They may experiment with clothing and hairstyles, adopt the attitudes of music or other subcultures, or become involved in extracurricular activities that develop a talent, a passion, or an ideology. (Carrie James et al., 2009, p. 23)
  • 20. Identity: Offline Young People O They can engage in self-reflection through solitary journaling (alone or lonely journaling) and can elicit (receive information or reaction) feedback in face-to-face interactions with friends, known peers, and adults. O However, offline identity explorations are constrained in a number of ways. (Carrie James et al., 2009, p. 23)
  • 21. Identity: Offline Young People O For instance, individuals cannot easily change the shape or size of their bodies. O Youth are also limited by the opportunities and social roles that are made available to them. O A boy will have difficulty trying on the role of dancer if there are no dance classes in his neighborhood or if his family and friends believe that men should not be dancers. (Carrie James et al., 2009, p. 23)
  • 22. Identity: Offline Young People O Similarly, a girl may feel that she cannot reveal her assertive side if the adults in her life value female submissiveness. O As these examples suggest, feedback from others is a critically important source of validation (or, in theses cases, repudiation (rejection; disclaim; discreditation; refusal)) of one’s identity experiments. (Carrie James et al., 2009, p. 23)
  • 23. Identity: Offline Young People O Offline, feedback is typically received from close relations, including friends, peers, and family, which can be limiting. O Not only are young people limited by the types of identities that they can explore offline, but the spaces and times that are available to them for exploration may be disappearing. (Carrie James et al., 2009, p. 23)
  • 24. Identity: Online Young People O Adolescence today involves more pressures—related to schoolwork, extracurricular activities, and college admissions—than it did when Erikson first described the adolescent moratorium (postponement for a period of time) or when Hall (1904) first wrote about adolescence a century ago (Carrie James et al., 2009, pp. 23-24).
  • 25. Identity: Online Young People O According to Turkle (1999), the moratorium (putting on hold for a moment) is being cut short by the high- stakes pressures that today’s youth face. O Adolescents have decreasing amounts of time and space in which explore their identities. O At the same time, the new media are providing adolescents with new spaces for identity exploration. (Carrie James et al., 2009, p. 24)
  • 26. Identity: Online Young People O Freed from the psychological, social, and economic constraints of real life, she (Turkle) argues, individuals can experiment with multiple identities in an environment that is perceived to be “low-stakes” (Carrie James et al., 2009, p. 24). [Is this ethical? Ex. of Moral decline: Business & Divorce] O Turkle’s pioneering book (1995) described how individuals engage in identity play on the Internet by adopting different names, writing styles, and personas for their digital “selves” (ibid.).
  • 27. Identity: Online Young People O More than a decade later, the number and types of digital spaces have expanded, making it possible for many more forms of self- expression and spaces for self- reflection to emerge. O Young people can thus elicit feedback on their identity experiments from broader, more diverse audiences than they can offline. (Carrie James et al., 2009, p. 24)
  • 28. Identity: Online Young People O Although opportunities to adopt radically different identities exist in many online spaces, researchers are finding that youth’s online self-expressions tend to reflect aspects of their offline selves (Huffaker 2006, Valentine and Holloway 2003) (Carrie James et al., 2009, p. 24).
  • 29. Identity: Online Young People O Youth use their MySpace pages, Facebook profiles, and blogs to express their values and cultural tastes, sexual identities, personalities, and feelings about their relationships and experiences. O These online expressions are necessarily more deliberate than offline ones. (Carrie James et al., 2009, p. 24)
  • 30. Identity: Online Young People O As Boyd (2007) points out, Online Youth have to write themselves into being. O The real development task of identity formation is increasingly happening in virtual spaces. O It is therefore critical to consider the implications of these new social contexts for the kinds of identities that are explored and formed and their effects on others. (Carrie James et al., 2009, pp. 24-25)
  • 31. Identity: Ethics O Again, identity formation is undertaken by individuals, but it both affects and is affected by relationships with others, pushing it squarely into ethical terrain (Carrie James et al., 2009, p. 25). O Also, actions to the self can be considered ethical or unethical if the self is understood as a role that one assumes (ibid.).
