简介
Virtual worlds are impacting on the lives of millions of people, reaching from communication to education, recreation to business. A significant aspect of these environments is the requirement for users to create an avatar, a character to represent their interactions inworld. Because activity within virtual worlds can be anonymous, and the appearance of these avatars completely malleable, within such spaces we can be whatever we choose to be. Once decoupled from who we physically are, our notion of individual identity is potentially unlimited. Virtual worlds are therefore becoming arenas for experimentation with, and exploration of, identity. 聽Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds presents a variety of approaches to understanding these novel forms of identity. Through case studies, literature reviews, quantitative and qualitative analyses and personal reflections, the authors explore the influences and consequences of being virtual. The chapters identify contemporary concepts of identity, how these apply (or may not apply) in virtual worlds, examine the factors that support the development of identity in virtual worlds, give examples of how people manage the multiple identities that can be developed between the physical and the virtual, and explore some of the uses to which these new forms of identity can be put.聽 Through the experiences of virtual worlds, the notion of who we are is changing. Reinventing Ourselves is a guide to where these new forms of identity come from, and where they may be taking us. 聽
目录
Acknowledgments 5
Author Biographies 7
Contents 13
Chapter 1: Virtual Worlds and Identity 15
1.1 Avatars and Virtual Worlds 15
1.2 Reinventing Ourselves 17
1.3 Introduction: Identities, Avatars and the Relationship Between Them 17
1.3.1 Identity: A Primer \u2013 Mark Childs 17
1.3.2 The Self and Second Life, A Case Study Exploring the Emergence of Virtual Selves \u2013 Simon Evans 18
1.3.3 Liminal Phases of Avatar Identity Formation in Virtual World Communities \u2013 Nicola Marae Mart铆nez 18
1.3.4 Encountering Oneself and the Other: A Case Study of Identity Formation in Second Life \u2013 Maeva Veerapen 19
1.4 Factors That Support the Development of Identity in Virtual Worlds 19
1.4.1 Virtual Fashion Play as Embodied Identity Re/Assembling: Second Life Fashion Bloggers and Their Avatar Body Images \u2013 Christine Liao 20
1.4.2 Embodying Self in Virtual Worlds \u2013 Ali Mazalek, Sanjay Chandrasekharan, Michael Nitsche and Tim Welsh 20
1.4.3 Is That Your Boyfriend? An Experiential and Theoretical Approach to Understanding Gender Bending in Virtual Worlds \u2013 Ferdinand Francino and Jane Guiller 21
1.4.4 Constructing Disability in Online Worlds; Conceptualising Disability in Online Research \u2013 Diane Carr 21
1.5 Managing Multiple Identities Across Different Environments 22
1.5.1 As Long as They Don\u2019t Know Where I Live \u2013 Poppy McLeod and Gilly Leshed 22
1.5.2 Multiple Personality Order \u2013 Richard Gilbert, Jessica Foss and Nora Murphy 22
1.5.3 Comparing Avatar and Video Representations \u2013 Ralph Schroeder 23
1.6 Creating an Online Identity for a Physical World Purpose 23
1.6.1 What Is My Avatar? Who Is My Avatar? The Avatar as a Device to Achieve a Goal: Perceptions and Implications \u2013 Marc Conrad, Alec Charles and Jo Neale 24
1.6.2 Situated Learning in Virtual Worlds and Identity Reformation \u2013 Anne Adams, Lluisa Astruc, Cecilia Garrido and Breen Sweeney 24
1.6.3 Virtual Worlds and Identity Exploration for Marginalised People \u2013 Jon Cabiria 25
