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Questions and Answers

What is the basic purpose of simulation?

To copy reality as closely as possible.

Audited reality is a form of reality where digital elements are added to the real world.

True

Virtual Reality is a type of abstraction completely detached from real-life reality.

True

Sherry Turkle, in her book, defines hyperreality as a state of mind.

<p>False</p> Signup and view all the answers

Which of the following is NOT a sign that virtual reality is starting to take over our conception of reality, as per Sherry Turkle?

<p>The increasing reliance on digital tools for everyday tasks, like shopping and communication.</p> Signup and view all the answers

What is one of the key benefits of Pseudonymity in the age of the internet?

<p>It combines the advantages of anonymity with the ability to maintain a semblance of identity.</p> Signup and view all the answers

The ______ effect is the removal of social inhibitions and/or restrictions imposed upon people's behavior when engaging in the web.

<p>Online Disinhibition</p> Signup and view all the answers

Which of the following is NOT an example of 'toxic disinhibition'?

<p>Engaging in heartfelt discussions and building meaningful online relationships.</p> Signup and view all the answers

In the context of the dramaturgical self, what are 'fronts'?

<p>Ready-made social scripts that actors use to guide their performance in specific situations or undertakings.</p> Signup and view all the answers

The dramaturgical self operates entirely within the realm of online interactions.

<p>False</p> Signup and view all the answers

Which of these is NOT an element of the dramaturgical self?

<p>Motivation</p> Signup and view all the answers

Study Notes

Chapter 2: Digital Self

  • The number of active online users is increasing worldwide, with over half the global population now using the internet.
  • The World Wide Web (WWW) has been available to the public for 25 years, becoming an integral part of daily life.
  • The Philippines has a high number of active internet users.

Activity: Three Facts, One Fiction

  • Create four statements about yourself.
  • Three statements should be factual.
  • One statement should be a fabricated lie.
  • Encourage classmates to guess which statement is false.

Example Activity

    1. I dropped one of my subjects during college.
    1. I love cats and dogs.
    1. I love spicy foods.
    1. I get easily attached with people older than me.

Introduction

  • The number of active online users keeps increasing globally.
  • More than half of the world's population uses the internet.

Selective Presentation

  • A process of controlling how one is perceived by others.

Real-life Reality

  • Real life is the day-to-day reality that we experience outside the digital realm.
  • It involves interactions with others in person.
  • It's a physical representation of reality.

Simulation

  • Simulation aims to imitate reality as closely as possible.
  • Examples include virtual tours of historical landmarks (e.g., Encarta).
  • 360-degree views offered by platforms like Facebook enable users to explore places as if physically present.

Augmented Reality

  • A blending of real life and unreal.
  • Augments our physical world with digital elements.
  • Augmented reality permits simultaneous interaction with tangible and digital realms.
  • Examples include Pokemon Go and Snapchat filters.

Virtual Space

  • Virtual reality is a completely different reality from real life.
  • This allows us to explore fictional worlds in the digital realms.
  • VR is often enabled by devices such as game controllers and keyboards.

Virtual Reality

  • Virtual reality is a completely detached type of abstraction; one can explore simulated worlds.
  • VR technologies enhance this ability enabling virtual exploration through avatar characters created by individuals; often through the use of devices like Oculus Rift.

Hyperreality

  • Hyperreality describes the mind-set, more so than anything else, in which there is difficulty in differentiating the real from the unreal.
  • It's an evolved form of reality—a utopia of the minds where people become their best versions, while being isolated from real life challenges.
  • It is seen frequently in postmodern societies that rely heavily on technology.

The CyberSelf

  • The concept of self in the digital age differs from how the self presents itself in the real world.
  • Individuals, in the digital age, present different views of themselves on various platforms.
  • With the digital age, people craft various identities that differ on various platforms like Facebook and Twitter, to present a personalized yet diverse self-image to different groups.

The CyberSelf and Performing to a Crowd

  • Participating online, coupled with the creation of digital avatars, is comparable to performing in front of an audience.
  • Factors such as the performer’s awareness of an audience, expectations from them, influence the performance.
  • On social media, people construct and showcase aspects of their digital selves by engaging in carefully crafted online activities, including choosing what to share and upload.

Back Stage and Off Stage

  • Back Stage: Relaxed space away from the observing audience.
  • It is when individuals disconnect from social media.
  • Off Stage: When people or users meet someone who they only know online, the interaction is separate from the performative aspects.

Dramaturgical Elements: Performance

  • Refers to activities in which the self performs for an audience.
  • Individuals utilize performances to express themselves and their current situation in the digital space.

Dramaturgical Elements: Setting

  • Primarily refers to the background or environment during interactions.
  • The setting can range from highly public environments like Facebook to highly private environments like Twitter.
  • Actors need to alter their performance based on the given setting.

Dramaturgical Elements: Appearance

  • Appearance on social media is directly related to the effort to portray the different aspects of one’s self, through statuses and display images including selfies
  • How a person presents him/herself on social media reflects how they want to be seen.

Dramaturgical Elements: Manner

  • Manner refers to how an actor conveys their messages to the audience.
  • People tend to exhibit habits and actions on social media that reflect the desired impressions on others; these habits need to conform to the specific social media setting.

Dramaturgical Elements: Front

  • Represents a social script followed by users in social media.
  • Individuals choose from ready-made performance frameworks for various situations.
  • Front often involves predictable, and pre-selected reactions such as thumbs-up emoticons.

Identity Crisis: Anonymity and Pseudonymity in Cyberspace

  • Individuals interacting online can remain anonymous.
  • Anonymity is commonly seen on dedicated online question & answer platforms like Ask.fm to enable users to express their thoughts and ideas without risk of being personally identified.

Anonymity

  • In online communication, anonymity is when someone conceals their identity for temporary interaction.
  • Users sometimes hide their identities while engaging online either through temporary disconnections, or using false usernames.

Pseudonymity

  • Pseudonymity means individuals share their opinions and ideas; while maintaining a false sense of identity to protect themselves from other users.
  • It combines anonymity and the desire to maintain identity online (often for safety reasons).
  • Examples include historical figures who used assumed names to avoid problems.

The Disinhibited Self

  • Online disinhibition effect refers to the reduction or removal of social restrictions when a person is online.
  • It can lead to both positive and negative outcomes.
  • Benign disinhibition is the relatively positive aspect of the online effect which facilitates self-disclosure and emotional growth.
  • Toxic disinhibition is the negative aspect of an online experience, where people are impulsive and/or rude, due to reduced accountability and restraints in the digital world.

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