Showing posts with label Identity. Show all posts
Showing posts with label Identity. Show all posts

Monday, January 30, 2012

Identity Online


"Annoying Facebook Girl is an advice animal image macro series featuring a photo of a teenage girl rolling her eyes with her mouth agape accompanied by a blue and white color wheel background. The overlaid text typically associates the girl with vapid status updates, attention whoring and generally irritating Facebook activity." - Know Your Meme
"It'll only get worse. Here's what I am listening to on Spotify. This is the page of the book I am reading. I am currently watching the 43rd minute of a Will Ferrell movie. And I'm not telling you this stuff. The software is. I am a character in The Sims. Hover the cursor over my head and watch that stat feed scroll". - Charlie Brooker guardian.co.uk
"Dozens of revelers filmed pretty brunette Amy McCrow, 20, as she drunkenly frolicked in an inflatable paddling pool. The footage was posted on Twitter where thousands of people were soon passing round the ten-minute clip." - The Sun

The idea of having an identity online would have been nonsense to most people even  a few decades ago. Now it is taken for granted that what we do on the Internet is part of, if not all, of who we are. People perform on the Internet and this creates an identity that is in turn attributed to that person. Even if the person is unaware they are performing, as seems to be the case with Annoying Facebook Girl and "pretty brunette Amy McCrow"* the identity of these people is something that is recognized and attributed, in the same sense as stereotypical portrayals of ethnic groups in Hollywood films do. Identity is not you name, or personal number in the case of performed identity, it is about the recognizable traits, types, images and behaviors one subscribes to or that are attributed to an individual. For a detailed analysis of indentity and meaning online see, Meaning and Identity in Cyberspace: The performance of gender, class and race online (PDF).

In this lecture I will first define what I mean by identity online. This identity is based on performance, as "there is no self that is prior to the convergence or who maintains 'integrity' prior to its entrance into this conflicted cultural field. There is only the taking up of the tools where they lie, where the very ’taking up’ is enabled by the tool lying there” (Judith Butler 1990 145). Identity as a performance needs recognition, an audience and feedback. It cannot be achieved alone. What is at the center of this performance is not the performer, but the tools. The raw processes of identity construction are grounded in the social; in norms of behavior, dress, action, language, rank, stereotypes, visual cues, perspectives and attitudes. Online these are mediated by the speed and breadth of digital media. What these social norms either appeal to do react against are modes of identity. These modes should not be thought of as separate. Rather they act in concordance and dialogue with each other on multiple levels. Once example is the relationships between gender and national identity (Swedish text) that have been found in a study of violent men who channel this behaviour into political (ir)rationality. Modes of identity performance online include

* Gender
 Gender is a range of characteristics used to distinguish between males and females, particularly in the cases of men and women and the masculine and feminine attributes assigned to them. Depending on the context, the discriminating characteristics vary from sex to social role to gender identity. Sexologist John Money introduced the terminological distinction between biological sex and gender as a role in 1955. Before his work, it was uncommon to use the word "gender" to refer to anything but grammatical categories. However, Money's meaning of the word did not become widespread until the 1970s, when feminist theory embraced the distinction between biological sex and the social construct of gender. Today, the distinction is strictly followed in some contexts, like feminist literature.


Most modern societies have only two traditional distinct, broad classes of gender roles, masculine and feminine, that correspond with the biological sexes of male and female. However, some societies explicitly incorporate people who adopt the gender role opposite to their biological sex, for example the Two-Spirit people of some indigenous American peoples. Other societies include well-developed roles that are  considered more or less distinct from archetypal female and male roles in those societies. In the language of the sociology of gender they comprise a third gender.

If the idea that gender is performed according to socially defined rules, codes and constraints, then it seems more than obvious that gender is not necessarily a polarized set of identities, i.e. masculine and feminine. Rather gender can be understood as a potential, and there are countless possible ways gender can be performed.While many people use the Internet to preform traditional binary gender roles, many people use it to perform gradients of gender, between the ultra-masculine to the ultra-feminine.

One example. of millions, of online gender performance is the Gender Queer Chat channel on YouTube.