1.7 A Note on Keeping It Real 25
References 26
Chapter 2: Identity: A Primer 27
2.1 Introduction 27
2.2 Different Definitions of Identity 28
2.3 Self-Informative Identity 29
2.4 Masks and Faces: Presenting Ourselves to Others 30
2.5 Self-Representation and Avatars 32
2.6 The Creation of an Online Identity and the \u201cTrue Self\u201d 34
2.7 Re-Representation and Role-Play 35
2.8 Persistent and Evolving Online Identity 36
2.9 Responses to Representation 38
2.10 Self-Presence and Embodiment 39
2.11 What Purpose Does Identity in Virtual Worlds Serve? 41
References 43
Chapter 3: The Self and Second Life: A Case Study Exploring the Emergence of Virtual Selves 46
3.1 Introduction 46
3.2 A Review of Existing Literature 48
3.2.1 Theoretical Background: The Self 48
3.2.2 The Self in Virtual Worlds 49
3.2.3 A Note: Social Psychological Research in Virtual Worlds 51
3.3 The Case Study: Second Life 51
3.3.1 The Research Rationale, Context and Questions 51
3.3.2 Research Design 52
3.3.3 Methodology: Format, Data Collection, Sampling, the Topic Guide and Ethical Considerations 53
3.3.4 Interviewing: Recruitment, Schedule and Procedure 54
3.3.5 The Approach: Thematic Analysis 56
3.4 The Themes and Thematic Network 56
3.4.1 Global Theme: \u2018The Second Life Experience\u2019 56
Case History Box聽1: MN\u2019s Second Life Experience 59
3.4.2 Global Theme: \u2018The Real Life \u2013 Second Life Relation\u2019 59
Case History Box聽2: Relationships Between DP\u2019s \u2018Real\u2019 and Second Lives 61
3.4.3 Global Theme: \u2018Relationships with Others\u2019 61
Case History Box聽3: GU\u2019s Relationships with Others 63
3.4.4 Global Theme: \u2018The Second Life Self\u2019 63
Case History Box聽4: LW\u2019s \u2018Second Life Selves\u2019 65
3.5 Relating the Findings to the Research Questions 65
3.6 Reviewing the Present Research 66
3.6.1 Relating This Case Study to the Theoretical Context 66
3.6.2 Assessing the Present Research 68
3.7 Conclusion 69
References 69
Chapter 4: Liminal Phases of Avatar Identity Formation in Virtual World Communities 71
4.1 Introduction 71
4.2 Methodology: The Isle of Wyrms 73
4.3 Research Avatars 76
4.4 The Avatar as Liminal Being 76
4.4.1 Preliminal Rites 77
4.4.2 Liminal Rites 78
4.5 The Avatar Arrives in the Artificial Life World 79
4.5.1 The Nascent Human Being in the Aesthetic Dimension 80
4.6 First Research Avatar: Ragitake Takakura 81
4.7 Postliminal Rites \u2013 The Defining Moment of Avatar Identity 83
4.7.1 Habermas\u2019 Theory of Symbolic Interaction 83
4.8 Second Research Avatar: Vick Dragonash and the Gorean Worlds 86
4.9 Third Research Avatar: Atea Aeon, the Autonomous Avatar 88
4.10 Conclusion: Identity Persists Within Community Constraints 90
References 91
Chapter 5: Encountering Oneself and the Other: A Case Study of Identity Formation in Second Life 93
5.1 Introduction 93
5.2 Moving Away from Disembodiment 95
5.3 The Avatar Enters 96
5.3.1 Being Inworld Is Being Symbembodied 98
5.4 Being in Symbiosis with the Avatar 100
5.4.1 The Avatar as Object: \u201cI Am Me, and the Avatar Is Mine\u201d 101
5.4.2 Avatar as Prosthesis: \u201cThe Avatar Extends Me\u201d 101
5.4.3 The Avatar as a Phantom Limb: \u201cI Think My Avatar Is Changing Me\u201d 103
5.4.4 The Avatar as Equal: \u201cI =Physical-I+Avatar-I\u201d 104
5.5 Preparing for the Encounter with the Other 105
5.6 Facing the Other 108
5.7 Being-for-Others 109
5.8 Conclusion 111
References 112
Chapter 6: Virtual Fashion Play as Embodied Identity Re/Assembling: Second Life Fashion Bloggers and Their Avatar Bodies 113
