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Identity

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posted:
11/2/2011
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Matt Quigley

Olson, ENG 1102



The nature of the Internet gives its users the ability to interact and



communicate across the planet with no geographical limitations or regional



boundaries. The new civilization, which has arisen in the past few decades,



has just begun to form its own culture and explore its capabilities. The



denizens of this world are unknown in our world. They traverse the circuits



of the network in anonymity, revealing their identities as they please. There



are those in our world that have no interest to live in the new world, and



although many of them visit from time to time, they never make any lasting



connections within that place. There are those who live in a symbiotic



relationship with the Internet by simply using the Internet's technology to



better their own lives in our world through e-mails, instant messaging, and



reference to the infinite knowledge lost and found within the Internet. This



thirst for better communication funnels money and research from large and



small companies across the world to constantly update and improve the



infrastructure of the Internet. There is an unknown and uncountable amount



of people actually living in the Internet. They can wander, they can hide,



they can lurk. Many of them eventually settle down in what we would call



homes; to them a chat room, a role-playing game, or a MUD. Many of the



denizens hail a new age where race, politics, history, and even gender no

longer matter. This idealist's utopia is the perfect playground for people to



change identities; they have a different mask to wear whenever they please.



In a safe environment, this identity role-playing can be fun and beneficial; in



dangerous circumstances, it can lead to pain and suffering.



The Internet population is never secluded from one another. Each has



its own ideal of how their culture should be; everything from etiquette to



philosophy is argued and when an outsider with conflicting arguments



intrudes on their community, they are usually greeted with hostilities (known



in the Internet world as flaming) that immediately intimidate and ostracize



the newcomer. In many role-playing communities, however, where one



theatrically acts out a fabricated character, the citizens are players in a game



of adventure where arguments of our world are put aside, and objectives and



quests of the new world are in question. These places naturally pay no heed



to philosophies that generate argument, and instead rely on the life of the



game and the personality of the actors. According to Nakamura,



"The 'architecture of belief' which underpins social

interaction… that is, the belief that your interlocutors possess

distinctive human identities which coalesce through and vivify the

glowing letters scrolling down the computer screen, is itself built upon

the form of fantastic autobiographical writing called the self-

description." (Nakamura, 444)



Here she is stating that how people have described themselves



changes how others perceive what they type. She is inferring that human

identities on the Internet come alive according to their self-description.



Many of these systems, however, do not offer the utopian promise of



absence of demographic characteristics; that is, without precise



specification, the characters can usually be assumed to be middle-class white



men, due to the general prevalence of such a stereotype within these



communities. While it is thought that these role-playing games escape



stereotypes of our world, they are in fact transferred to these worlds as well



(sometimes unknowingly), because many of these places cannot even be



entered without describing the character to enter. As Nakamura says, "The



first act of a participant in LambdaMOO performs is that of writing a self



description—it is the primal scene of cybernetic identity, a post-modern



performance of the mirror stage." (Nakamura, 444) Here she is saying that



one's description on LambdaMOO is the first and most grounded form of



identity assertion. She gives the example of the Asian character. When one



chooses to be an Oriental man, their descriptions are almost always



stereotypical Asian tokens: they are samurai, kung-fu experts, "potent,



antique, exotic, and anachronistic." Oriental females are exotic and sexual.



They are rarely, if ever, spiteful stereotypes, because they are a romanticized



version of who these people want to be. Tourism is the metaphor Nakamura



uses for such identity misappropriation.

Bruckman notes in her essay of a different type of identity



misappropriation. She relates the story of Jack, a British student studying in



America. He pretends in chat rooms he is an American, yet reveals a



detailed knowledge of Britain. He is at the same time deciding his identity



in real life, whether to remain in America or return to Britain. Nationality is



another way form of "tourism" within the world of cyberspace. Yet the most



estranged and difficult form of tourism is not race or nationality, but the



demographic that separates humankind more than anything else: gender.



"Gender Swapping" is the most combustible. Gender structures the way



humans interact, even within cyberspace. The citizens of the Internet are



generally liberal and tolerant, but even when gender is misinformed most



feel violated. Compare role-playing different stereotypes or fantasy



characters to role-playing a real person of a different gender. It is much



easier to be violated by a seemingly real person that one can relate to in



cyberspace the same way they do in real life. The story related in Stone's



"The Cross-Dressing Psychiatrist" reveals the dire consequences of what



happens when identity misappropriation fails.



There are a few cases when a change of personae can lead to calamity.



In Stone's narrative, a well-meaning male psychiatrist discovers that women



(even online) naturally communicate easier when, in one incident, a woman

accidentally mistook him for a female psychiatrist. It was evident to him



that there was no way to be a truly gender-neutral doctor and that he could



impersonate a woman in order to professionally help other women. This



case is the perfect example of why gender can be so much more important



than any other demographic characteristic. In the end, when the women



discovered the deception, these already venerable women were hurt and



violated. There is a hazy line between situations where identity masking is



acceptable or not. "We all change personae all the time, to suit the occasion,



although with on-line personae the act is more purposeful." (Stone, 73)



Here Stone says that changing personae on-line is more powerful and



intentional. It is the nature of the Internet to allow this "purposeful" and



powerful act, but it is the nature of situations like the cross-dressing



psychiatrist to be addressed by law and order as well.



Identity misappropriation is, to the denizens of cyberspace, a benefit



and a disadvantage. It is a right most would never give up; it has existed in



cyberspace almost since its introduction to the public decades ago. The



Internet is still in its infancy; it has years of experimentation before it will



realize how to handle these faults. Nonetheless, there are situations of



dangerous and harmful consequences that go aside many types of



deceptions, and these important issues need to be addressed by some sort of

regulations. In the end, it will be those who have experienced first hand



what becomes of cultural tourism and identity misappropriation that will lay



the foundation of protocol and laws for the future generations of the Internet.



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