  • 32. Identity: Ethics O In this section (and in the next Privacy section), we consider identity’s play ethical promises and perils with respect to the self and mainly interpersonal relationships. O In the sections that follow, identity play resurfaces as we consider broader opportunities and risks online, such as those related to ownership and authorship, credibility, and participation in communities. (Carrie James et al., 2009, p. 25)
  • 33. Identity The Promises of Virtual Identity Play O Virtual identity play can aid the identity- formation process by providing new tools and diverse spaces for self-expression, self-reflection, and feedback from others. O First, online spaces offer multiple venues for creative self-expression or identity play. (Carrie James et al., 2009, p. 25) [But always morally, ethically, & responsibly]
  • 34. Identity O Zoe can customized her MySpace page by choosing certain colors, design motifs, and music; by posting pictures, poetry, and song lyrics; and by making lists of her favorite bands, movies, and books. O On her Zee page and blog, Zoe expresses her feelings and the aspects of her personality (such as assertiveness, candor, and sexuality) that her shyness prevents her from conveying to others in the physical world. (Carrie James et al., 2009, p. 25)
  • 35. Identity O Indeed, Zee’s expressions and the ways that she interacts with others may be authentic representations of Zoe’s self or of a “possible self” that Zoe is consciously forming and aspires to achieve in the real world (Carrie James et al., 2009, pp. 25-26).
  • 36. Identity O Because the stakes may be perceived to be low, online spaces (especially anonymous or semianonymous ones) may be treated as “safe” places to explore identities, work through personal issues, or even “act out” unresolved conflicts with others (Carrie James et al., 2009, p. 26).
  • 37. Identity O Zoe could even extend her identity experimentation further by constructing an avatar in Second Life and exploring sexual flirtations with women in a more anonymous way (Carrie James et al., 2009, p. 26). [What a world & morality?] O Such opportunities to “take the role of the other” (Mead 1934) can help Zoe figure out both who she is and wants to be and may engender greater appreciation of the perspectives of others, possibly increasing social tolerance and respect (ibid.).
  • 38. Identity O Second, the need to write one’s online identity into existence can encourage self-reflection, and reflection can nurture greater awareness of one’s roles and responsibilities to oneself, to others, and to one’s community (Carrie James et al., 2009, p. 26).
  • 39. Identity O To reconcile one’s childhood roles with the roles that are made available and valued by society, an individual must engage in a certain amount of self-reflection. O Stern (2007) suggests that the deliberate nature of online self-representations facilitates identity formation by forcing individuals to articulate who they are now, who they want to become, and what beliefs and values guide them in their personal growth. (Carrie James et al., 2009, p. 26)
  • 40. Identity O At the most concrete level, Zoe defines her online self through the pictures that she posts, the lists of favorites (bands, movies, and books) that she creates, and the personal information (such as name, age, and geographic location) that she chooses to share. (Carrie James et al., 2009, pp. 26-27) [Big Lies]
  • 41. Identity O On a more abstract level, Zoe has the opportunity, through her blog entries, to reflect on how her experiences and interactions relate to each other and have meaning for her and others. O Through her identity experiments, Zoe may be pushed to consider consciously what kinds of responsibilities are implied by enacting a given identity and whether an identity is aligned with her responsibilities to her self. (Carrie James et al., 2009, p. 27)
  • 42. Identity O Moreover, Zoe may also consider whether her expressions align with the experience of others and her responsibilities to them. O Self-reflection is an important personal skill that facilitates broader social and ethical skills and can help engender credibility and socially responsible participation.
  • 43. Identity O Finally, online spaces provide youth with unique and important opportunities to gain validating feedback from others. O Human development occurs in a social context and is aided by feedback that helps individuals reconcile their self-conceptions with society’s appraisals of them.
  • 44. Identity O Stern (2007) describes the value to adolescents of the feedback that they receive online. O She observes that online spaces offer adolescents an opportunity to have a voice, and opportunity that may be rare offline. O Moreover, youth can test and receive feedback on different versions of themselves, such as their sexuality or unexplored aspects of their personality. [Exploring sexuality? Khmer girls?]
  • 45. Identity O If the feedback that they receive is positive, then they feel more confident about integrating these versions into their offline identities. [Who give the feedback?] O If the feedback is negative, then they have the chance to revise their identities as many times as they wish without embarrassment or disgrace offline—provided that their online experiments are undetected by others.
  • 46. Identity O In Zoe’s case, she gained confidence from the positive feedback that she received when she adopted a more assertive and flirtatious identity on her MySpace page. O Moreover, as their own selves are validated, youth may be better poised to extend themselves to and validate others.
  • 47. Identity O Social validation, which is increasingly attained online, may prevent social alienation and disaffection and social harms such as bullying, hate speech, and violence.
