Difference between revisions of "Second Self"

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In [[The Second Self: Computers and the Human Spirit]], [[Sherry Turkle]] wrote about the dramatic change we've experienced in the way we use and view computers. "We no longer give “commands” to a machine; we enter into dialogues, navigate simulated worlds, and create virtual realities. Further, the psychological holding power of the computer is no longer limited to one-on-one person/machine interaction. Millions of people now interact with one another via computers on networks, where they have the opportunity to talk, to exchange ideas and feelings, and to assume personae of their own creation".
 
In [[The Second Self: Computers and the Human Spirit]], [[Sherry Turkle]] wrote about the dramatic change we've experienced in the way we use and view computers. "We no longer give “commands” to a machine; we enter into dialogues, navigate simulated worlds, and create virtual realities. Further, the psychological holding power of the computer is no longer limited to one-on-one person/machine interaction. Millions of people now interact with one another via computers on networks, where they have the opportunity to talk, to exchange ideas and feelings, and to assume personae of their own creation".
  
"Second selves can also be developed in game worlds where an avatar is the representation of the player" <ref>http://gac.sagepub.com.proxy.lib.pdx.edu/content/5/1/23.full.pdf+html</ref>.
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"Second selves can also be developed in game worlds where an avatar is the representation of the player". <ref>http://gac.sagepub.com.proxy.lib.pdx.edu/content/5/1/23.full.pdf+html</ref>
  
 
===Related Articles===
 
===Related Articles===

Revision as of 17:22, 16 February 2011

Definition

The idea of a second identity. the online identity evolving in tandem with offline self.

There is this second self that 's being created online that needs to be maintained, groomed, externalized, ect.

History

In The Second Self: Computers and the Human Spirit, Sherry Turkle wrote about the dramatic change we've experienced in the way we use and view computers. "We no longer give “commands” to a machine; we enter into dialogues, navigate simulated worlds, and create virtual realities. Further, the psychological holding power of the computer is no longer limited to one-on-one person/machine interaction. Millions of people now interact with one another via computers on networks, where they have the opportunity to talk, to exchange ideas and feelings, and to assume personae of their own creation".

"Second selves can also be developed in game worlds where an avatar is the representation of the player". [1]

Related Articles

References

  1. http://gac.sagepub.com.proxy.lib.pdx.edu/content/5/1/23.full.pdf+html