6.1 Introduction 113
6.2 Virtual Body Assemblage as a Technology of Identity 115
6.2.1 Avatar Re/Assembling as Assemblage and Becoming 116
6.2.2 Clothing, Body, and Identity 117
6.3 Second Life Virtual Fashion and Fashion Blogs 117
6.4 Fashion Bloggers\u2019 Identity Re/Assembling 119
6.4.1 Embodied Becoming 120
6.4.2 Self-Invention 126
6.4.3 Avatar Doll as Prosthesis 131
6.4.4 Summary 135
6.5 Conclusion 137
References 138
Chapter 7: Embodying Self in Virtual Worlds 140
7.1 Introduction 140
7.2 Identifying Self in the Virtual and Physical Worlds 142
7.2.1 Identifying Self in the Virtual World 142
7.3 Identifying Self in the Physical World: The Role of Movements 144
7.4 Interacting with the Virtual Self: Interfaces for Controlling Avatars 147
7.4.1 Conventional Interfaces 147
7.4.2 Embodied Interfaces 149
7.5 Identifying with Self in Virtual Worlds: A Common Coding Approach 150
7.5.1 Self-Recognition of Abstracted Movements 151
7.5.2 Full-Body Puppet Controller Design 154
7.6 Giving Your Self to Your Avatar: Puppet Controller Study 156
7.7 Discussion and Implications 157
7.8 Conclusion 159
References 159
Chapter 8: \u201cIs That Your Boyfriend?\u201d An Experiential and Theoretical Approach to Understanding Gender-Bending in Virtual Worlds 163
8.1 Introduction 163
8.2 Background 164
8.3 Methodology 164
8.4 Player Scenario 1 165
8.5 Scenario 1: Analysis and Discussion 166
8.5.1 Motivation for Gender-Swapping 166
8.5.2 Gender Deception and Ethics 168
8.5.3 Gender Performance and Inworld Relationship Development 169
8.6 Player Scenario 2 170
8.7 Scenario 2: Analysis and Discussion 173
8.7.1 Gender Deception, Identity and Expectations 173
8.8 Player Scenario 3 175
8.9 Scenario 3: Analysis and Discussion 178
8.10 Player Scenario 4 179
8.11 Scenario 4: Analysis and Discussion 181
8.11.1 First Impressions, Gender and Ethics in Virtual Worlds 181
8.11.2 Relationship Between Online and Offline Selves 182
8.12 Conclusions 183
References 184
Chapter 9: Constructing Disability in Online Worlds; Conceptualising Disability in Online Research 186
9.1 Introduction 186
9.2 Disability and Second Life 187
9.3 Deaf in Second Life 188
9.4 Research Strategy and Methods 189
9.5 The Interviews 192
9.6 Analysis 193
9.7 Discussion 195
9.8 Conclusion 196
References 197
Chapter 10: As Long as They Don\u2019t Know Where I Live: Information Disclosure Strategies for Managing Identity in Second Life TM 200
10.1 Introduction 200
10.2 Anonymity 201
10.3 Second Life Interviews 202
10.4 Primary Information Management Motivations 205
10.5 Self-Disclosure and Relationship Development 205
10.6 Self-Expression and Reputation 212
10.7 The Right Identity for the Right Situation 216
10.8 Future Research (or Questions We Wish We\u2019d Asked) 216
10.9 Conclusions 218
References 218
Chapter 11: Multiple Personality Order: Physical and聽Personality Characteristics of the Self, Primary Avatar and Alt 221
11.1 Introduction 221
11.2 Methods 224
11.2.1 Procedures and Measures 225
11.3 Results 226
11.3.1 Physical and Activity Characteristics 227
11.3.2 Personality and Social-Emotional Characteristics 232
11.3.3 Alt Usage Characteristics 233
11.4 Discussion 235
11.4.1 Major Findings 235
11.4.2 The Operation of Multiple Personality Orders 238
11.5 Conclusion: Toward a New Phase of Human Identity? 240
References 241
Chapter 12: Comparing Avatar and Video Representations 243
12.1 Introduction 243
12.2 Two Directions: Virtual Versus Video 244
