Rhizome Experiment, Fall 2015

Connection of the Real and Virtual

It 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.

 

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