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The Created Identity in Video Games - Research Paper Example

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This paper 'The Created Identity in Video Games' tells us that video games have created a whole new realm in which socialization and identity have been redefined by the nature of control that is created in these worlds. The created identity is the avatar, a usually humanoid creation that often has a lot of options…
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The Created Identity in Video Games
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Running Head: THE CREATED IDENTTY/GENDER/SEXUALITY IN VIDEO GAMES The Created Identity as it Relates to Gender and Sexuality in Video Games Name Student Number Course Number Date Instructor’s Name The Created Identity as it Relates to Gender and Sexuality in Video Games Introduction Video games and the virtual world have created a whole new realm in which socialization and identity has been redefined by the nature of control that is created in these worlds. The created identity is the avatar, a usually humanoid creation that often has a great deal of options for customization through which the individual in the game is represented. The game avatar is a representation of a created character and while there is often confusion about the real and the invented identity, it is never fully the real identity of the user. This does not mean that real relationships have not developed through interactions in games. It does mean that a great number of relationships are built on false ideas about the other, the identity created in order to support an ideal that the user has defined. The following paper will take a look at the identity of the user in relationship to social identity theory and in the way in which gender is utilized as an aspect of play. The paper first explores the nature of the created identity through examining the development of the avatar. The gaming avatar is the virtualized visual element that represents the online created identity. This includes the aspect of gender which is explored through the choices that are made and the reasons behind those choices. Finally, sexuality and the representation of the created identity as a shield to the real identity are discussed. This creates a discussion about how the online created identity reflects and also does not reflect the real self through social identity theory and a variety of other theories that have an impact on the topic. The use of the examples of Second Life and World of Warcraft to provide for two different types of games will round out the exploration of this paper. The final discussion will include ideas of gender, sexuality, and the created online identity in order to form an analysis of the phenomenon. Online Gaming and Identity The avatar gives the individual the opportunity to define themselves through choices that are consciously made rather than imposed. The individual can become whomever they choose in the context of the game while using the tools that are provided in order to create the sense of identity that is intended within the game environment. The online game identity is a pure creation in which only what a person chooses to show will be revealed. This is not to say that elements of the true self will not come through, but it does mean that there is a great deal of control through which the development of the identity can be accomplished. The development of an online identity comes with a series of problems. It also holds a great deal of importance. Cavanaugh (2007) writes that “The question of the nature and formation of the online self is central to sociological enquiry into the social impact of the internet” (p. 120). The internet is a space that is devoid of anything that resembles social cues, yet people develop a sense of self and insert it into an environment and then interact as if this is a reality. What has happened in the creation of an online self is that it is no longer constrained by the real world social dynamics which has a positive and a negative set of consequences. On the one hand the development of the online self allows those who are disenfranchised to interact at a level that supports them at the top of the social system rather than in its fringes. The online personal also allows for predators of all kinds to operate in a world where easily recognizable social cues have no meaning. It is important to discuss the nature of online identities because people are developing more and more dependence on the internet for socializing rather than going out into the world and engaging in real relationships. The rise of the importance of the internet as a social tool compels academics to discuss the meaning of this new aspect of social life. Cavanaugh (2007) goes on to write “The subjectivity of the online citizen was seen in terms of the post-modern project of self-realization, a realization that is seen to operate free from the constraints imposed by offline social order” (p. 120). The Avatar The nature of the avatar is the entry into the gaming world. The choices that are made create the avatar through subject and object perspectives on identity. The type of game is relevant to the type of avatar that is created. In community based games like Second Life where interaction with others is the primary activity, sexualized versions of the avatar may be created in order to assert an identity. There are many types of avatars for different types of games. Most start with a template of some sort then options, either infinite or finite, are applied to the template by the user in order to create a representation of the identity that one wants to assert in the game. The created identity maybe an extension of the self, or just a sliver that is re-created much the way an actor will define the elements of a character they create in order to fulfill a role. The way in which the avatar is created is dependent on game factors as they are interpreted by the player. Second Life is a community based game in which infinite numbers of avatars can be created with purchased elements that include everything from skin and eyes to realistic feet and flowing hair. The game is highly social and the intention is to literally be able to do anything desired that could be done in real life, but for one reason or another, is not accessible to the user (Johnson, 2010). One can live in a richly appointed home, have a beautiful lover, and have a helicopter in the back yard. An individual can spend money feeding ‘horses’ and breeding them, aiming for breeding that special horse that another breeder will spend a ridiculous amount of money for