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Peiwen NM3225

Sophtopia: Gender Freedom Day in Digital Worlds - 0 views

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    The author is outraged by the virtual discrimination against people who appear to be "different".By "different",I refer to the open displays of gender and sexuality preferences online.Although the judging of others is inevitable in both the virtual and real world,there appears to be a tendency for people to be more lax when voicing out their critics for the former.Hence,the author calls for the implementation of a "Gender Freedom Day" for the virtual world.This would allow these"different" people to unite and be confident about who they really are.
Peiwen NM3225

Real Or Virtual Love - Do More Good Or Harm? - 0 views

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    Real Or Virtual Love - Do More Good Or Harm?
C C

Constructions & Reconstuctions of Self in Virtual Reality - 0 views

shared by C C on 22 Mar 09 - Cached
  • unparalleled opportunity to play with one's identity and to "try out" new ones
  • All provide worlds for social interaction in a virtual space, 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.
  • Engagement with computational technology facilitates a series of "second chances" for adults to work and rework unresolved personal issues and more generally, to think through questions about the nature of self, including questions about definitions of life, intentionality, and intelligence.
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  • what can be counted on as real in virtual space.
  • examine it, do something new with it, and revise her relationship towards it
  • not for escape but as a vehicle for engaging in a significant dialogue with important events and relationships in her "real" life
  • But of course, for most people such recreations of self are difficult. Virtual worlds provide environments for experiences that may be hard to come by in the real.
  • play with no concern that "he," Peter, will be held accountable in "real life" for his character's actions, quarrels, or relationships
  • possibilities the medium offers for projecting both conscious and unconscious aspects of the self
  • Identity, after all, literally means one. When we live through our electronic self-representations we have unlimited possibilities to be many. People become masters of self-presentation and self-creation. The very notion of an inner, "true self" is called into question.
  • game allows its players to experience rather than merely observe what it feels like to be the opposite gender or to have no gender at all
  • Virtual reality is not "real," but it has a relationship to the real. By being betwixt and between, it becomes a play space for thinking about the real world. It is an exemplary evocative object.
C C

Who Am We?, Sherry Turkle - 0 views

shared by C C on 22 Mar 09 - Cached
  • multiple personae, romance, and what can be counted on as "real" in virtual space
  • As players participate, they become authors not only of text but of themselves, constructing new selves through social interaction.
  • The anonymity of MUDs gives people the chance to express multiple and often unexplored aspects of the self, to play with their identity and to try out new ones. MUDs make possible the creation of an identity so fluid and multiple that it strains the limits of the notion. Identity, after all, refers to the sameness between two qualities, in this case between a person and his or her persona. But in MUDs, one can be many.
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  • Creating screen personae is thus an opportunity for self-expression, leading to her feeling more like her true self when decked out in an array of virtual masks.
  • The integration of the social Achilles, who can talk about his troubles, and the asocial Stewart, who can only cope by putting them out of mind, has not occurred.
  • And once we take virtuality seriously as a way of life, we need a new language for talking about the simplest things. Each individual must ask: What is the nature of my relationships? What are the limits of my responsibility? And even more basic: Who and what am I? What is the connection between my physical and virtual bodies? And is it different in different cyberspaces? These questions are equally central for thinking about community. What is the nature of our social ties? What kind of accountability do we have for our actions in real life and in cyberspace? What kind of society or societies are we creating, both on and off the screen?
  • The culture of simulation may help us achieve a vision of a multiple but integrated identity whose flexibility, resilience, and capacity for joy comes from having access to our many selves.
Joanna Tan

The Truth about Online Dating - 0 views

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    20 percent of online daters admit to deception but an interviewing reveals that the real amount is 90 percent. Self-reported data can be unreliable, especially those from people asked to confess bad things about themselves, several researchers have sought objective ways to quantify online deception. Add community-based matchmaking to enriched virtual dating, and we have turned the Internet into the greatest yenta the world has ever known.
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