12.3 Comparing Representations 247
12.4 Comparing Interactions 249
12.5 Uses of Videoconferencing 252
12.6 Uses of Virtual Worlds 253
12.7 Multimodal Online Relationships 254
12.8 Roles and Stages 255
12.9 Conclusions 257
References 258
Chapter 13: What Is My Avatar? Who Is My Avatar? The Avatar as a Device to Achieve a Goal: Perceptions and Implications 260
13.1 Introduction 260
13.2 Societal and Epistemological Context 262
13.3 Methodology 267
13.4 Demographics: Ethnicity, Age, Gender and Avatar Use 268
13.5 The Avatars 269
13.5.1 The Human Form 269
13.5.2 Gender Issues 270
13.5.3 Ethnicity 270
13.6 Interpretation and Contextualisation 271
13.6.1 The Name of the Avatar 271
13.6.2 The Choice of Avatar 274
13.6.3 The Function of the Avatar 276
13.7 Conclusion 278
References 279
Chapter 14: Situated Learning in Virtual Worlds and Identity Reformation 281
14.1 Introduction 281
14.2 Background 283
14.2.1 Virtual Worlds and Education 283
14.2.2 Identity Reformation and Situated Learning 284
14.2.3 Reformation of Self in Virtual Worlds 285
14.3 Case Study 1: Spanish Language Learning House Simulation and Game 286
14.3.1 Study Method 286
14.3.2 Research Procedure 290
14.3.3 Situated Learning and Identity Findings 290
14.4 Case Study 2: Virtual World Situated Elearning 294
14.4.1 Study Method 295
14.4.2 Research Procedure: Stage 1 296
14.4.3 Findings: Immersion and Sense of Self Within a Virtual Situation 297
14.4.4 Research Procedure: Stage 2 298
14.4.5 Findings: Situated Awareness and Identity 300
14.5 Conclusion 302
References 304
Chapter 15: Virtual Worlds and Identity Exploration for聽Marginalised People 306
15.1 Introduction 306
15.2 Social Construction and Identity Formation 307
15.3 Relationship Between Marginalisation and Identity 308
15.4 Developmental Obstructions in Marginalised People 309
15.5 Media and Identity Formation 309
15.6 Media Use and Social Identity Theory 310
15.7 Virtual Worlds and Finding Communities 311
15.8 Virtual Worlds and Identity Redevelopment 312
15.9 Virtual Worlds as Safe Harbours 313
15.10 The Psychology of Virtual World Identity Formation 314
15.11 Informational Cues 314
15.12 Anonymous/Pseudonymous 315
15.13 Deindividuation 315
15.14 Disinhibition 316
15.15 The Influence and Effects of Virtual World Communities on Identity Redevelopment 316
15.16 A Case Study 318
A Second Life: Online Virtual Worlds as Therapeutic Tools for Gay and Lesbian Cabiria ( 2008c) 318
15.17 Physical Life and Virtual Life Merged 322
15.18 Conclusion 322
References 323
Glossary 327
Index 330
Author Biographies 7
Contents 13
Chapter 1: Virtual Worlds and Identity 15
1.1 Avatars and Virtual Worlds 15
1.2 Reinventing Ourselves 17
1.3 Introduction: Identities, Avatars and the Relationship Between Them 17
1.3.1 Identity: A Primer \u2013 Mark Childs 17
1.3.2 The Self and Second Life, A Case Study Exploring the Emergence of Virtual Selves \u2013 Simon Evans 18
1.3.3 Liminal Phases of Avatar Identity Formation in Virtual World Communities \u2013 Nicola Marae Mart铆nez 18
1.3.4 Encountering Oneself and the Other: A Case Study of Identity Formation in Second Life \u2013 Maeva Veerapen 19
1.4 Factors That Support the Development of Identity in Virtual Worlds 19
1.4.1 Virtual Fashion Play as Embodied Identity Re/Assembling: Second Life Fashion Bloggers and Their Avatar Body Images \u2013 Christine Liao 20
1.4.2 Embodying Self in Virtual Worlds \u2013 Ali Mazalek, Sanjay Chandrasekharan, Michael Nitsche and Tim Welsh 20