because of its rarity in the game. The objects in the game are sold by other users and the more adept the creater the more creative the items that can be purchased. The game uses real money that is converted to game money called Lindens, after the creators of Second Life, and some people spend a small fortune inside the game to create their second life (Stair & Reynolds, 2010). One of the many ways in which in which Second Life works to fulfill fantasies is through creating worlds in which flying, being supernatural, or living in a female slave based medieval community can be experienced. The most successful game in Second Life is called Gor after the books by John Norman in which medieval arts of war are practiced as well as female slavery to men. This highly patriarchal society inside the game is characterized by some of the worst behaviors of human kind, but attracts a large following and there are hundreds of communities who all practice the universe principles laid out by Norman in his books. The Master/submissive dynamic is very popular and people from all age groups and walks of life are attracted to the opportunity to participate in this experience (Boellstorff, 2008). In World of Warcraft, the avatar is created from a variety of humanoid templates that are then customized with specific choices and options. The avatar is less personalized than in Second Life, but each one seems to become individual through the armor and mount choices that are part of the rewards in the game. Unlike Second Life where there is a monetary cost to purchasing the elements of the game, World of Warcraft has a monthly subscription with only a few pets and mounts for sale that cost any other real money, and those are only valued for collectors (More & Vita-More, 2013) The value of the World of Warcraft avatar is much higher than that of the Second Life avatar. The World of Warcraft represents months or maybe even years of time invested to gain reputation, achievements and gear. The full value of the avatar is in the care and time used to create the character from the activities that have been accomplished during the game play. Not only is the avatar worth a great deal to the user, they have been known to sell for hundreds of dollars to those gamers who want to have the advantages without taking the time (More & Vita-More, 2013). The online avatar can represent much more than game play, however, and can be a source of deception, self-creation, or even a way in which to create experiences that would be taboo in real life. The avatar is a representation of desires, the creation of an alternative being through which the person behind the computer has infused whatever amount of themselves they wish and have created an identity that for the most part they can control. The avatar can make an older, less physically woman attractive into a desired beauty and a young, but awkward and overweight man into a warrior. Some people believe that the true self shines through without socially unacceptable physical representations that hide the true identity. Others believe that it is purely a way to escape real life and creates an unhealthy virtual life that pulls attention away from real life issues and progression. There are many ways in which to view the avatar, but the one thing is true for each one: it is the manifestation of whatever the user wishes to represent and is limited to the truths that they want to reveal. Identity and Self A very powerful way in which to examine the nature of the avatar as it relates to the self is through social identity theory. Social identity theory concerns the nature of group membership. A person in a group is defined by the way in which that group has advantages and the context for the level of self esteem that can be built is related to how the group compares to other groups. The self is constructed by the status that is attained within the in-group, which is the group the individual has joined, and also through the ability to have claims of superiority over other groups, or the out-groups (Tajfel, 2010). In the game world, groups are created in order to provide for an opportunity to belong and create the self that is associated with the avatar identity. In World of Warcraft, the online group identification begins by choosing to be either a horde or an alliance character. This choice automatically aligns the player with others who are also in this group. Within the groups are guilds that can be joined which can be built up through play and achievement so that belonging to one guild can have a greater meaning than belonging to another. There are races, professions, and other achievements that create belongingness in group membership, creating a complexity of identification markers that form the identity through group association and the acquisition of goods and achievements. In Second Life the identity is far more complex. Role playing is one of the more common activities in Second Life and players create alternative identities through the type of environment they have joined which is very often broken down into other sub-groups. Some environments are self contained, but in the case of the role play of Gor, one group will engage another group in a battle and take captives when they have won. Taking a member of one group to another group is an opportunity to engage in role play which basically means creating a story. People who are disenfranchised, such as those who are socially introverted, those who are ill, and those who may be home bound for one reason or another find that they can expand their friendships and become part of something with responsibility and what seems like importance. Social identity theory also promotes the idea that self is always working towards creating a higher self esteem (Tajfel, 2010). The need to achieve is fulfilled in playing online games and the sense of self can be elevated where it might be left lacking in real life. The use of an avatar may be the ultimate form of creating symbolic interactionism. This means that the self is created by the way in which an individual perceives what others think and creates a sense of self based on that perception. In addition, how others are perceived is interwoven with that set of perceptions to construct the sense of identity and self within that world. What the individual perceives about the world they are within and how they place themselves within that world is defined by the social interactions that frame the experience. Gender Gender has long been understood, since the work of Margaret Mead, to be the construction of social ideas and acculturation (Nanda and Warms, 2011). As an example, in World of Warcraft there are a great number