* Sexuality
The performance of sexual identity is everywhere online . Just like gender performance, sexuality online relies on cues, stereotypes, symbols, behaviors, actions, images, language and attitudes. The heteronormative is the idea that "people fall into distinct and complementary genders (man and woman) with natural roles in life. It also holds that heterosexuality is the normal sexual orientation, and states that sexual and marital relations are most (or only) fitting between a man and a woman" (Wikipedia). The heteronormative is very common as a form of sexual identity online. However, there are very many variations on sexuality online.  Some examples are
Polysexuality: the attraction to multiple genders and/or sexes.
Polyamory, the desire to be intimately involved with more than one person at once.
Pansexuality, which is attraction to all genders and sexes.



One example of the performance of sexual identity online is Qruiser: "the largest Nordic Community for homo, bisexual, transgender or queer people and our friends".


* Nationality
Nationality is membership of a nation or sovereign state, usually determined by their citizenship, but sometimes by ethnicity or place of residence, or based on their sense of national identity. Like gender and sexuality, nationality is performed online using cues, stereotypes, symbols, behaviors, actions, images, language and attitudes.


This German advertisement for IKEA portrays Swedish Midsummer using the symbols of the nation and national identity in a parody. There are of course much more serious performances of nationality online. The same stereotypes of Swedish nationality can be contrasted with Syster Sol feat. Hot This Year Band - Mad Mad Mad as a statement about nationality as identity.



National identity is the person's identity and sense of belonging to one state or to one nation, a feeling one shares with a group of people, regardless of one's citizenship status. National identity is not inborn trait; various studies have shown that a person's national identity is a direct result of the presence of elements from the "common points" in people's daily lives: national symbols, language, national colors, the nation's history, national consciousness, blood ties, culture, music, cuisine, radio, television, etc.

The iconic image of the Sydney Harbour Bridge was used by the Australian national ISP Bigpond in its promotions in Second Life.

* Class
"Is there a class divide online? Research suggests yes. A recent study by market research firm Nielsen Claritas found that people in more affluent demographics are 25 percent more likely to be found friending on Facebook, while the less affluent are 37 percent more likely to connect on MySpace.
More specifically, almost 23 percent of Facebook users earn more than $100,000 a year, compared to slightly more than 16 percent of MySpace users. On the other end of the spectrum, 37 percent of MySpace members earn less than $50,000 annually, compared with about 28 percent of Facebook users." - Does your social class determine your online social network? (CNN 2009)
Social class online is a bit more difficult to determine as the means of representing class, i.e. the Internet, has class status built into it.  In order to be online you have already moved beyond at least 6 billion other people on the planet in terms of access to infrastructure and education. This suggests a class divide in itself. Within those that do have access there is the concept of the digital divide. The Digital Divide refers to any inequalities between groups, broadly construed, in terms of access to, use of, or knowledge of information and communication technologies. The global digital divide in 2010:

Once the shift has been made into the realm of global digital culture, then the performance of social class online as identity once again relies on cues, stereotypes, symbols, behaviors, actions, images, language and attitudes. Class can be signified by speech, dress, location, education, income, profession, and family background. 

* Ethnicity

Cyberspace entices us with the promise of an online utopia--a web of fluid identities and infinite possibilities. When we look for signs of freedom online--anywhere from chat room conversations to cyberpunk fiction--we are almost inevitably urged toward "liberation" from our bodies and their "restrictive" attributes like race, gender, and age. But cyberculture critic Lisa Nakamura insists that the Internet is a place where race matters. Race itself may not be fixed or finite, but Nakamura argues that racial stereotypes-or "cybertypes"-are hardwired into our online interactions: Identity tourists masquerade in virtual roles like Asian_Geisha and Alatinolover. Web directories sharply narrow racial categories. Anonymous computer users are assumed to be white. In Cybertypes, Nakamura looks at what happened to race when it went online, and how our ideas about race continue to be shaped and reshaped every time we log on. Examining all facets of our everyday online experience fromInternet advertising to email jokes, Nakamura shows that the postmodern ideal of fluid selves made possible by network technology is not necessarily subversive, progressive, or liberating. The harder race is pushed off-line, the greater the consequences in real life for people of color. A lively and provocative discussion Cybertypes offers a valuable new way of thinking about race and identity in the information age.


