For those that are interested: Identities, Windows, Online Worlds
“Windows have become a powerful metaphor for thinking about the self as a multiple, distributed system” (Sherry Turkle). Discuss and evaluate the way that identity is mediated in online environments, for example, social network sites and/or games/virtual worlds.
Abstract: This paper examines identity and different approaches to looking at it. Although windows as a metaphor to thinking about the multi-faceted self is new, the need to explore and create identities is far from new. The online world merely allows one the freedom to experiment with identity without social consequences. The internet does not create new identities, the internet allows us to explore our own identity without fear of social recourse. ______________________________________________________________________
Before evaluating how identity is mediated in an online environment, it is important to understand what it means for an identity to be mediated. By itself, the act of being mediated suggests a degree of reconciliation, or an effecting of resolution between parties. Reconciliation often involves negotiation of harmonious agreements or at least compatible arrangements. Framed within the context of identity, an assumption must be made that identity has conflict.
For the purposes of this paper, identity will be defined as the set of characteristics, personality traits, and/or idiosyncrasies that, uniquely combined, a person recognizes as his or her individualized personality. Identity is forged by the combination of traits over a period of time that allows one to be identified as an individual, thus set apart from others. This paper seeks to look at why an identity may be in conflict within itself and how social networks and virtual worlds either beget or discourage resolution.
Conflicting theories behind identity
Defining identity is not a simple procedure. Opposite spectrums on the debate state that either a person has one identity and all identities resulting from this person’s online activities are merely extensions of that original identity or that each iteration of one’s identity is an entity in and of itself.
Pirandello in Six Characters in Search of an Author argues the latter. He believes each new context requires a separate and completely different person; each new context is responsible for creating a different person/identity.[1] Although there are many arguments in support of this theory, the world is situated such that individuals must make choices, choices which help to define who one is. A new context may call for different choices, but these choices still are the result of the judgment of one person, arguably with only one main identity. It will be under this supposition that this paper proceeds.
An identity as a Subjective Created Narrative
“The artist is the only one who knows that the world is a subjective creation, that there is a choice to be made, a selection of elements”[2] Anais Nin
The ability to communicate comes along with choices. Though this paper does not have time to debate how one’s choices are guided by inherent personality traits or swayed by environmental factors (such as being physically handicapped), choices are still made. Psychology does allow for certain behavioral predictions to be made with relative degrees of success; however actual reactions and the nuances within a reaction and accompanying behavior cannot be measured or predicted as easily and thus contribute to a unique identity. There comes a point in time when one must recognize and take accountability for these behaviors and the nuances within them. Individuals, based on a combination of personality and life factors, each deal with the hand of cards they’ve been dealt differently. It is this set of behaviors, or how one plays their “poker face” that create identity for the purposes of this paper; in this sense identity is largely a choice.
As mentioned previously, there is a debate surrounding those with physical impairments and their ability to truly create an identity that exists uninhibited by such handicaps. This demographic is important, however I will be focusing on the general population whose impairments are more likely that of self-consciousness or self-esteem nature (i.e. height, weight, self-perception of physical appearance etc.) As one develops from a child into an adult, he or she begins to control certain urges or kindle certain passions. One becomes responsible for his or her actions and largely for the identity he or she creates; one begins to construct his or her own identity.
” The imagining of readers or an audience is crucial in the creation of an identity. At the same time, though, as we have seen, the blog provides a space for authoring social identities. To be precise, the blog format allows for identity to be produced in a variety of different ways. Blogger profiles, and template choice or modification, as well as the style and content of postings all provide these social affordances. In addition to this, many bloggers use the sidebar to provide additional information which helps to locate them in specific social networks.”[3]
Regardless of whether created identities are entirely separate identities or just extensions of ourselves, the fact remains that each individual is the creator of his or her identity. We are who we choose to be. We present or project what we desire to be perceived as and people interpret or read our identity through their own paradigms; whether our desired perception is manifested as intended is at the mercy of others’ decoding of our choices. Identities cannot be entirely controlled. And new identities cannot exist entirely separate from the original identity; akin to a con-artist creating new identities for himself which can’t operate without the individual’s original identity, as his choices dictate what the created identity does.
Identity in Conflict
Identities, in the sense that they are comprised of choices, are subjective creations and subject to change.
“The existential question of self identity is bound up with the fragile nature of the biography which the individual ‘supplies’ about herself. A person’s identity is not to be found in behaviour, nor – important though this is – in the reactions of others, but in the capacity to keep a particular narrative going. The individual’s biography, if she is to maintain regular interaction with others in the day-to-day world, cannot be wholly fictive. It must continually integrate events which occur in the external world, and sort them into the ongoing ‘story’ about the self. “[4]
Identities are fluid, subjective creations. And one’s identity only becomes one’s identity when carried out over a course of time.
