Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
How social media influence identity
How social media influence identity
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: How social media influence identity
Advances in technology on the internet are making it a continually more ‘real’ experience for its users. To what extent are the places, relationships, communities and identities represented on the internet real. The increasing speed and efficiency with which humans can communicate within the online world has had an enormous effect on our culture. Furthermore the increasing reality in which Massive Multiplayer Online Role-Playing games (MMORPGs) represent human life online is affecting the way that humans interact with one another. The more advanced these games become the more emotionally, socially and economically involved in them people become. The relationships which develop between cyberspace users are creating an intricate web of communities online. Although it is apparent that these communities form in different ways and exhibit different qualities than real life communities it is evident that they still operate in a similar fashion to them. Online your identity does not have to be about what or who you are; instead it is what you make it. This ability to fabricate your identity is one of the main issues regarding identity online. Although the identities that people develop on online gaming sites are often not a representation of their ‘real self’ this doesn’t mean there is not an element of reality to their online character. As events occur and relationships are formed places within cyberspace develop their own meaning, similar to that which would occur in a real life space. Secondlife describes its world as ‘an expansive online society, which is lived in and built by its participants.’ By being ‘built by its participants’ Secondlife has produced a meaning for what would usually be simply an online space. Despite... ... middle of paper ... ... increasingly becoming part of a real experience which offers them a sense of place within community and meaning in their lives. Cyberspace allows users to express who they really are without a worry, players can express ideas and act in ways they wouldn’t dare in real life because anytime they want they can just turn off the computer and return to real life or even get a fresh start by creating a new account. Michael Lewis of “The Age” described the internet as “an identity free for all.” This expression is completely true according to my own personal experience, many of the people I know who play online games change how they act because in virtual worlds people aren’t seen for what they are but who they are. In this sense online gaming produces more honest players because people do and say what they are truly thinking without having to fear the repercussions.
Individuals conceived between the years of 1980 and 2000, as indicated by this article, experience serious difficulties finding their actual self due to the online networking outlets; they regularly depict another person life of a fantasy dream American life on the web. As today’s more youthful era makes the transition to adulthood, trying to accommodate between online and offline characters can be hard. “Van den Bergh asked 4,056 individuals, ages 15 to 25, when they felt they were or weren't being genuine online or logged off, with companions, folks, accomplices or employers.” Through this research he found,
Over the years people have all safeguarded their personal identities for the risks of emotional pain that others can cause, the recent use of the online identity being another fortification to this protection. However this has lead people to confuse which identity is their personal one and which is their online one, because of the development of taking technology with you. This can harm one’s relationships with close friends and family that sometimes get confused for the others. With the consequences of bring aspects of online identity into personal identities, many people find it hard to maintain the boundaries of these two. The first step is to understand the problem so one can better see how each identity can fix into its place and still be able to protect them from any positional emotional scarring.
However, what many internet users do not realize that the internet web evaluates one’s thoughts and bases the outcome information to where it satisfies the user’s need. As Anderson notes “everything we do is thrown in to a big calculation. Like they’re watching us right now” (97). For example, most social media websites have now adapted and dedicated major space of their website as a portion of advertisement which, in fact, it advertises for products based on individual interest and his/her pervious search. Furthermore, following social media trends and sharing our personal thoughts about specific topic on the internet are some of the aspects that the internet studies about our identities. Analyzing what we are experiencing on the internet as human being, we can conclude that world of technology throws everyone based on his personality to where he/she belongs and “these demographic studies that divide everyone up into a few personality types”
Holeton, Richard. Composing Cyberspace Identity, Community, and Knowledge in the Electronic Age. The McGraw Hill Companies, Inc. 1998. Reid and Count Zero. Cult of the Dead Cow. March 2003. 30 September 2003. <http://www.pbs.org/wgbh/pages/frontline/shows/hackers/interviews/reidcount. html>
"Finding One's Own in Cyberspace." Composing Cyberspace. Richard Holeton. United States: McGraw-Hill, 1998. 171-178. SafeSurf. Press Release.
“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.
Multiple identities have been increased by the creation of cyberspace communications according to "Cyberspace and Identity" by Sherry Turkle. Turkle uses four main points to establish this argument. Her first point is that online identity is a textual construction. Secondly she states that online identity is a consequence-free moratorium. Turkle's third point is online identity expands real identity. Finally, her last point states that online identity illustrates a cultural concept of multiplicity. I disagree with many aspects of her argument and I have found flaws in her argument. Technology is an area that does not stand still and consequently outpaced Turkle's argument.
Before the internet, our characteristics such as style, identity, and values were primarily exposed by our materialistic properties which psychologists define as the extended self. But people’s inferences to the idea of online self vs. offline self insisted a translation to these signals into a personality profile. In today’s generation, many of our dear possessions have been demolished. Psychologist Russell W belk suggest that: “until we choose to call them forth, our information, communications, photos, videos, music, and more are now largely invisible and immaterial.” Yet in terms of psychology there is no difference between the meaning of our “online selves” and “offline selves. They both assist us in expressing important parts of our identity to others and provide the key elements of our online reputation. Numerous scientific research has emphasized the mobility of our analogue selves to the online world. The consistent themes to these studies is, even though the internet may have possibly created an escape from everyday life, it is in some ways impersonating
Hordila, E., Vatamanescu, E., & Pana, A. (2010). The 'Standard' of the 'Standard'. The Application of the Communication Accommodation Theory to Virtual Communities: A Preliminary Research on the Online Identity. International Journal of Interdisciplinary Social Sciences, 5(4), 279-290. Jones, E., Gallois, C., Callan, V., & Barker, M. (1999).
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:
Individuals may feel isolated from society wether it be due to their sexuality, likes, or dislikes, and the virtual world is an area they do not feel like they have to conform to certain ...
Bloggers are free to recreate their personality in the virtual community. This situation gives people the perfect opportunity to change the way they portray themselves to others. It is their chance to be someone else. In “The Good, the Bad, and the Internet,” Globus supports the idea that alternative personalities are used online by stating, “In cyberspace, looks don’t count. You can also choose to share only the things about yourself that you consider flattering. You can also adopt new behaviors or even a whole new identity.” (Globus) McLaren continues by stating, “You can’t ever really know if they are who they say they are.” (Globus) After all, 24 percent of teenagers who were questioned about using different Internet communication tools admitted to pretending to be someone else while online (Globus).
In the 2013 editorial The Impact of Video Games Adrea Norcia exposes the negative effects of violent video games on adolescents. Norcia writes to an audience interested in the effects of violent video games, while including both sides of the argument. The argument contains sufficient pathos creating a stir of emotions.
Over the years gaming has become a widely popular aspect of our culture. Kids and teenagers have replaced riding there bike or playing with dolls for video games that connect people together all over the globe .We have all been there at one point and time, there are games for just about anybody. Video games are for all age’s yes us adults love to play them to. Playing video games are fun but not a lot of people realize the impact video games can have on the body physically and mentally. Excessive playing of video games can cause decreased social skills, deterioration in health and increased aggressive behavior.
The advantage of playing online games is that it allows people to communicate with numerous numbers of others from different cultural backgrounds and countries. In the game, a gamer may want to exchange his item with someone else. Therefore, he/she has to negotiate with others. Repetition of this negotiation can develop a gamer’s social skills. The disadvantage of online gaming is that spending most of your free time in front of a monitor will remove teenagers from their friends and society.