The Tumblr site Asians Sleeping in the Library is one example of how race is performed, or portrayed on the Internet. The Asians Sleeping in the Library emerged at the same time as the video, Asians in the Library - UCLA Student's Racist Rant:


Ethnicity on the Internet is a major source of identity.I have chosen to focus on examples that take up Asian identity in an American context, but it could easily be within the Swedish context.

* Generation 
Much like sexuality, gender, ethnicity and race, a generational identity distinguishes each of us. Imprinted by major experiences and events -- like Pearl Harbor, the JFK assassination, the Challenger explosion -- a generation's shared identity shapes the values, ethics, and attitudes about the world in which its members live and work. By appealing to particular events, memories, cultural products (fashion, music, books etc.) an identity based on a generational understanding can be portrayed. At the same time components of a generational identity can be called upon to create meaning, often with a sense of nostalgia involved. A recent example I came across is the excellent Swedish group First Aid Kit, who use retro elements in their music to appeal to a wide band of age demographics;


It could be 1979 all over again. While the girls in the band were born in the early 1990s they revive many of the folk sounds that were popular in the 1960s. Melanie Safka is one comparison that can be made to First Aid Kit, one that spans three generations, and will make First Aid Kit even more popular.


Melanie - Ruby Tuesday (1975)

Presenting online as a member of a particular generation is important for people to understand who you are in general terms. People may try to appear younger than they are, and in doing so will resort to referencing sources outside their own generational context. The recent phenomenon of the so-called 'cougar', or age disparity in sexual relationships is an example of generational identity in action in social contexts. These are often mediated online.

* Taste
Taste as an aesthetic, sociological, economic and anthropological concept refers to a cultural patterns of choice and preference. While taste is often understood as a biological concept, it can also be reasonably studied as a social or cultural phenomenon. Taste is about drawing distinctions between things such as styles, manners, consumer goods and works of art. Social inquiry of taste is about the human ability to judge what is beautiful, good and proper. Of course what is considered beautiful, good and proper is totally grounded in social praxis. The Internet is one arena where taste is developed and referenced to build identity.

Social and cultural phenomena concerning taste are closely associated to social relations and dynamics between people. The concept of social taste is therefore rarely separated from its accompanying sociological concepts. An understanding of taste as something that is expressed in actions between people helps to perceive many social phenomena that would otherwise be inconceivable.

Some judgments concerning taste may appear more legitimate than others, but most often there is not a single conception shared by all members of society. People with individual sensibilities are not unique either. For instance, aesthetic preferences and attendance to various cultural events are associated with education and social origin. Different socioeconomic groups are likely to have different tastes, and it has been suggested that social class is one of the prominent factors structuring taste.


As a performance of identity according to taste, this video (a remix or mashup), provides viewers with a set of ideas regarding taste and music that are attributable to the identity that hosts it on his/her YouTube account.

Thursday, September 22, 2011

Place and Identity in the Digital Arena (Virtual World and Digital Literature)

"Place is experienced space (Malpas, 1999; Tuan & Mercure, 2004). It is what happens when geographic space takes on meaning of any sort—as an object of memory, desire,or fear. Place can be produced through happenstance (the space of a first kiss), through narrative (the space of childhood that is persistently articulated with story), through familiarity (the space one lives each day),or through representation (the space of art or advertising). This identification with place is an important method of organizing personal experience and social actions." - Using Virtual Worlds to Foster Civic Engagement, Eric Gordon and Gene Koo p206

Place is more than just a name. Place gives identity and meaning to space. Places are marked out and organized according to class, gender, history, power, politics, knowledge, nationality, memory, desire, narrative, and conflict. It is relatively easy to think of a place that has special or specific meaning and then question why it is different from another, perhaps very similar place.

In digital media place takes on a new level of significance in narrative. Place often determines identity in digitally media narratives. Consider the most famous computer games, where location directs action.

World of Warcraft relies on places to order the flow of play. Raids are conducted over boundaries between places. Places take on specific characteristics to enhance play and contextualize characters and action.