1.4.3 Is That Your Boyfriend? An Experiential and Theoretical Approach to Understanding Gender Bending in Virtual Worlds \u2013 Ferdinand Francino and Jane Guiller 21
1.4.4 Constructing Disability in Online Worlds; Conceptualising Disability in Online Research \u2013 Diane Carr 21
1.5 Managing Multiple Identities Across Different Environments 22
1.5.1 As Long as They Don\u2019t Know Where I Live \u2013 Poppy McLeod and Gilly Leshed 22
1.5.2 Multiple Personality Order \u2013 Richard Gilbert, Jessica Foss and Nora Murphy 22
1.5.3 Comparing Avatar and Video Representations \u2013 Ralph Schroeder 23
1.6 Creating an Online Identity for a Physical World Purpose 23
1.6.1 What Is My Avatar? Who Is My Avatar? The Avatar as a Device to Achieve a Goal: Perceptions and Implications \u2013 Marc Conrad, Alec Charles and Jo Neale 24
1.6.2 Situated Learning in Virtual Worlds and Identity Reformation \u2013 Anne Adams, Lluisa Astruc, Cecilia Garrido and Breen Sweeney 24
1.6.3 Virtual Worlds and Identity Exploration for Marginalised People \u2013 Jon Cabiria 25
1.7 A Note on Keeping It Real 25
References 26
Chapter 2: Identity: A Primer 27
2.1 Introduction 27
2.2 Different Definitions of Identity 28
2.3 Self-Informative Identity 29
2.4 Masks and Faces: Presenting Ourselves to Others 30
2.5 Self-Representation and Avatars 32
2.6 The Creation of an Online Identity and the \u201cTrue Self\u201d 34
2.7 Re-Representation and Role-Play 35
2.8 Persistent and Evolving Online Identity 36
2.9 Responses to Representation 38
2.10 Self-Presence and Embodiment 39
2.11 What Purpose Does Identity in Virtual Worlds Serve? 41
References 43
Chapter 3: The Self and Second Life: A Case Study Exploring the Emergence of Virtual Selves 46
3.1 Introduction 46
3.2 A Review of Existing Literature 48
3.2.1 Theoretical Background: The Self 48
3.2.2 The Self in Virtual Worlds 49
3.2.3 A Note: Social Psychological Research in Virtual Worlds 51
3.3 The Case Study: Second Life 51
3.3.1 The Research Rationale, Context and Questions 51
3.3.2 Research Design 52
3.3.3 Methodology: Format, Data Collection, Sampling, the Topic Guide and Ethical Considerations 53
3.3.4 Interviewing: Recruitment, Schedule and Procedure 54
3.3.5 The Approach: Thematic Analysis 56
3.4 The Themes and Thematic Network 56
3.4.1 Global Theme: \u2018The Second Life Experience\u2019 56
Case History Box聽1: MN\u2019s Second Life Experience 59
3.4.2 Global Theme: \u2018The Real Life \u2013 Second Life Relation\u2019 59
Case History Box聽2: Relationships Between DP\u2019s \u2018Real\u2019 and Second Lives 61
3.4.3 Global Theme: \u2018Relationships with Others\u2019 61
Case History Box聽3: GU\u2019s Relationships with Others 63
3.4.4 Global Theme: \u2018The Second Life Self\u2019 63
Case History Box聽4: LW\u2019s \u2018Second Life Selves\u2019 65
3.5 Relating the Findings to the Research Questions 65
3.6 Reviewing the Present Research 66
3.6.1 Relating This Case Study to the Theoretical Context 66
3.6.2 Assessing the Present Research 68
3.7 Conclusion 69
References 69
Chapter 4: Liminal Phases of Avatar Identity Formation in Virtual World Communities 71
4.1 Introduction 71
4.2 Methodology: The Isle of Wyrms 73
4.3 Research Avatars 76
4.4 The Avatar as Liminal Being 76
4.4.1 Preliminal Rites 77
4.4.2 Liminal Rites 78
4.5 The Avatar Arrives in the Artificial Life World 79
4.5.1 The Nascent Human Being in the Aesthetic Dimension 80
4.6 First Research Avatar: Ragitake Takakura 81
4.7 Postliminal Rites \u2013 The Defining Moment of Avatar Identity 83
4.7.1 Habermas\u2019 Theory of Symbolic Interaction 83
