What is the difference between your physical and digital self?
This may seem like a silly question. Obviously, your physical self eats, breathes, sleeps, talks, and interacts with others. Your digital self - whether it is an avatar in a virtual community like Second Life, a profile on Facebook or Linked In, or just a username in a forum - is just a projection. But think about the amount of time you spend using or acting through that projection. If it is just a projection, why do you care about it so much?
Maybe Avatar was a hit because we could relate to it? |
![]() |
Could it be? |
Social media technologies have allowed users to extend their bodies into virtual communities. The increased use of digital communication technologies and social media simultaneously encourages hyperconnectedness and discourages face-to-face interaction. By transferring emphasis from material existence to the digital sphere, social media users have more power to strategically calculate their virtual selves and the ways they present those bodily projections to others. These digital projections affect the creator's perception of self, of others, and the ways others perceive the creator’s physical person. Over time, these altered perceptions cause changes in societal norms and expectations.
Social networking users have no control over the ways others will interpret their constructed identities once they are created. Users can adjust aspects of their profiles, but when they sign off, their virtual selves remain in cyberspace for other users to interact with and judge. Misuse and misinterpretation of personal information can be uncomfortable and sometimes harmful to the profile creator. Why, then, would social media users take such a risk?
Cartoon by Hugh Mcleod |
One reason is community. Social networking profiles are a bridge to a cyber-community with its own set of behavioral norms and expectations for self-presentation. Users may be aware of the vulnerability, superficiality, and calculated nature of the profile, but to opt out of social media is to opt out of an entire social realm that gains more and more cultural clout every day. By opting in, users submit to the social networking communities' expectations and written and unwritten codes of conduct.
A "map" of online communities based on actual online traffic from bandwidthblog.com |
Every social media user consciously chose to use social networking as their medium for self-preservation and social connectedness. If the medium is the message, the individual profiles are only a product of a larger cultural phenomenon. Social media has changed society’s definitions of a social community. Social media users consciously and actively participate in changing their perception of themselves, of others, and of society in general – within the social media community and outside of it as well. The more social media users participate, the more they give life to the medium, until the need to differentiate between users’ corporeal selves and their digital representations becomes obsolete.
From a marketing standpoint, the blurred line between the physical and digital worlds is significant. If online identities and virtual communities are becoming more and more legitimate, a brand's presence in social media puts it on par with other profiles, and subsequently, other people. As Groundswell suggests, people trust other people more than they trust companies. If a brand exists on the same plane as a person, it is easier to relate to and carries more influence.
McLuhan, Marshall (1964): Understanding media: the extensions of man. New York: Mentor
I don't think that my profile on Linkdin, Twitter, or Facebook counts as my avatar because an avatar is supposed to be a representation of identity where as those sites force me to use my real name.
ReplyDeleteWhen I think about people assuming other identities in terms of avatars, I think of all the ways that people could use this power for good (helping people) or evil (bullying). And for some reason your post reminded me about MMORPGs like World of Warcraft and this TED talk about how video games can change the world.
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
If we can apply the logic that people can be more innovative and heroic online through their digital selves then is still a lot of potential that we can unlock that could change the world.
I definitely see what you're saying, Beverlie. Referring to our social networking profiles as avatars certainly isn't following the traditional definition - I was mostly just trying to get us thinking about how, even though our profiles may have our names and photos, they're still just representations of ourselves that we act through.
ReplyDeleteI'll check out the TED Talk! Sounds cool and encouraging!
I really like this post. I agree that we share two identities on and off-line these days. Our social selves love belonging to communities and the cyber world is a place we can create for ourselves to be the person we want. We might not choose our personalities or what happens to us on a day to day basis but online we have the control to share with others what we please. Hopefully, we can be honest Avatars. When it comes to the business world this is where transparency is most important.
ReplyDelete~ Heidi
Until this class, I really hadn't participated in a lot of social media sites; I don't have facebook and only recently got twitter, but I do agree that people have or can have different identities online. I have many friends that have participated in online dating sites, where people have represented themselves as something different then they really are. I think there are some ways that "online" profiles can be used negatively, but it can be used in a positive ways for people to be creative and have an outlet possibly under a different identity.
ReplyDelete