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Rhizome Experiment, Fall 2015Main MenuPowerteam pageRhizome ConceptThe Virtual and The RealSelfTeam Overview Page & TagIntro to the Virtual SelfThe world of social media, avatars, and the brandscapeSimulation MachineDerived from the previous paper to make an introduction to AI, the advanced simulation machineArtificial IntelligenceRace and the Social MachineDrone PilotsFull Battle RattleTechnology and the Black ExperienceVideo GamesDwayne Dixon5129acc1d78d02bed532993adeb2cc39f7be6920
Connection of the Real and Virtual
12015-12-05T19:45:32-08:00Shreyas Kolavennucc79c7d377403597ca3d802243add3b577b917d572256plain2015-12-13T10:17:05-08:00Shreyas Kolavennucc79c7d377403597ca3d802243add3b577b917d5It is not as easy for everyone to join in the social world and put themselves out there. There are people who tend to be more introverted, as they do not really know how to approach others and do not want to risk not being accepted. The virtual world, however, can have a different approach than the traditional viewpoint of an entertainment system. Simulations like Second Life actually let people test out different personalities. The creation of an avatar is also the creation of a personality. In Turkle’s piece, one of Jarish’s main intentions of playing video games was that he was able to feel more in place. He felt that compared to other people his age, video games were one area where he could succeed in, compared to other parts of life. Though there is the stereotype that it is mostly introverted people that are more invested in video games, these systems can actually help gain confidence for the real world. Since other users of the virtual tend to not know anything about the real person behind a character, people can test new personalities and see how people respond in the simulated world, like a test run.
In the real, most people already have a reputation for what they are known for. This would limit what one would like to do, because new behaviors have the fear of being rejected in society given an existing personality. In the virtual, people can try anything because everything is basically a first impression. They can see which personalities are more accepted, and if they are willing to do the same in the real. There are no preset boundaries, unlike the real, for which one can act. People have a different outlook on the social world, and the virtual makes it easy for anyone to do the same.
With all the different options users have, simulation games allow the creation of the ideal self. Though the social occurs in different spatial worlds, the ideas and interactions tend to be very similar, even though people know of the simulated world’s “fakeness”. For this, video games and simulation affect the social in that they can change societal interactions. Simulations allow one to be who he or she is not in the real, and potentially become better at the real self through these various mediums. They help the user experience and enhance real interactions in the virtual to help gain new perspectives. However, not all people change. People who are comfortable to interact in the virtual may not necessarily transfer that mindset into the real. They can carry on multiple identities in different spatial settings, or can merge their real and virtual identities into one. These simulations that were initially meant for pleasure actually allow for the development of a character that opens doors for new perspectives.
Turkle, Sherry. "Video Games and Computer Holding Power." The Second Self: Computers and the Human Spirit (2011): n. pag. Print.
Contents of this path:
12015-12-05T19:14:17-08:00Shreyas Kolavennucc79c7d377403597ca3d802243add3b577b917d5Congregation of the Mass in Second Life7plain2015-12-13T11:33:52-08:00Shreyas Kolavennucc79c7d377403597ca3d802243add3b577b917d5
12015-12-05T19:10:45-08:00Shreyas Kolavennucc79c7d377403597ca3d802243add3b577b917d5Control in Sim City6plain2015-12-13T10:04:59-08:00Shreyas Kolavennucc79c7d377403597ca3d802243add3b577b917d5
12015-12-05T19:17:00-08:00Shreyas Kolavennucc79c7d377403597ca3d802243add3b577b917d5Race and Gender in Video Games7plain2015-12-13T10:01:08-08:00Shreyas Kolavennucc79c7d377403597ca3d802243add3b577b917d5
This page has tags:
12015-12-03T18:15:33-08:00Esther Liub2ec426b065fc08abeda750032a52908f443910aTransformation of Social Relations Through Virtual PlayEsther Liu24plain2015-12-12T14:41:38-08:00Esther Liub2ec426b065fc08abeda750032a52908f443910a
12015-12-02T18:44:35-08:00Kayla McCoyfa3b1d39a48cd3ddcbecc54f9313e53aad657050The Second Life SelfKayla McCoy12Avatarsplain2015-12-09T18:06:46-08:00Kayla McCoyfa3b1d39a48cd3ddcbecc54f9313e53aad657050
12015-12-05T20:05:46-08:00Shreyas Kolavennucc79c7d377403597ca3d802243add3b577b917d5How the Virtual Transfers to the RealShreyas Kolavennu5plain2015-12-13T11:27:29-08:00Shreyas Kolavennucc79c7d377403597ca3d802243add3b577b917d5
12015-12-02T19:07:02-08:00Theresa Tong00248a9edb3365ec19de987e6329ad622b0a984aHow the Virtual Influences the Real Self25Theresa Tongplain2015-12-13T12:34:09-08:00Theresa Tong00248a9edb3365ec19de987e6329ad622b0a984a
12015-12-12T16:27:00-08:00Jon Levine607880a92cfa9a1aeeae499982844f2fbd2b8199Truth of Online Personalities in Gaming7plain2015-12-13T19:54:45-08:00Jon Levine607880a92cfa9a1aeeae499982844f2fbd2b8199
12015-12-05T20:05:46-08:00Shreyas Kolavennucc79c7d377403597ca3d802243add3b577b917d5How the Virtual Transfers to the Real5plain2015-12-13T11:27:29-08:00Shreyas Kolavennucc79c7d377403597ca3d802243add3b577b917d5
12015-12-05T20:06:12-08:00Chase Jeter7ba850e132a1dabe7a02ee8671222ed8f66c5bd0The Self Relayed Through Grand Theft Auto 55Video games- self, complexityplain2015-12-13T13:48:14-08:00Chase Jeter7ba850e132a1dabe7a02ee8671222ed8f66c5bd0
12015-12-05T10:52:57-08:00Justin Robinson51a04a248835912ac47a8d087e11a62a12e3cecfLosing Oneself in a Video Game4plain2015-12-12T21:45:56-08:00Justin Robinson51a04a248835912ac47a8d087e11a62a12e3cecf