Showing posts with label Real Life. Show all posts
Showing posts with label Real Life. Show all posts

Wednesday, 15 December 2010

Multiple identities

Who am I? What is my online persona? Do I present myself as the same in every situation? What do I change about me when I find myself in an unfamiliar context? How do I act differently when I'm in a reduced social cue context such as text based communication? These and many other questions are currently being addressed by researchers who are interested in the study of digital identity. It's a growth area of research for at least one very good reason. Digital identity affects us all, no matter what our age or social-economic background we come from. Technology mediated communication and pervasive computing affect everyone in the Western industrialised world. Without it we couldn't pay our bills, access information or travel distances. We rely on digital media for learning, business, entertainment and a host of other daily activities. Without knowing it, when we interact with these technologies, our behaviour changes. But there are many questions: Is my behaviour dictated by my identity? Or does my identity change because my behaviour does? Does my identity change when I am on Facebook? Do I modify my speech or the way I present myself when I'm speaking on the telephone, or on Instant Messaging, or Skype, or a webcam link? When I post up a blog, how different is that style of writing to the style I would use in say, an e-mail? Or a collaborative environment such as a wiki? And does my Second Life avatar bear any resemblance to my real life persona at all?

Dave Birch thinks there is huge scope for individuals to maintain multiple identities in cyberspace. In an interesting piece called Put your game face on, Birch points out that anonymity can enable people to reveal as much or as little of their true identity as they wish, and that this kind of false identity maintenance can lead to questionable or even dangerous behaviour. This has obvious implications for child safety.

And what of the image above? Well, yes, the pictures above are of me on my Flickr site (with a little image manipulation too, for this blogpost), and some are of me with famous British entertainers such as Matthew Kelly and Johnny Ball and well known American authors and educators such as Steven Berlin Johnson and Marc Prensky. You're probably thinking now that I spend my time seeking out celebrities to have my pictures taken with them. But the truth is, I was at the same events, got talking, and it was nice to have a picture taken to mark the occasion. All except Matthew Kelly that is. We spent time at university together and we are old friends. Together, we once did a psychology field experiment where we walked Matthew (he was already famous then) into several shops unannounced, to ask for change for a £20 note, and then observed the behaviour of the shop assistants. They changed considerably, even to the point where they broke shop rules by handing over change for a £20 note when no purchase had been made. If they couldn't get the cash register open, they were opening their own purses and wallets to hand over the change. Most interestingly, when asked a question by the unknown person, the shop assistants were all observed to answer Matthew Kelly instead. Their behaviour definitely changed. We did a control experiment with two unknown people and were almost thrown out of shops or largely ignored. My explanation for this behaviour was based on Erving Goffman's dramaturgical theory in that we forced them from front stage (professional rule bound role) to back stage (relaxed and informal role) so that they broke their own rules because they had been pleasantly surprised. This celebrity effect is just one way we see changes in behaviour. If someone famous walks into the room, we stare. Or we purposefully don't stare. Either way, our behaviour is being modified. Whether or not this causes us to adopt different identities has yet to be established. But this we do know - everyone is capable of acting out multiple identities - to suit the changing environments and shifting contexts modern life presents.

Creative Commons Licence
Multiple identities by Steve Wheeler is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

Friday, 29 May 2009

Watching the MUVEs

Recently, psychologists have been getting quite excited about multi-user virtual environments. Several studies have drawn the same conclusion: that people behave similarly in virtual worlds using avatars as they do in real life. Yee et al (2007) showed that the closer two avatars were together, the less they faced each other directly, and 'eye contact' was reduced. They also reported that two characters of the same gender kept greater distance than two characters of opposite genders. Friedman and his colleagues (2007) found that a robot avatar that was programmed to walk up to people in Second Life caused them to back away to maintain some kind of personal space. Others have discovered that real world group processes such as persuasion and influence can also work similarly in virtual worlds. Eastwick and Gardner (2009) have even detected elements of racist and other distasteful behaviours in MUVEs. Anything it seems, that happens in real life, can be found also in Second Life and other 3D avatar driven environments.

Christian Jarrett, writing in the June edition of The Psychologist (a British Psychological Society Journal) documents these and similar studies to show why psychologists are getting excited about MUVEs. He says 'The fact that people behave in virtual worlds in a way that reflects real life is exciting news for psychologists because it opens up the medium as a way of conducting large-scale social studies with relevance to the real world - projects that might otherwise be impossible or prohibitively expensive to conduct.
Jarrett makes an interesting distinction between Second Life and some of the more popular MUVEs such as World of Warcraft. WoW has game objectives he points out. This may be the reason it has so many more adherents than the somewhat sterile and therefore underpopulated Second Life. Well I wish him and his colleagues a lot of luck. They may have to wait some time to meet up with an avatar in the ghost town that Second Life is becoming.
References

Eastwick, P. W. and Gardner, W. L. (2009) Is it a game? Evidence for social influence in the virtual world. Social Influence, 4, 18-32.
Friedman, D., Steed, A. and Slater, M. (2007) Spatial social behaviour in Second Life. In C. Pelachaud (Ed.) Intelligent Virtual Agents 2007, Berlin: Springer-Verlag.

Jarrett, C. (2009) Get a Second Life. The Psychologist, 22 (6), 490-493.

Yee, N., Bailenson, J. N., Urbanek, M., Chang, F. and Merget, D. (2007) The unbearable likeness of being digital: The persistence of nonverbal social norms in online virtual environments. Cyberpsychology and Behaviour, 10 (1), 115-121.

Image source