Though seemingly hard to believe, an example of this theory would be if a girl went from being a tomboy, to being goth, to being punk, to being prissy, to being butch and then back to prissy. This girl put forward a large range of identities. Were they all separate? Yes and no. If we look at identity as a narrative her identity changed but the commonality would be it was all still her, her choices, and there is probably a psychological commonality of a woman desperately seeking purpose or acceptance rather than 6 separate and different identities.
Turkle uses windows as a metaphor for describing the complexities of having multiple identities. However, before going further, it is important to note that despite Turkle’s research on windows and multiple identities, the idea of taking on a new self is not new. In fact the idea is far from new. As long as time has been recorded there have been actors, carnivals, jesters, cross-dressers etc.[5] So, although the use of windows as a metaphor is extremely relevant in a computer culture, it merely expresses an age old desire in terms which are more easily understood.
Identity constrained
“Here the idea that identity is produced through action and performance becomes important.”[6]
What happens if a person constructs his or her social identity to conform to social norms and expectations but did so consciously and begrudgingly? How does this person ever express the identity that he or she is purposefully suppressing? Before the internet one could turn to acting, role-playing, story-telling, self-expression in art, and so on. Humans have always needed outlets to experiment with their identities. By reading books, becoming caught up in retelling a story, watching a movie, or acting, one is allowed to imagine how his or her identity would behave if not strenuously tied to tradition and stability.
Identity is shaped by social and cultural norms. In order to step outside of these norms and discover how one’s identity would act within a different context, a different context must be located. This contextual location is where the internet plays an important role. The networks and resources available online play a crucial role in allowing one to choose what context he or she would like to explore his or her identity.
It can be argued that one does not create new identities but is merely expressing extensions of a core identity he or she already possesses within alternate worlds. A similar and interesting paradox, one worth considering, is that of alcohol. Consuming a specific amount of alcohol gives one the lowered inhibitions to act outside of his or her pre-established identity. Many say true colors fly when intoxicated. But which one is the real identity? Both. The relation of alcohol’s affect to identities online may not be readily evident, but the similarities are many. Alcohol is a means through which one’s personality is altered; and a chat room effects the same role but without the chemical changes, and their obvious, potentially dangerous effects. The chat room identity of a person may take a different shape but it is still a part of a whole person, whose identity is fluid, based on time and controlled by local social mores.
It becomes at this point important to acknowledge audiences and perceived audiences. Our real world identities are constrained by how our actions are perceived. Borrowing Gee’s terms for describing identity to establish that virtual identities include the identities we create online, real-life identities are exactly what they say they are, and projected identities are the end result of using a real-life identity to construct a virtual identity.[7]
To use this in a contextual example, “Daisy” is my blogging identity. I created it. She is no different than me; that is to say I didn’t intend her to be an alternate me. Daisy is the virtual identity that my real-life identity, Kerilynn, created. My real-life identity intended to create my virtual identity to be as similar as possible. However the projected identity of Daisy may be far from what I intended. As people have to make sense of the limited information they receive about Daisy, they use their own personal filters to make sense of that which Daisy says and does. The online identity of Daisy is a combination of all three identities (virtual, real life and projected.)
Due to the nature of real world scenarios, interactions with people and the human need for consistency, it would be difficult to maintain multiple, individuated narratives or identities. This assertion of difficulty is not to say that operating various differentiated identities is impossible, but carrying out two lives with distinctly different identities is not easy, or at least not easy in the real world because of our audiences. Once a narrative is established, it may be difficult for others to allow this narrative to change because it is through the understanding of another’s narrative that actions are perceived. When one’s narrative changes, others are forced to reevaluate their established perceptions of that narrative; being that people tend to enjoy the status quo, difficulties arise from switching narratives within social contexts.
Conflict arises when one takes his or her identity into a foreign situation and chooses to act contrary to his or her pre-established narrative. Are internal identities at war? Or do new contexts allow us to uncover the many layers of our identity onion?
Online Arena for Identity Exploration
As long as there have been civilizations, there have been actors. Actors, for the sake of their art, set aside their own personal identities for the time being and step into others’. Arguably said actors are still constrained to the core behaviors of their subconscious psyche and identity, though for the sake of this paper we will not delve that deep. Online worlds allow one to “act” or express his or her identity with a cloak of anonymity; one is free from everyday, real world social restraints.
Actors strip off their real-life identities and step into the role of other individuals. The internet allows for one to be a “virtual actor” and to have non-scripted, communication as a new identity. It is easy to believe that the internet created a forum for role-playing which has become tremendously popular because of its uniqueness and first-of-a-kind-nature that links many individuals who are all masquerading behind anonymous facades. However, it is the contention of this paper that it is nearly as likely that avatars, online social networks, and multi-player games have become immensely popular because the need or desire for such an outlet already existed. People already longed for an outlet, a way to act, without being tied to etiquette rules or stated and unstated social mores. Avatars and windows for identity became popular because humans want to explore and challenge identity.[8]
Avatars and online worlds give people the option to step outside what is expected, see the other side where the proverbial grass is perceived to be greener, and not be limited by circumstances or consequences. Online worlds provide us, and by extension our secondary identities, forums for expression of aggression without inflicting personal real world harm, exhibiting lust without the resulting consequence of separation or divorce, as well as experiencing other not-so-accepted traits of human nature, most likely without their respective repercussions. Online identities provide a way for the dark sides of our identities to have play time to prevent a passive-aggressive mishap that could damage our everyday lives.