It is different in Counter-Strike. Distances, heights and fields of view are that much more meaningful here. Meaningful largely through the functionality of my weapons, to be sure. Still, a variety of tactical behaviours is possible. The spatial structures can be appropriated in different ways. But again, the look of the buildings is largely irrelevant. I learn the valuable properties of places via multiple repeated attempts.

Façade

A "one act interactive drama" where "A couple, Grace and Trip, hosts the player in their apartment for cocktails and proceeds to have a relationship breakdown. Using full typed sentences the player can coach them through their troubles or drive them to be more distant from each other." Facade as a narrative work relies on the representation of place and identity (specifically gender and class) to present a story. In Façade place and gender are combined in the bar and the lounge areas of the three-dimensional apartment that makes up the work. The bar is associated with the male character Trip, and the lounge is given female characteristics though an alignment with Grace. Each character retreats or is drawn into their respective areas in the conflicts of the narrative, often calling for the guest/reader to join them. The objects that are located in the respective areas also function to prompt the reader in responding to the narrative according to associations between gender and place. A painting or a piece of furniture prompts dialogue from the characters to address the reader according to gendered themes in narrative. With the structures provided by the characters and their respective places in the narrative, the reader is restricted to a set number of responses according to gender. In this way the characters and the places they occupy establish the directions for narrative development in Façade.

The relationship between Trip and Grace is composed of stereotypical gender roles and the portrayal of their professional versus private lives. Trip and Grace’s marriage is defined in narrative according to Trip as the stronger and more powerful partner while Grace struggles against being submissive. This, in turn, translates into one character having greater agency where Trip dominates compared to Grace. Many of these conflicts are played out in the narrative in relation to the places depicted in the work. For example, during the evening, he chooses the wine and fixes the drinks. In negotiating the bar and serving the drinks, Grace asks the guest, “Jim, how about something simple, like a nice glass of chardonnay?” only to receive the reply from Trip, “Yeah, no, we need to open this wine! Our friend is here, we're going to enjoy ourselves, that's all there is to it! GRACE: (frustrated sigh)” (Façade). Grace, as representing a narrative direction, is denied agency, in that she is unable to choose her own drink, and once again fails to find her own voice in the dialogue with Trip. As a result the reader is left with the narrative direction initiated by Trip as the only way forward for the story.

The bar area is identified with Trip as part of the gendered structure of the places in Façade. Trip occupies and controls the bar, and he refers to it numerous times with statements that assert a sense of competitive and aggressive pride,

TRIP Oh, yeah, uh, I'm gonna fix us some drinks in a sec! TRIP Ah, you need to help me break in my expensive new set of cocktail making accessories. JIM: cocktails? I love cocktails TRIP: Yeah, hang on, ooh, I'm going to make you one of my fabulous drinks in just a minute, heh! (Façade)

The bar is a masculinized place in Façade by virtue of Trip’s dominance of it, as it is only there that he can display his power and status,

TRIP. Y -- yeah, uh, we need drinks! JIM: large drinks TRIP: This is great... -- (interrupted) TRIP: W -- well, uh, I'm going to open an exquisite Bordeaux! TRIP: Best of the best, you can't buy this in stores. Very, very special - GRACE: God Trip, you are such a wine snob. Just like my dad. (Façade)

The comparison between Trip and Grace’s wealthy father is part of the masculine and authoritative narrative qualities assigned to the bar. Readings are set up according to the power and status implied by the exclusive wine offered by Trip. The alcohol is presented in contrast to the tastes of Grace, who is parodied and humiliated in the contexts of the bar. This humiliation is demonstrated in exchanges such as, “TRIP: Why don't I make us one of my new drink inventions, TRIP: I call it Grace's Inner Soul. TRIP: It's a mixture of chardonnay, bitters and lots of ice” (Façade). Grace is contrasted to the social prestige associated with the bar in relation to Trip.