  • 48. Identity The Perils of Virtual Identity Play O Although identity play through the New Digital Media can be beneficial, the forms of self- expression, self-reflection, and feedback that are conducted online may undermine, rather than enhance, and individual’s identity formation.
  • 49. Identity O Young people who fail to develop a coherent, autonomous sense of self are evading an important obligation to themselves. O They may struggle in myriad ways and be incapable of assuming important social roles and fulfilling responsibilities. O After all, as noted before, identity formation is a social process: its successes and failures affect others, sometimes in negative ways.
  • 50. Identity O Social harms can result when identity experimentation crosses over to deception and when explicitly harmful identities are explored. O Additional perils to the self and more indirect harms to others arise when youth’s identities become deeply fragmented, when self-reflection is overshadowed by self-promotion, or when youth become overly dependent on feedback from others. (Carrie James et al., 2009, p. 28)
  • 51. Identity O Our focus here is mainly on the self and known others, yet identity lapses can have broader consequences online, at times harming numerous unknown and distant others (Sliverstone 2007) (Carrie James et al., 2009, pp. 28- 29). O In relationship with others, identity play can easily cross over to deception (Carrie James et al., 2009, p. 29).
  • 52. Identity O Online friends & strangers can be misled about the nature of a person’s offline identity. O Even in contexts such as Second Life, where identity experimentation is expected and promoted, avatars can develop online relationships and misled others about characteristics of their offline selves (such as their sex, age, or sexuality). (Carrie James et al., 2009, p. 29).
  • 53. Identity O The extent to which such information is deceptive or merely part of the play depends on the expectations of the individuals involved, and those expectations are rarely explicit. O When Zoe (as Zee) began an online flirtation with Dominick, she did not expect that the relationship would have an offline dimension, so she did not feel compelled to say that Zee’s photos were part of the play and not of her true self. (Carrie James et al., 2009, p. 29). [Ethical issue]
  • 54. Identity O In certain cases, offline friends who know about a young person’s online life can become concerned and confused by a growing disjuncture between online and offline personas. O For example, morose poetry or song lyrics that are posted on a young person’s MySpace page can signal underlying struggles on the part of a young person and an earnest attempt to reach out to others.
  • 55. Identity O At worst, a LiveJournal blog can be a deceptive performance that is aimed at garnering attention, as in the fake deaths that have been concocted by troubled youth online. O Related to this, spaces such as Second Life and massively multiplayer online games (MMOGs) may permit youth to explore harmful identities, such as rapist, murderer, or misogynist, although for the perpetrator, the potential real-world effects of engaging in online rape and hate speech are contested.
  • 56. Identity O For those who are the focus of aggressive or even violent writings, virtual acts can create offline feelings of intimidation and fear, yet little consensus exists among adults about what is appropriate decorum. O Many online communities, such as fan cultures, have entrenched Codes of ethics that are supported by strong ties between participants.
  • 57. Identity O However, new comers to these communities and other online spaces may find that the proper limits of identity play are less clear, making young people vulnerable to aggression and unintentional lapses. O Evidence collected to date suggests that most young people’s online identities reflect key elements of their offline identities.
  • 58. Identity O However, concerns have been raised about youth who experiment with radically different identities. O Turkle notes that “without any principle of coherence, the self spins in all directions. Multiplicity is not viable if it means shifting among personalities that cannot communicate” (1995, p. 5, Carrie James et al., 2009, p. 30).
  • 59. Identity O Placing this risk in the context of Zoe’s vignette, her Zoe MySpace identity could become increasingly unrelated to her offline self. O If at school Zoe remains a somewhat shy but easygoing and friendly person and online she expresses the more assertive and sexual aspects of herself, she may feel increasingly frustrated if she cannot connect her online and offline selves. (1995, p. 5, Carrie James et al., 2009, p. 30).
  • 60. Identity O According to Erikson (1968), the ultimate goal of an adolescent’s identity exploration is a coherent, unitary sense of self, not a series of fragmented identities. O At this point, the long-term effects of online identity play are unclear, and researchers need to explore how it facilitates positive exploration and poses obstacles to establishing a healthy sense of self.
  • 61. Identity O Ultimately, though, Erikson’s conception of a healthy self may need to be reconsidered in light of the new opportunities for identity development that are provided by the New Digital Media (Carrie James et al., 2009, p. 31).
