Chapter 9
Chapter 9
PRE-LESSON ACTIVITY
Directions. Try to recall all the social networking sites on which you had (or
currently have)an account and list them down. Share a memorable communication.
Encounter, for each that has impacted your positively and negatively.
Introduction
We are currently living in highly mediated times. Unlike in our oral past
(called “orality”) where people speak of their narratives with little to no
technological aid, expressions of identity nowadays involve a hefty loft of digital
smoke and mirrors, with people getting more and more accustomed to hiding
beneath layers of avatars of make-believe selves. This is the dilemma that Kenneth
Gergen (1991) terms as multiphrenia: the idea that countless alternatives to self-
expression neuters identity formation.
Ironic also is the fragmenting of the self, the disintegration of the “Me”, in a
time where technological breakthroughs sprout one after another, and people have
never been more interconnected. This is what people term as computer-mediated
communication (CMC) (Wood & Smith, 2005). With the digital revolution in full
swing, a variety of challenges is confronting us, one of which is the maintenance of
a coherent self of identity amidst all the digital clutter.
One such couple are Nev and Megan; young and attractive, the both of them.
Their love story is typical “digital meet cute”: started as friends on Facebook, got to
know each other through private messages, then they fell in love.
This is the question the documentary film, “Catfish” (Joost &Schulman, 2010) addresses in
depth. Megan, as it turns out, has fabricated an entire online existence complete with pictures taken
from another (more desirable) woman’s Facebook account. She also conjured up several other make-
believe user profile to constitute her “circle of friends”, thus completing the illusion.
The now-suspicious Nev, and his brother set out to track where she lives, only to be met at the
door by a certain Angela, which is supposedly the name of Megan’s mother. Unlike the rather attractive
woman in the account, Angela is bespectacled, overweight, closer to middle age than mid-20s, and is
caring for two of her husband Vince’s mentally disabled children. After much uneasiness, she finally
admitted to her deception.
TRIVIA!
The documentary got its title from the fact that catfishes are usually put in a live cod’s tank as it is
being shipped to keep it alert and active. Apparently, the cod’s lack of movement in the water results in
spongy flesh, thus negatively affecting the quality of its meat. This analogize the catfish’s role in the tank
with that of select people in our lives, specifically on how they always seem to keep us on our feet. This
extends to online behaviour, implying that users be kept fast on the draw in dealing with personalities in
the cyberspace.
Reality as Abstraction
Outside the cyberspace is the reality with which you engage most
frequently. Basically, this pertains to life away from digital devices and where
interaction happens on a physical level. Conversely, relationships in the tangible
world can sometimes be affected as well by purely abstract ones established online.
Simulation
Augmented Reality
This is real-life reality spliced with the unreal. Through rather creative
ways, augmented reality permits you to simultaneously interact with both the
tangible world and various digital add-ons for a more enhanced experience. The
Pokemon Go craze that took the world by storm a few years back is illustrative of
this. Unlike your typical video game, the said application offers users a chance to
navigate real-world spaces to catch “pocket monsters” that seem part of their
surrounding physical environment. Another are the Snapchat filters that appear to
alter one’s face (often for comedic effect) in various ways when used.
Virtual Reality
The immersion into said abstraction can eventually lead to what is called
vitualization, or a user’s complete assimilation into virtual societies and/or
communities that exist outside the confines of the real world. Sherry Turkle (1997)
enumerates three signs that virtual reality is starting to take over our conceptions
of reality. First, artificial encounters seem real. Second, the unreal seem more
exciting than its real –world equivalent. And third, virtual reality’s subtle distortion
of a user’s sense of self make them feel either more accomplished (by way of their
character’s hgh ranking in a game, for instance) or inadequate than they really are.
Hyperreality
The Cyberself
Appropriated in the context of social media, the front stage region is when
people’s carefully-constructed digital selves engage in online activities, such as
publicly commenting on posts, choosing which “selfie” to upload, or even deciding
on what thoughts to publish. On the other hand, the back stage region is when
someone simply logs out and momentarily abstains from social media use. Off-
stage, finally, is when people actually meet up with people they only know on the
internet, or at least those they perform to online through various cues and
expressions.
1. PERFORMANCE
2. SETTING
This primarily centers on the scenery where an interaction will take place.