The bar area functions as support for Trip, which confines the reader to a single male perspective. A picture of the Italian countryside, from a holiday that Trip references as a “second honeymoon” (Façade) is beside the bar, and he draws attention,

TRIP: Oh, Jim, I thought you might like this photo I just put up from our recent trip to Italy. JIM: thanks GRACE: Uhh, it's a beautiful picture of the Italian countryside, of course he'll like it! (Grace sips her Grace's drink.) TRIP: Grace, I know you don't like it, but our friend might. GRACE: By the way, anybody, join me on the couch if you like. (Façade)

If the guest joins Grace on the couch the narrative themes connected to her and prompted by the objects, decorations and art that surround are moved into the centre of dialogue. A move to the lounge by the guest/reader shifts the progression of narrative away from the perspectives of Trip and towards those of Grace. If Trip is not at the bar and instead moves closer to the couch and Grace, the overall narrative moves to center more on the concerns of Grace and eventually on both characters. The two places in the apartment, the lounge and the bar are actually extensions of the characters Grace and Trip as far as narrative is concerned.

From these place-based narrative exchanges identity converges for each of the characters. The reader/guest establishes perspective regarding the characters and the 'best' ways to address them as identities considering the contexts of dialogue.

"There is no self that is prior to the convergence or who maintains 'integrity' prior to its entrance into this conflicted cultural field. There is only the taking up of the tools where they lie, where the very ’taking up’ is enabled by the tool lying there”. - Judith Butler (1990 145)

This is a still image of my avatar in Second Life. It has no biological sex, no genitals or DNA that identifies it according to a scientific standard as male. However, it is consistently referred to by myself and others as 'he' or 'him' and the things it owns as 'his'. Visually, this avatar presents as male and the above image illustrates this 'maleness' in a contemporary style. The business suit, hair style and physical features indicate to me a form of 'soft masculinity', with influence from some of the androgynous gender tropes from popular culture. Lack of facial hair, long eye lashes, large eyes, longish hair style, slight build that lacks developed muscle definition, and thin hips add to the androgyny of the avatar. The image of the avatar is not suffused with sexual imagery and the erotic zones of the body are not emphasized in gender specific ways. The lips are one area of the body that can carry erotic connotation in particular cultures (both male and female) and these are somewhat emphasized with the avatar. The soft masculinity of the avatar can be related to a larger masculine culture in East Asia, where male bodies are represented without excessive muscles or hair and attention is paid to cosmetics and appearance preparation. This video is an example of such a soft masculinity:

South Korean idol boy band, Dong Bang Shin Ki singing Under My Skin in 2008, (Notice the avatar-like flying of some of the characters) Further analysis of this video and "mu-kuk-jok 'soft masculinity'" is HERE
"Feminist geographers often consider the body as a place, a “location or site . . . of the individual”(McDowell,1999). Judith Butler (1990) developed the influential concept of“performativity,”regarding gender identities as a performance in the “stylized repetition ofacts.”To Butler,being a woman is not a natural fact but “a cultural performance [in which] ‘naturalness’ [is] constituted through discursively constrained performative acts that produce the body through and within the categories of sex”(cited in McDowell, 1999,p.54)." Bardzell and Odom The Slave's Body as a Place p252

Apart from the visual appearance of the avatar in regards to gender and sexuality there is also the concept of performing gender. My avatar performs as a predominantly heterosexual identity in Second Life. While stereotyping plays a large role in the performance of heterosexuality masculinity, the attributes of my own avatar that indicates a predominately hetero-orientation can be the same that indicate androgyny; lack of overt sexualized physical attributes, a gender-neutral physical stance and movements, and the absence of queer, bi or gay (HTB) symbols in reference to what is considered the so-called 'default sexuality' (i.e. heteronormativity).

I presented my avatar to some students recently as "fairly standard in regards to gender" and it was only while thinking about it further today that I understood what this can mean. The opening quote, "There is only the taking up of the tools where they lie, where the very ’taking up’ is enabled by the tool lying there” from Judith Butler is very much about the components of gender performance. When we work in virtual worlds we operate under the same rules to which Butler refers. What is available is what people can use to identify socially with gender and sexuality. Agency emerges from this range of possibilities according to what is tolerated, permitted and encouraged in the "conflicted cultural field"..