  • 62. Identity O Another possible peril of online identity play lies in its performative quality. O The self-reflection that digital spaces afford can be undermined when presenting to an audience becomes more valued and urgent than turning inward to engage in self-examination.
  • 63. Identity O Goffman (1959) uses the metaphor of a theater to describe the ways in which people relate to one another as actors in a staged play, and the performative element of self presentation may be magnified online. O For example, Stern (2007) interviewed teens who constructed their personal homepages and blogs in a deliberate and strategic way.
  • 64. Identity O Using cultural artifacts, they crafted their online identities with an eye toward attracting and entertaining a public audience. O They omitted the parts of themselves that did not fit their desired performance and augmented the parts that did. O On her Zee page, Zoe selected certain photos (in this case, not her own), colors, and music to present a specific identity to her online audience. (Carrie James et al., 2009, p. 31) [Deceiving?]
  • 65. Identity O Her performance may be personally meaningful, but it is nevertheless directed outward and shaped by external cultural symbols. O It seems reasonable to question the degree to which one can engage in deep and genuine self-reflection while spending a great deal of energy performing a specific self to others.
  • 66. Identity O The performance also risks becoming more important than the truth. O The blogger who chronicles his sexual exploits can exaggerate for the sake of creating a compelling story and in so doing might depict friends, peers, colleagues, and others in a negative light, which raises privacy issues. (Carrie James et al., 2009, p. 32)
  • 67. Identity O Finally, although online spaces allow adiolescents’ ideas, self- expressions, and confessions to be shared with others, the feedback that they seek and receive can be problematic. O Opportunities for disclosure can set the stage for an overreliance on feedback, which can undercut autonomy and create fragile identities.
  • 68. Identity O The recent case of Megan Meier, a 13-year-old girl who committed suicide after an online “friend” began to taunt her, is an extreme example of this peril. O Turkle (2008) uses the term “tethering” to describe the nearly constant connectivity to others and sharing of information that is permitted, indeed encouraged, in the digital media.
  • 69. Identity O Mobile technologies and “status” modules on instant message programs and social networking sites are commonly used by young people to signal their current locations, activities, and even moods to their online networks. O Feedback is encouraged and even expected from others.
  • 70. Identity O When young people are encouraged to maintain continuous connections with others and to express and reflect in a fully or semi-public space, the benefits of autonomous self-reflection—indeed, of “being alone”—come to be undervalued. O Young people may be developing an unhealthy reliance on feedback from others as autonomous decision making (Moser 2007, Zaslow 2007, Carrie James et al., 2009, p. 32).
  • 71. Identity O In turn, a strong desire for positive feedback and praise from others might interfere with a young person’s capacity for reflecting in as abstract, disinterested way about the ethical implications of her/his conduct (Carrie James et al., 2009, pp. 32-33).
  • 72. Identity The Ethics of Online Identities O Virtual identity play may provide youth with unique opportunities to develop healthy identities, but this outcome is by no means guaranteed (Carrie James et al., 2009, p. 33).
  • 73. Identity O Under the best of circumstances, young people are able to express different aspects of themselves in a supportive environment, engage in self-reflection, and elicit constructive feedback from others (Carrie James et al., 2009, p. 33). [Really? Who is on the other side? What are their motives of connectivity?]
  • 74. Identity O However, the new media can also pose significant risks to a young person’s sense of self, including risks related to identity deception, opportunities to assume (or be attacked by) harmful virtual identities, and an unhealthy reliance on feedback and connectivity to others (Carrie James et al., 2009, p. 33).
  • 75. References Geertz, Clifford. (1972). Interpretation of Culture. New York: Basic Books. Hall, G. S. (1904). Adolescence: Its Psychology and Its Relations to Psychology, Anthropology, Sociology, Sex, Crime, Religion and Education. New York: Appleton. James, Carrie, Davis, Katie, Flores, Andrea, Francis, John, Pettingill, Linsay, Rundle, Margaret, and Gardner, Howard. (2009). Young People, Ethics, and the New Digital Media. Cambridge, MA: The MIT Press.
  • 76. References Mead, G. H. (1934). Mind, Self, and Society, from the Standpoint of a Social Behaviorist. Chicago: University of Chicago Press.
  • 77. Document File Location O File: ETHICS_JOURNALISM/YEM_ethical_fault_lines_IDENTITY_(L7).pptx O Date: December 27, 2013 O Course: Journalistic Principles and Ethics (ENGL 34M)