Rhizome Experiment, Fall 2015

What Is Self?

There are two versions of self: the real self and the virtual self. The real self is the physical body and includes the actions one chooses to perform in his/her life. These decisions may depend on time, environment, or economic status. The virtual self is any identity that the user chooses to assume: a male can be female, a mother can be a child, and so forth. The avatars in Second Life, for instance, provide a multitude of possibilities to mix-and-match to produce a character that the user would like. However, these avatars do not have a wide range of skin colors, which illustrates the racial prejudices that exist in the real as well. Anna delves deeper into the racial issues that exist in simulations here. Not only do they exist in simulations, but it also appears in video games as well; any virtual reality can be affected by it. As a result, the real world can influence the virtual self through the social forces that exists in such real world issues, as described by Zach.
 
Likewise, the virtual can also influence the real self. Playing video games or participating in simulations can help the user realize his/her interests. If the individual finds a deep passion for the game, he/she may pursue a career in visual design or computer science to create code for a game. Similarly, playing around in simulations may provide suggestions to the individual if this identity is one that they would like to assume or incorporate into their real self. It is a method to experiment and find one's true self. For instance, a man identified as a transsexual after playing as a woman in a simulated game, realizing his true character through the use of a virtual space. A mother is able to assume the role of a child and disregard her responsibilities to be taken care of in the game. The virtual reality is able to produce a version of self that can be reflected in the real self that may lead to changes in the real self in which the individual is able to adopt.
 
The social factors that shape and influence identity are perpetually shifting due to real world happenings. Differences are always occurring, according to Guattari, and this in turn changes the way individuals participate in simulations. It is the techne that is attributed to the ever-changing machine, as described comprehensively by Kevin. Both reality and virtuality impact the self as aspects of each flow into both spaces and contribute to the user’s character, whether real or virtual. Therefore, the self can never be defined as one stagnant identity as it will continuously be impacted by both the real and virtual spaces.
 

This page has paths:

  1. Self Theresa Tong

Contents of this path:

  1. How the Real Influences Online Self
  2. How the Virtual Influences the Real Self
  3. How the Real and Virtual Contribute to Self Identity
  4. Definition of Self

This page has tags:

  1. Intersection Points zachary hersh
  2. Power Dwayne Dixon
  3. Social Power Stephanie Wiehe
  4. Self Theresa Tong
  5. Guattari's Theory on Machines zachary hersh
  6. Composition/Significance of Social Forces zachary hersh
  7. Skins in Second Life Anna Quinn
  8. Guattari's theory on Simulation Spaces zachary hersh
  9. Virtuality Chloe Lewis
  10. Video Games Jon Levine
  11. Techne Page Kevin Mellin
  12. Production of Self Through Facebook Morgan Rodgers
  13. Félix Guattari zachary hersh
  14. Transformation Esther Liu
  15. Theresa Tong, Author Theresa Tong
  16. Immaterial Labor Kayla McCoy
  17. Difference Chloe Lewis
  18. Second Life Anna Quinn
  19. Real World Kayla McCoy
  20. Social Relations Chloe Lewis
  21. Identity Kayla McCoy
  22. Space Sarah Frauen
  23. Social Media Kayla McCoy
  24. Race Anna Quinn

Contents of this tag:

  1. Transformation of Social Relations Through Virtual Play
  2. Definition of Self
  3. Truth of Online Personalities in Gaming
  4. Variations of Self in Online Gameplay: Call of Duty
  5. Reconstruction of People's Identities through Artificial Intelligence
  6. Advanced Simulation Machine---Artificial Intelligence
  7. General Intelligence