The avatar above references symbols of soft-masculine power in the suit, formal qualities (expensive clothes, neck tie) and attention to appearance. These factors ally power with economic wealth in the formation of identity. These qualities are surprisingly similar to many of the images from the video of the South Korean pop band. The role of my avatar in my job influences the references and values I represent within it. I have attempted to build connections between agency and power in my avatar by referencing formal qualities in male contexts. The technological aspects of my job can be related to the East Asian cultural reference where a stereotype of a technical mediated identity is common. I also think about Science Fiction novels, especially those by William Gibson, and the ways they portray East Asia as a digital society where gender-ambiguous figures move freely in information spaces.

Background Commentary

In performing the above reading I considered the following:

- Performativity: We have talked about gender being created performatively by our everyday practices. In this sense the practice of creating avatars is part of the process of creating gender. So how do the avatars (re)produce gender stereotypes? How do they exceed them?

- Representations of gender and sexuality: as both representing what is not present (the avatar representing 'me' in SL, the avatar's gender representing cultural notions/norms of gender such as the heteronormative), and as actually creating/being what is thus represented (and never just 'mirroring' the student, or cultural notions/norms). So, what do the avatars create when it comes to gender/sexuality? What do they think of the potential political power behind this kinds of representations? Do you think about the looks of the avatar's as being feminist in any sense? If so - how?

- The Butler quote: "There is only the taking up of the tools where they lie, where the very ’taking up’ is enabled by the tool lying there”. This is somewhat difficult to grasp, but virtual worlds are good examples in order to illustrate it, since "the tools" (for performed gender for example) are on the one hand per-determined by the architecture of the computer program, and on the other hand, as is the case with Second Life the tools for the manipulation of gender imagery and performance are many.

- Agency: The above also relates to agency, and having a choice (although always conditioned by the "convergence or who maintains 'integrity' prior to its entrance into this conflicted cultural field").

- Gender is said to be the prime thing in people's identifications and in identifications of others. So what choices are made in relation to identify and identification in the construction of the avatar? Initially it is necessary to decide whether the avatar is male or female (which is of course an interesting thing in itself). Why does one choose the avatar's gender as the same as my own? Why does one choose an oppositional gender? In relation to becoming a subject occurring in relation to subjecting oneself to different norms (for example gender norms). In a virtual environment simulations of gender performance can be experimented with. My avatar is not specifically incomprehensible and this is a result of reference to standard contemporary gender norms .

For further references to avatars, agency and the representation and performance of Self see HERE.

"Donna Leishman’s “Red Ridinghood” is an interactive story and a prime example of electronic literature. The viewer has to click on certain objects within the scene in order to make the story progress resulting in interaction. While at one point the viewer is offered two choices to click, both routes end up leading to the same ending. This type of story can be mistakenly labeled as a ‘game’ meaning that the viewer actually has the ability to change the outcome of the story line. Yet “Red Ridinghood” does not actually offer the reader to choose the ending of the story, it simply allows them to become an essential part of the story. Thus the literary aspect is kept in tact, the viewer is allowed a sense of control over the story, but is ultimately not able to change the plot in any way. This element of interactivity with the story is makes “Red Riding Hood” an example of how an interactive story can still be literature and not art or even an online game. The narrative cannot be completed without an outside force, in this case the reader clicking through the passages. The narrative itself is also something that can only be produced on an electronic level. It is made up of pictures and sounds rather then words. While Little Red Riding Hood is a common story, the illustrations put a new twist on it, making it a new urbanized fairy tale that doesn’t adhere exactly to the original plot line."

Place plays a significant role in the establishment of Red as a characte both in terms of the depicted body and the locations it occupies:

"Red and Wolf are two deeply intertwined characters acting out in this story. Red's perspective is one of compromised authenticity; so much of the background storyline is acted out through her dreams (or written in her diary) that it is hard to know how her evident inner turmoil has skewed the Wolf's character. Leishman excels in bringing to life the complex inner workings of a young woman, particularly through the view of Red's bedroom. Who is Red? What are her mental fabrications and what is fact? These are questions that the author begs us to raise with this scene." - A Peak into the Bedroom