Identity – the hot topic of digital culture
So why has identity become a hot topic? It has been suggested that the aforementioned new forms of communicating require additional exploration on the part of participants in order to work out how the other person’s “true” identity functions behind the avatar. Email and digital communication provide for wider range of contact; this increased contact in turn creates new contexts for identity performance. Globalization requires new forms of socialization and social networks.[9] again providing the setting in which new contexts for identities must be created and explored. Without real world cues, we must rely more heavily on our interpretations of identities of our online peers. Consequently, we are consciously thinking, and unconsciously thinking, more about identity.[10]
Regardless of the reasons, identities and ideas about identities are changing as we find new ways to use our identity and establish new avenues in which implied social restraints can be broken.
In the context of personal psychology, it should be noted that as we are required to use more internal resources to understand the party with whom we are communicating, we find we learn about ourselves and our personal preferences and biases through projection. We can only understand the world through our own perceptions and filters; and when our partner in communication cannot give us the same amount of cues they could in person-to-person contact—or do not exhibit cues which coincide with our own–we are forced to fill in the gaps. A self-reflective person could do a bit of study in this regard.
Conclusion – Identities Mediated
If an identity at conflict is merely composed of conflicting sides of an identity fighting to be expressed and thus seen, the online world provides compromise, resolution, the ability to be all that one wants, with the freedom to choose the context. If one wishes to explore the professional side of his or her identity, sites like Linked In provide a proven forum.
Sites such as Facebook allow spaces for those who do not wish to venture far from their pre-established narrative identities. Facebook holds many of the same social mores and restraints found in real life. Facebook identities are expected to be similar to real world identities. For this reason, Facebook demands users input a first and last name, and monitor requests for name changes. Furthermore, Facebook’s profiles contain options to input identifiers such as hometown, religious affiliation, and personal interests such as music and movies. In the past, more stringent guidelines included the requirement of a university-linked or work domain-linked email address, until the site welcomed all-comers in an attempt to usurp MySpace’s hold on the social networking phenomenon.
Online gaming or places such as Second Life, where avatars can be created that exist in a virtual world parallel to our own, give one more freedom to explore his or her identity within different contexts. However, the potential for choices to be made regarding how to present oneself is still there. And a great deal can be said about the choices one makes and how one chooses to represent him or herself
“As the self, as a serious reality, is laid to rest and the self is constructed and re-constructed in multiple contexts, one enters finally the stage of the relational self. One’s sense of individual autonomy gives way to a reality of immersed interdependence, in which it is relationships that constructs the self.”[11]
Identities are fluid and narrative. The online world merely allows one new contexts and forums in which to express his or her identity. This incidence of alternate reality is not a new phenomenon, just one that has come into the public eye as the internet has exploded and provided for new contexts to emerge.
[1] Pirandello, L. ([1921] 1995) Six Characters in Search of an Author. Harmondsworth: Penguin.
[2] Nin, Anais, Quote Daddy http://www.quotesdaddy.com/quote/1190735/anais-nin/the-artist-is-the-only-one-who-knows-that-the-world
[3] Merchant, Guy, “Identity, Social Networks, and Online Communication,” E-Learning, Vol 3 #2 [2006]
[4] Giddens, A. (1991) Modernity and Self Identity: self and society in the late modern age. Cambridge: Polity Press. p54
[5] Merchant, Guy, “Identity, Social Networks, and Online Communication,” E-Learning, Vol 3 #2 [2006]
[6] ibid.
[7] Gee, J.P. (2003) What Videogames Have to Teach Us about Learning and Literacy. New York: Palgrave Macmillan.
Gee, J.P. (2004) Situated Language and Learning: a critique of traditional schooling. London: Routledge.
[8] Turkle, S. (1995) Life on the Screen: identity in the age of the Internet. New York: Simon & Schuster.
[9] Giddens, A. (1991) Modernity and Self Identity: self and society in the late modern age. Cambridge: Polity Press
[10] Merchant, Guy, “Identity, Social Networks, and Online Communication,” E-Learning, Vol 3 #2 [2006]
[11] Gergen as cited in Botha, Dawn, The Alcoholic Family: Pastoral Conversations with Adult Children, Unraveling the Web of Identity [South Africa: University of South Africa, 2005] http://etd.unisa.ac.za/ETD-db/theses/available/etd-05292006-140200/unrestricted/dissertation.pdf

Although I was reading this when I should probably be in bed heading off to sleep and some of the information was a bit heavy for my overworked brain, I still really enjoyed it. Especially towards the end when you started likening an online identity to acting and I thought that was very true.
Our blogs are out stage and we are each our own stars.