of avatars that are either male or female but do not represent the gender of the player. Where sex is not a component of the game typically, the reasons for changing gender have more to do with game advantage than with gender translation. Male avatars are typically more respected in the game and are treated with an initial belief that they will have the capability to play in group settings. Female players are not seen as capable. However, it is more male players that create female avatars than females who create male avatars. Part of the reason this is true is because female avatars will receive gifts from other players and will be given consideration that male avatars are not afforded. What does remain is the social cognitive theory that was promoted by Albert Bandura in that the way in which the players in the virtual world environments treat other players is still based on their interpretations of gender abilities and stereotypes. The theory of the social cognitive theory shows that children will create gender identities through their interpretation of how to be a gender based on the world in which they are learning their position (Carducci, 2006). The same is true in an online game world where the gender rules are sometimes slightly different, but in the way players treat one another they learn to act in alignment with the expectations of gender. Sexuality An interesting observation is through the development of the game of Gor inside Second Life. In this game, every feminist belief system is tossed aside and women are placed inside a patriarchal society in which they have no rights and are subservient to male dominant systems of social control. There are two kinds of women. The first is called a ‘free woman’ who is defined by her virtue and her ability to be modest. She can be punished if her behavior is not appropriate and she is under scrutiny from the male population at all times. The second is a slave who is allowed to freely express her sexuality but is subject to the rules and demands of her ‘Master’. She is named by him, owned by him, and subject to his whims both in service and in sexual desires (Alonso & Oiarzabal, 2010). One of the theories that can be used in relationship to video games is catharsis theory. The idea behind catharsis theory is that through emulating violence and other objectionable acts in a virtual environment the aggression and drives to act out these impulses in real life is reduced (Egenfeldt – Nielsen, Smith, & Tosca, 2008). More than violence, Second Life provides a venue in which any imagined desire can be fulfilled. There are people who play as if they are children, there is a very active furry community, and there are those who are there to degrade and diminish women through as many forms as can be imagined. There are women and men who work as strippers and prostitutes, but without the risk that is seen in the real world. Sex in Second Life is clean, without physical contact, and is most often without any indication of the real world. The avatar is a beautiful creation that can be as alluring as possible and is not trapped by genetics or social classification that might otherwise diminish their attractiveness. The nature of sexuality in video games is defined by the fantasy element in which there is no real contact and that it is entirely a mental exercise. This has a negative and positive result. This means that anyone can leave the event at any point. At the same time, there is no control over mental abuse and it can be found liberally throughout the system. While sexuality can be found to have freedoms in the systems that do not exist in real life, it can also promote predator’s access to prey so that mental abuse can exist in a place with very little in terms of social control. Conclusion The problems that are associated with online identities, gender, and sexuality are the same as the benefits of the created online identity. The consequences of freeing the individual from the constraints of offline society so that they can better reveal the traits they want to be seen by others is also the freedom that frees some people to abuse others without any social control. The need to leave the materialism of off-line cultures in order to join the equalizing nature of online communities where everyone has the capacity to have good looks provides for equalization of access. The social identity theory shows that people need to join groups that can help them feel as if they are competing at a successful level in order to gain self-esteem. Online identities provide this opportunity because members of the game can join groups that provide them with companionship, success, and a measure with which to create a sense of self position within the community. Catharsis theory shows that people develop an outlet for behaviors that are less than socially acceptable, but this also means that once again predators have an opening to behave in ways that might be detrimental. The online identity is a created space in which the gamer has the opportunity to explore social connectivity without the social constraints that might otherwise keep them disenfranchised. This means that they have the opportunity for the better self within the control that the barrier of the computer provides for the online gaming enthusiast. Resources Alonso, A., & Oiarzabal, P. J. (2010). Diasporas in the new media age: Identity, politics, and community. Reno: University of Nevada Press. Bainbridge, W. S. (2010). The Warcraft civilization: Social science in a virtual world. Cambridge, Mass: MIT Press. Boellstorff, T. (2008). Coming of age in Second Life: An anthropologist explores the virtually human. Princeton: Princeton University Press. Carducci, B. J. (2006). The psychology of personality. Oxford: Blackwell. Cavanagh, A. (2007). Sociology in the age of the Internet. Maidenhead [u.a.: Open Univ. Press. Egenfeldt – Nielsen, S. Smith, J. H. & Tosca, S. P. (2008). Understanding video games: The essential introduction. New York: Routledge. Johnson, P. (2010). Second Life, media, and the other society. New York: Peter Lang. More, M., & Vita-More, N. (2013). The transhumanist reader: Classical and contemporary essays on the science, technology, and philosophy of the human future. Chichester, West Sussex, UK: Wiley-Blackwell. Nanda, S., & Warms, R. L. (2011). Cultural anthropology. Belmont, CA: Wadsworth Cengage. Stair, R. M., & Reynolds, G. W. (2010). Principles of information systems: A managerial approach. Boston, Mass: Course Technology, Cengage Learning. Tajfel, H. (2010). Social identity and intergroup relations. Cambridge: Cambridge University Press. Read More
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