4.8 Second Research Avatar: Vick Dragonash and the Gorean Worlds 86
4.9 Third Research Avatar: Atea Aeon, the Autonomous Avatar 88
4.10 Conclusion: Identity Persists Within Community Constraints 90
References 91
Chapter 5: Encountering Oneself and the Other: A Case Study of Identity Formation in Second Life 93
5.1 Introduction 93
5.2 Moving Away from Disembodiment 95
5.3 The Avatar Enters 96
5.3.1 Being Inworld Is Being Symbembodied 98
5.4 Being in Symbiosis with the Avatar 100
5.4.1 The Avatar as Object: \u201cI Am Me, and the Avatar Is Mine\u201d 101
5.4.2 Avatar as Prosthesis: \u201cThe Avatar Extends Me\u201d 101
5.4.3 The Avatar as a Phantom Limb: \u201cI Think My Avatar Is Changing Me\u201d 103
5.4.4 The Avatar as Equal: \u201cI =Physical-I+Avatar-I\u201d 104
5.5 Preparing for the Encounter with the Other 105
5.6 Facing the Other 108
5.7 Being-for-Others 109
5.8 Conclusion 111
References 112
Chapter 6: Virtual Fashion Play as Embodied Identity Re/Assembling: Second Life Fashion Bloggers and Their Avatar Bodies 113
6.1 Introduction 113
6.2 Virtual Body Assemblage as a Technology of Identity 115
6.2.1 Avatar Re/Assembling as Assemblage and Becoming 116
6.2.2 Clothing, Body, and Identity 117
6.3 Second Life Virtual Fashion and Fashion Blogs 117
6.4 Fashion Bloggers\u2019 Identity Re/Assembling 119
6.4.1 Embodied Becoming 120
6.4.2 Self-Invention 126
6.4.3 Avatar Doll as Prosthesis 131
6.4.4 Summary 135
6.5 Conclusion 137
References 138
Chapter 7: Embodying Self in Virtual Worlds 140
7.1 Introduction 140
7.2 Identifying Self in the Virtual and Physical Worlds 142
7.2.1 Identifying Self in the Virtual World 142
7.3 Identifying Self in the Physical World: The Role of Movements 144
7.4 Interacting with the Virtual Self: Interfaces for Controlling Avatars 147
7.4.1 Conventional Interfaces 147
7.4.2 Embodied Interfaces 149
7.5 Identifying with Self in Virtual Worlds: A Common Coding Approach 150
7.5.1 Self-Recognition of Abstracted Movements 151
7.5.2 Full-Body Puppet Controller Design 154
7.6 Giving Your Self to Your Avatar: Puppet Controller Study 156
7.7 Discussion and Implications 157
7.8 Conclusion 159
References 159
Chapter 8: \u201cIs That Your Boyfriend?\u201d An Experiential and Theoretical Approach to Understanding Gender-Bending in Virtual Worlds 163
8.1 Introduction 163
8.2 Background 164
8.3 Methodology 164
8.4 Player Scenario 1 165
8.5 Scenario 1: Analysis and Discussion 166
8.5.1 Motivation for Gender-Swapping 166
8.5.2 Gender Deception and Ethics 168
8.5.3 Gender Performance and Inworld Relationship Development 169
8.6 Player Scenario 2 170
8.7 Scenario 2: Analysis and Discussion 173
8.7.1 Gender Deception, Identity and Expectations 173
8.8 Player Scenario 3 175
8.9 Scenario 3: Analysis and Discussion 178
8.10 Player Scenario 4 179
8.11 Scenario 4: Analysis and Discussion 181
8.11.1 First Impressions, Gender and Ethics in Virtual Worlds 181
8.11.2 Relationship Between Online and Offline Selves 182
8.12 Conclusions 183
References 184
Chapter 9: Constructing Disability in Online Worlds; Conceptualising Disability in Online Research 186
9.1 Introduction 186
9.2 Disability and Second Life 187
9.3 Deaf in Second Life 188
9.4 Research Strategy and Methods 189
9.5 The Interviews 192
9.6 Analysis 193
9.7 Discussion 195
9.8 Conclusion 196
References 197
Chapter 10: As Long as They Don\u2019t Know Where I Live: Information Disclosure Strategies for Managing Identity in Second Life TM 200
10.1 Introduction 200
10.2 Anonymity 201
10.3 Second Life Interviews 202
