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1voteDr. Jerald J. Block, a psychiatrist and professor at Oregon Health & Science University, argued that the shooters in the Columbine High School massacre “spent a significant amount of time playing first-person-shooter computer games and creating game levels for others to use,” and that they became “unable to distinguish the boundaries between their virtual lives and their real lives, in effect mixing the two,” according to a news release.
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2voteMs. Hargittai says the results show that online social networks evoke real-world communities and demographics. “Online actions and interactions cannot be seen as tabula rasa activities, independent of existing offline identities,” she writes. “Rather, constraints on one’s everyday life are reflected in online behavior, thereby limiting—for some more than others—the extent to which students from different backgrounds may interact with students not like themselves.”
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1voteFacebook, MySpace, and other social networking sites popular among college students boast users who claim hundreds of online friends. But new research shows the count of “real friends” — true intimates — is about five.
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1voteThe results indicate that in the text-only chat environment, subjects who were deceiving their partner experienced higher anxiety levels than those who were truthful to their partner; however, the same phenomenon was not observed in the avatar-supported chat environment. This suggests that “wearing a mask” in cyberspace may reduce anxiety in deceiving others. Additionally, deceivers are more likely to choose avatars that are different from their real selves. The results also show that the use of avatars in a computer-mediated chat environment does not have an impact on one's perceived trustworthiness.
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1voteTwo researchers at the University of Nebraska at Lincoln have completed a study on “deception in cyberspace,” and they’ve hit on something pretty interesting: In text-based chat rooms, people who are lying generally get anxious. But in virtual worlds that let people create avatars, that edginess seems to fade away. “This suggests that ‘wearing a mask’ in cyberspace may reduce anxiety in deceiving others,” the researchers conclude.
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2voteGlasure's first online game was Everquest and her avatar was female. But all anyone noticed were her pixel breasts, and this despite her considerable gaming expertise. Fed up, she switched digital identities. "And I picked the biggest, blackest guy I could find," she says. She called him Stygion Physic — Stygion from the River Styx, Physic for healing. That's the closest she could get to "Bad Medicine" in the game, City of Heroes. And with her change of avatar, her pleasure in the game changed. "When I play this big guy, everybody listens to me," she says. "Nobody argues with me. If there's a group of people standing around, I say, 'OK, everybody follow me!' And they do. No questions asked."
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1voteIn a Podcast with The Chronicle, Tom Boellstorff, an associate professor of anthropology at the University of California at Irvine, talks about, among other things, how people bond and change genders in Second Life. Mr. Boellstorff spent two-and-a-half years exploring the culture of the virtual world through a digital character he created named Tom Bukowski.
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1voteDan uses his blog to write about and collect citations relating to blogging, identity, and narrative.
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