Download - The Life on the Screen (online identity)
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THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN
ONLINE IDENTITY
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SHERRY TURKLE POSTMODERNISM AND THE CULTURE OF SIMULATION
MUD ONLINE IDENTITY
ROMANTIC MACHINES?
THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN
ONLINE IDENTITY
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SHERRY TURKLE
BIOGRAPHY 1948. Born in NY, U.S 1969. Politics studies, Paris 1973. M.A Sociology, Harvard, U.S 1976. PhD. Sociology and Personality Psychology.
1976_present. Professor MIT Social studies and human-technology interaction.
THE LIFE ON THE SCREEN
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_COMPUTER A TOOL AND A MIRROR develop and tasks and project ourselves
_ CYBERSPACE IMMATERIAL MEDIUM THAT EXISTS BETWEEN THE REAL AND THE UNREAL
_ VIRTUAL PLACE allow people + move to different places (immaterial) + human interactions + construct identities and different roles + build communities (share ideas and interests)
COMPUTERS AND CYBERSPACE INTRODUCTION
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_ POSTMODERNIST VIEW AND NEW TECHNOLOGIES CHANGED THE UNDERSTANDING OF HUMAN IDENTITY + Instable + Relative + Decentred + Plural + Contradictory + Aesthetic
POSTMODERNISM
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POSTMODERNISM VIEW AND SIMULATED SPACES COMPUTERS AND NEW TECHNOLOGIES EMBODY POSTMODERNIST THEORIES
_ FROM THE CULTURE OF CALCULATION TOWARD THE CULTURE OF SIMULATION The culture of simulation is affecting the way that people understand their mind and body
_ NEW RELATIONSHIPS MIND / BODY / SELF / MACHINE
THE CULTURE OF SIMULATION
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_ SIMULATED ENVIRONMENTS between the real and the artificial creation of artificial worlds and virtual relationships
_ THE USE OF TECHNOLOGY IN SIMULATED ENVIRONMENTS HUMAN EXTENSION
THE CULTURE OF SIMULATION
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SIMULATED WORLDS “THIS IS MORE REAL THAN THE REAL LIFE” GRAPHIC / AESTHETIC WORLD
_ SIMULATED REALITY immaterial and visual world
_ REINVENTION OF IDENTITY new medias and online participation allow people to redefine ourselves
_ COMPUTER GAMES ROLE-PLAYING GAMES example of culture of simulation
THE CULTURE OF SIMULATION
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MULTI-PLAYER-DOMAINS / “DUNGEOS AND DRAGONS”
_ APPLICATION OF POSTMODERNISM BETWEEN THE REAL AND THE UNREAL Interaction between real people + robots
MULTI-PLAYER-DOMAINS / DUNGEOS MUD
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MULTI-PLAYER-DOMAINS “DUNGEOS AND DRAGONS” Developed by Gary Gygax, 1974
_ TEXT-BASED COMPUTER GAME ROLE-PLAYING GAME Simulation of fantastic worlds and magic characters e.g. The Lord of the Rings (Tolkien)
+ Internet / textual description + Online community + Simultaneous interaction (play with other at real time)
WHAT IS THE GAME ABOUT? DIFFERENT KINDS OF WAR _ world war _ civic war _ revolution _ battles and combats
MULTI-PLAYER-DOMAINS / DUNGEOS MUD
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“people express and explore unexplored aspects of
themselves playing with their identities”
Sherry Turkle, 1995
_ COMPUTER SCREEN PEOPLE PROJECTION ANONYMOUS INTERACTION you are who you pretend to be
_ CREATION OF IDENTITY + Creation of characters + Physical attributes + Psychological attributes
MULTI-PLAYER-DOMAINS / DUNGEOS MUD
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HUMAN IDENTITY WITHIN TECHNOLOGICAL SPACES + Technology changes people's mind and human perceptions (reality) + Immaterial space of interactions + Space where people can feel more comfortable (use anonymity)
COMPUTER SCREEN AND IDENTITY the space of human fantasies where we project our-selves
THINKING ABOUT IDENTITY ONLINE IDENTITY
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AVATAR: DIGITAL IDENTITY SELF- REPRESENTATION IN ROLE-PLAYING GAMES
_ ONLINE, PLAYERS CAN + Edit their self-presentation + Perform an identity different to the real self + Choose a role that make them feel comfortable + Play different identities
_ IDENTITY CUSTOMIZATION Digital attributes: embodiment + Dreams + Emotions + Fears
THINKING ABOUT IDENTITY ONLINE IDENTITY
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AVATAR: DIGITAL IDENTITY SELF- REPRESENTATION IN ROLE-PLAYING GAMES
_ MULTIPLE AVATARS _ MULTIPLE ROLES _ MULTIPLE IDENTITIES
THINKING ABOUT IDENTITY ONLINE IDENTITY
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ABOUT ITS HISTORY A ROOF FOR CHILE
SELF- REPRESENTATION IN ROLE-PLAYING GAMES MULTIPLE AVATARS + MULTIPLE ROLES = MULTIPLE IDENTITIES
THINKING ABOUT IDENTITY ONLINE IDENTITY
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ABOUT ITS HISTORY A ROOF FOR CHILE
SELF- REPRESENTATION IN ROLE-PLAYING GAMES MULTINATIONAL COMPANIES AND SOCIAL EVENTS
THINKING ABOUT IDENTITY ONLINE IDENTITY
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_ PROXIMITY PEOPLE / TECHNOLOGY Computers have become closer to people and people have become closer to computers
_ COEXISTANCE People IS coexisting with machines psychological / physiological effects
MACHINES CAN THINK? ARE MACHINES ALIVE?
ROMANTIC MACHINES?
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ARE PEOPLE LIKE MACHINES?
_ GENETIC REENGINEERING Deciphering a code (DNA)
_ THE HUMAN GENOME PROJECT allow to identify DNA and the role in of each gene
_ DNA: RESPONSIBLE OF PERSONALITY Temperament Physical appearance Sexual orientation
HUMAN BEINGS ARE MACHINES? IS IT POSSIBLE TO REPROGRAM AN HUMAN BEING?
ROMANTIC MACHINES?
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THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN
ONLINE IDENTITY
Turkle, S. 2005. The second self: computers and the human spirit. Cambridge: MIT Press. Turkle, S. 2004. Wither psicoanálisis in computer culture. In Kaplan D. Reading in the philosopy of technology. 2004. Lanham: Romwman & Littlefield Publishers. Turkle, S. 2001. Who am we. In Trend, D. Reading digital cultures. 2001. Massachussets: Blackwell Publisher Ltd. Turkle, S. 1995. Life on the screen: identity in the age of the Internet. New York: Touchstone. Waggoner, Z. 2009. My avatar, my self: identity in video role-playing games. Jefferson: McFarland. Winder, D. 2008. Being virtual: who you really are online. London: John Willey & Sons Ltd.
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THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN
ONLINE IDENTITY
HAVE YOU EVER PLAYED ROLE-PLAYING GAMES? HOW MANY VERSIONS OF “YOURSELF” HAVE YOU GOT ONLINE? WHO YOU ARE ONLINE?