10.4 Primary Information Management Motivations 205
10.5 Self-Disclosure and Relationship Development 205
10.6 Self-Expression and Reputation 212
10.7 The Right Identity for the Right Situation 216
10.8 Future Research (or Questions We Wish We\u2019d Asked) 216
10.9 Conclusions 218
References 218
Chapter 11: Multiple Personality Order: Physical and聽Personality Characteristics of the Self, Primary Avatar and Alt 221
11.1 Introduction 221
11.2 Methods 224
11.2.1 Procedures and Measures 225
11.3 Results 226
11.3.1 Physical and Activity Characteristics 227
11.3.2 Personality and Social-Emotional Characteristics 232
11.3.3 Alt Usage Characteristics 233
11.4 Discussion 235
11.4.1 Major Findings 235
11.4.2 The Operation of Multiple Personality Orders 238
11.5 Conclusion: Toward a New Phase of Human Identity? 240
References 241
Chapter 12: Comparing Avatar and Video Representations 243
12.1 Introduction 243
12.2 Two Directions: Virtual Versus Video 244
12.3 Comparing Representations 247
12.4 Comparing Interactions 249
12.5 Uses of Videoconferencing 252
12.6 Uses of Virtual Worlds 253
12.7 Multimodal Online Relationships 254
12.8 Roles and Stages 255
12.9 Conclusions 257
References 258
Chapter 13: What Is My Avatar? Who Is My Avatar? The Avatar as a Device to Achieve a Goal: Perceptions and Implications 260
13.1 Introduction 260
13.2 Societal and Epistemological Context 262
13.3 Methodology 267
13.4 Demographics: Ethnicity, Age, Gender and Avatar Use 268
13.5 The Avatars 269
13.5.1 The Human Form 269
13.5.2 Gender Issues 270
13.5.3 Ethnicity 270
13.6 Interpretation and Contextualisation 271
13.6.1 The Name of the Avatar 271
13.6.2 The Choice of Avatar 274
13.6.3 The Function of the Avatar 276
13.7 Conclusion 278
References 279
Chapter 14: Situated Learning in Virtual Worlds and Identity Reformation 281
14.1 Introduction 281
14.2 Background 283
14.2.1 Virtual Worlds and Education 283
14.2.2 Identity Reformation and Situated Learning 284
14.2.3 Reformation of Self in Virtual Worlds 285
14.3 Case Study 1: Spanish Language Learning House Simulation and Game 286
14.3.1 Study Method 286
14.3.2 Research Procedure 290
14.3.3 Situated Learning and Identity Findings 290
14.4 Case Study 2: Virtual World Situated Elearning 294
14.4.1 Study Method 295
14.4.2 Research Procedure: Stage 1 296
14.4.3 Findings: Immersion and Sense of Self Within a Virtual Situation 297
14.4.4 Research Procedure: Stage 2 298
14.4.5 Findings: Situated Awareness and Identity 300
14.5 Conclusion 302
References 304
Chapter 15: Virtual Worlds and Identity Exploration for聽Marginalised People 306
15.1 Introduction 306
15.2 Social Construction and Identity Formation 307
15.3 Relationship Between Marginalisation and Identity 308
15.4 Developmental Obstructions in Marginalised People 309
15.5 Media and Identity Formation 309
15.6 Media Use and Social Identity Theory 310
15.7 Virtual Worlds and Finding Communities 311
15.8 Virtual Worlds and Identity Redevelopment 312
15.9 Virtual Worlds as Safe Harbours 313
15.10 The Psychology of Virtual World Identity Formation 314
15.11 Informational Cues 314
15.12 Anonymous/Pseudonymous 315
15.13 Deindividuation 315
15.14 Disinhibition 316
15.15 The Influence and Effects of Virtual World Communities on Identity Redevelopment 316
15.16 A Case Study 318
A Second Life: Online Virtual Worlds as Therapeutic Tools for Gay and Lesbian Cabiria ( 2008c) 318
15.17 Physical Life and Virtual Life Merged 322
15.18 Conclusion 322
References 323
Glossary 327
Index 330
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