Lecture January 13, 2003

January 13,2003:
Testing Our Assumptions about Identities: How and why is our sense of self shifting?


Who are we? (who are we going to be?)


Explained by:
1. Movement from Modernism to Postmodernism
2. Movement from defining oneself by one’s body to having “no physical body”
3. Shift from RL communities to VR communities.
4. Various Perspectives on these new identities.

************

Rifkin’s Premise:

“the men and women of the 21st century are a breed apart from their bourgeois parents and grandparents of the industrial era.” ( kit, page 95)

Lipton calls them “protean human beings” after the Greek god Proteus who could transform himself into any material or animal form at will.

(idea illustrated in the video, the shot of the teenager morphing into the guerrilla fighter)

Rifkin et al. suggest different historical timeframes mean that people define who they are differently:

 

Modernity

 

vs

 

Postmodernity

 

Age of Industriousness

 

vs

 

Age of Playfulness

 

Age of property, traditions, conventions

 

vs

 

ahistoric age of interconnectedness and access

 

"making things and exchanging and accumulating property

(see page 99 in kit)

 

vs

scripting scenarios telling stories and acting out fantasies"

 

 

(exactly the world of the male teenagers in the video playing their fist-person shooter games.)

 

acquisitions

 

vs

 

new lived experiences

 

(“new cultural industries, are creating an almost infinite number of scripts for acting out one’s life experiences, just as the manufacturing industries provided a vast number of consumer products to buy.” (page 107)

 

2. Unitary sense of self

 

vs

 

Multiple constructions of who we are

 

physical body

 

vs

"no body" (see Barlow's Declaration of Cyberspace)

 

3. Change in Human Interactions

 

   

F2F relationships in real communities

(see Rifkin, kit page 102: "In a small community...")

vs

 

online relationship in virtual time

 

 

2. How do we define ourselves?

Inclass assignment: take a piece of paper and complete the phrase “I am” 10 Xs.
-- what does this tell us about how WE ARE? (as opposed to the cyber-denizens of Rifkin’s world?

3. What are the communities we hang out in?

Turkle (Life on the Screen: Identity in the Age of the Internet, 1995) suggests a continuum when discussing the movement away from the “real Main streets of America.”

Main street-->Shopping Mall-->Disneyland’s Main Street-->fantasy world online

Various Perspectives on effects of changing identities:

1. Turkle’s perspective:

Her fears about this move toward virtuality skew our experience of the real:

- Makes fake seem more compelling than RL
(see kit page 100: Baudrillard’s description: “Today we live….)
- We believe we’ve achieved more in VR than we have.

2. Lipton (kit page 107) says “having multiple personalities is a coping mechanism, a way for the psyche to accommodate…”

- People have the ability to build alternate identities / explore other possibilities denied in RL

3. Rifkin might say people are playing/being connected to others -- living out the ideology of the Age of Access.

4. Wright (Sims creator), referring to his own simulated world, claims it helps people understand their own lives. “You start to see patterns ….in SIMS URL).

5. MLC’s perspective: People are struggling to reconcile the ethical responsibilities in RL with the possibilities of getting away with unethical behaviour online.

- I echo Turkle’ s hope: that 21st century western people have a “healthy protean self. ..[that is] capable like Proteus, of fluid transformations but is grounded in coherence and a moral outlook. You can have a sense of self without being one self. (Life on the Screen, page 258)

This page last revised 9/17/02