Naturally, there is more than one location in which an actor can perform, with
accompanying elements (or “props”) entirely different from the previous ones (from
the office to a hangout with friends; from the highly public environment of Facebook
to the more intimate one provided by Twitter). With this, the actor needs always to
consider altering his/her performance to fit the needs of the setting.
3. APPEARANCE
The function of appearance rests mainly on its ability to portray the self’s
various statuses, with one of its several props being a person’s attire of choice. It
can also visually portray one’s gender orientation, profession, and even age. It can
also zero in on the nature of physical presentation in relation to interactions one
engages in, such as informal parties and work-related functions. On social media,
display pictures (often “selfies”) embody this element, as they are imbued with
meaning as to how the self wants to be perceived online, at least at a given point in
time. One’s cover photo (on Facebook and on Twitter) then serves as the extension
of this element, as it adds layer to the meaning already established by the display
picture.
4. MANNER
5. FRONT
This works as a kind of social script that actors follow for more guided
performance. There are various ready-made fronts that actors choose from for very
specific situations or undertakings. This is, in part, because stereotypes are already
established and institutionalized based on conventions actors have come to adopt
when engaged in interactions. One example is the thumbs up emoticon. Though
still generally used online to signal approval, it is also nowadays associated with
passive-aggressiveness. The audience, in most cases, knows of this other
signification, so it telegraphs their possible reactions to such gesture (anger,
passivity, disappointment, frustration et al.) The front, in short, defines a particular
encounter or interaction for the audience (Crossman, 2018).
Anonymity
Honesty and openness are hallmark virtues, though in some cases, they
need to take the backseat to privacy. As defined by Andrew Wood &Mathew Smith
(2005), anonymity, which occupies one end of the identity continuum, is the act of
communicating wherein the sender does not openly reveal his/her identity.
Occasionally, taking part in online interactions sometimes require that one’s
digitally performed identity be temporarily concealed. As the justification behind
online anonymity is rather heavily disputed, its exploration in this chapter will
alternate between protection and accountability. Protection is emphasized when it
involves tha act of whistleblowing on certain illegalities, while premium is put on
accountability when the user’s online activity, while hiding behind the safety veil of
anonymity, borders on the libellous.
Example: The question and answer websites Ask.fm and Formspring (now known
as Spring.me under new management) offer users optional anonymity when they
publish questions. One issue here is the absence of user accountability when
he/she posts, or asks about, something demeaning or disparaging.
Pseudonymity
Pseudonymity, on the other hand, lies in the middle of the identity
continuum, especially as it combines both the benefits of anonymity and the joys of
assuming some semblance of identity. Unlike in anonymity where one remains, by
and large, unknown faceless psuedonymity affords a user with a “self”, albeit a
stylized or refashioned one. The British author Arthur Blair is one example. Better
known as George Orwell, who wrote landmark literary works like “Animal Farm”
and” 1984”, his pseudonym has since come to be associated with any dystopian
text (through the descriptive buzzword “Orwellian”). Another is during the Spanish
times when Filipino propagandist who wrote for the La Solidaridad and other related
publications used several pennames ( “Dimasalang” and “Laong Laan” for Jose
Rizal,”Taga Ilog” for Antonio Luna et al.) to protect themselves from persecution.
Notice how such monikers do not tell the readers who wrote ehat, but are still
heavily suggestive of the author’s self-representations. Today, most online games
furnish users the option of psuedonymity through unique unique username, letting
them vent aginst their opponents without openly revealing who they are.
Example: The admins of the brash, matter-of-fact food review page “MasarapBa”
and the satirical “Senyora” (the exaggerated online behaviour of which is directly
based on Senyora Santibañez: the main antagonist in the ‘90s Mexican teledrama
“Marimar”) both shroud their true identities with alternate ones. They are careful
not to reveal their actual selves so as not to ruin the mystique surrounding their
online characters
“People reveal so much of their mental process online, simply because the psychological effect of
anonymity just means that a whole raft of inhibitions is left alone when people log on.”
--Joanne Harris
Additionally, John Suler posits six factors that often cause online
distribution. They are as follows:
Simply put, this is the faulty belief that online interaction is a game,
and whose rules you can easily break with no perceived implications. Buoyed by
the assumption that your real-life identity and digital avatar/s are separate entities
and that the cyberspace is but an outlet for escape (like movies), you sometimes
resort to doing unspeakable things you normally wouldn’t in real life. This notion
often rationalizes criminal behaviour online, particularly identity theft or even
sexual harassment.
Unit Summary
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