Haunting: Effect on The Self
While we engage in social media as a means of interaction and entertainment, we burden ourselves and subject ourselves to the possibility of haunting. The online personas we create typically differ from our real life self, which can lead to a redefinition of our actual selves. For example, opinions developed in online role-playing games can impact real life or tendencies and preferences established in social media may be amplified in the real world. By engaging in certain online practices, we become susceptible to future haunting.
Chapter 2 of Jeffery Sconce’s 2000 Haunted Media: Electronic Presence from Telegraphy to Television relates the fact that, “the wireless offered the potentially more unsettling phenomenon of distant yet instantaneous communication through the open air,” (62, Sconce) demonstrating a skepticism surrounding the particular creation. With this improvement in communication technology Sconce acknowledges both sides of the argument describing the wonder of being able to communicate over a great distance as well as the, “a slight apprehension over the depthless and inescapable void that technology has revealed to the world,” (65, Sconce). The general purpose of technology is to facilitate and improve human activity, however there are also drawbacks to it outlined by the ideas of haunting.