The virtual world is an imaginary location now defined as a place where a person can customize their personality characteristics to present themselves the way they want to be perceived. A strong doorway so the individual can establish an alter ego to escape from their daily discrimination or bias in life. An online community that allows the individual to fulfill into a community where he or she is accepted for who they something the actual world cannot offer to the individual. A society were the individual is giving the: equal opportunity among their others peers, to become more minded, a place for them to be truly themselves and where he or she is able to "hide" behind their computer screen. When hiding behind their computer screen the individual is becoming that second persona they want to appear to the other person behind the other screen. This allows the other person to receive the portrayed avatar of the individual. The online community has offered a place for the individual to live without the worry or from concernment of judgments or discrimination and allows them to express them-self to an imaginary society online and in exchange receive a feeling they are realistic, significant and noticed. These significant elements fill the appetite of the user to be filling with the thing they want and live and experience the lifestyle the individual all ways to live.
The virtual world Creates a fantasy place where disable people are capable to join into a “normal” society and do things they wouldn’t be able to do in their conditions. In the article “Alter Egos in a Virtual World”, the authors present Jason Rowe, who has a condition called Duchenne Muscular Dystrophy. His condition only allows Jason little movemen...
... middle of paper ...
...ou” inform the reader the essential instrument in the virtual worlds, “The tool that makes this possible is the World Wide Web” (Grossman 125). Not only has the web allowed an individual to explore and socialize online has been created to a powerful important power for others who are not satisfied with their daily life in the actual world.
Works Cited
Levine, Ketzel. Alter Egos in a Virtual World. Second Literacy Branch of the Los Angeles Unified School District: 11th Grade Contemporary Composition Course Alter Egos in a Virtual World, 2009. Print
Turkle, Sherry. Who Am We. Second Literacy Branch of the Los Angeles Unified School District: 11th Grade Contemporary Composition Course, 2009. Print
Grossman, Lev. Time’s Person of the Year. Second Literacy Branch of the Los Angeles Unified School District: 11th Grade Contemporary Composition Course: You, 2009. Print
Wideman, John Edgar. “Our Time.” Ways of Reading: An Anthology for Writers. 9th ed. David Bartholomae and Anthony Petrosky, Ed. Boston: Bedford/St. Martin’s, 2008. 657-694. Print.
In my 1109 class our task for eight weeks was to observe a tutor and writer working together during fifty minute sessions. This took place at the Writer’s Studio here on Newark’s OSU campus. The tutor I observed was Wyatt Bowman and the student was Adam Bielby. Ad...
Parini, Jay ed. American Writers, Supplement V. New York: Charles Scribner's Sons - The Gale Group. 2000. 275-93.
O'Connor, Frank. "Guests of the Nation." Literature for Composition. 4th ed. Sylvan Barnet, et. al. New York: Harper Collins, 1996. 590-598.
The Matrix. Larry Wachowski, DVD, Warner Brothers, 1999 Bruskman, Amy. "Finding One's Own in Cyberspace" Composing Cyberspace Edited by Rich Holeton, San Fransisco: McGraw Hill, 1998, 171-180 Rheingold, Howard.
Meyer, Michael, ed. Thinking and Writing About Literature. Second Edition. New York: Bedford/St. Martin's, 2001.
Orenstein, Peggy. “What’s Wrong with Cinderella?” The New York Times Magazine. 4 Dec. 2006. Rpt. in Writing Communities and Identities. Ed. Cynthia Debes et al. 6th ed. Plymouth, MI: Hayden-McNeil Publishing, 2009. 50-54.
The traditional way of socializing limits our ability to meet other people around the world. Virtual interactions offers a more possible means to communicate in today's society. Furthermore, the growth of the video game community such as in the genre of MMORPG (Massive Multiplayer Online Role Playing Games) allows for a high level medium that enable individuals to create small factions and perform social interactions. According to Bishop, "The existence of such communities is often brought about by people who share similar goals, beliefs or values, with such commonality forming the basis of an agreement to form and sustain a virtual existence" (1). Having shared similar goals...
“All the world 's a stage, and all the men and women merely player… ” (2.7.146-47). Shakespeare’s poem pointed out everyone is only actors on the stage of this world. Goffman (1959) has a similar theory with Shakespeare that everyone is a performance; at any given moment, we play different roles. Through social media, everyone can carefully select what role that we want to project on virtual sphere.I argue that my identity changed varies different platform. In this essay, I discovered who am I online, what roles I was playing and how did I manage the impression I crave to give others on Instagram, Facebook, WhatsApp, and Line.
Lerych, Lynne, and Allison DeBoer. The Little Black Book of College Writing. Boston, New York:
Role-playing games are becoming increasingly popular in this age due the assistance of the Internet. In these types of game a person can assume a character and give this character a personality, physical features and “live” through them. All though in past years “pen and paper” types have dominated the rpg world, now MUDs are making it possible to role-play along with thousands of others A MUD is a network-accessible, multi-participant virtual reality that is primarily text-based. (Bruckman, 1992). Although the term “virtual reality” often refers to a computer-simulated environment that contains varying degrees of audio/visual interface, this form of virtual reality is mainly text-based. Elizabeth Reid further explains by saying:
Turkle, Sherry. "Cyberspace and Identity." Writing and Reading Across the Curriculum. Ed. Laurence Behrens and Leonard J. Rosen. 8th ed. New York: Longman, 2003. 271-280.
For today’s generation, virtual reality has become all too real in our everyday lives. Modern technology has almost replaced our generation’s physical social lives, is has left many basic skills unlearned, and has ultimately become a physical part of us. We rely on text messaging and email to keep in touch. We almost always have a device with us or near us at all times, and the simple tasks that require basic skills to complete cannot be completed without using a device, because most of the knowledge needed to complete them is left unlearned. Everywhere we go, and everything we do seems to involve technology, and the effects technology has on this generation, are all but small.
1. “College Writing.” The Writing Center. UNC College of Arts & Sciences, 2004. Date of access: April 20th, 2014. https://writingcenter.unc.edu/handouts/college-writing/
“The Internet is becoming the town square for the global village of tomorrow.” Bill Gates. The Internet is vast and is just getting bigger. It has its own community that is open to the public. The Internet is becoming a platform all on its own. It is a stepping-stone in a direction that is unknown. The Internet has become so vast that there are now different versions of it. The different versions of the web are Web 1.0, Web 2.0, the main focus of this paper, and Web 3.0. Web 1.0 is all about sharing information. It is very bland and just gets the point across of what was needed. This how the Internet had started. Web 2.0 is sharing information with interaction. To me this means social media in some fashion. The website that was accessed has a way of interacting with the users whether it be through comments or giveaways on the web. Web 3.0 is the server interacting with the individual on a particular website. Amazon is the best example of Web 3.0 because it gives recommendations based on items that have been searched. “Among American adults 87% use the web, 68% connect...