IDENTITIES IN THE VIRTUAL WORLD

by Susie Etter

world



I read with interest Sherry Turkle's essay "Identity Crisis." She states that, before the advent of virtual communities, the idea of "identity [being represented] as unitary and solid" (84) was maintained. There was no blurring of gender roles, and one worked and lived in the same place for a lifetime (78). Consistency and rigidity in all aspects of one's life was expected. Turkle maintains that, in present day society, our identities are in a constant state of flux. Our rapidly changing society requires us to adjust and remain fluid in all aspects of our lives. Turkle addresses the multiplicity of our personae. Within each of us, depending on the situation, there are various identities that we project. In some cases, we have yet to discover the identities buried within ourselves. Turkle proposes that virtual life and role playing online is a necessary component to identifying and relating to parts of our real-life identities.

We are constantly seeking to identify and relate to all aspects of our individual identities. We purchase self-help books, talk to clergy, and seek advice from professionals about a multitude of ideas concerning the various aspects of our identities. In her essay, Turkle seeks to add a new dimension to identifying and relating to our real-life identities when she writes, "[P]eople are being helped to develop ideas about identity as multiplicity by a new practice of identity as multiplicity in online life" (82). Turkle offers evidence to support her position. One example tells the story of a young lady who creates a virtual persona online that is unlike her real life persona. The young lady believes that the virtual character she created is a part of her identity, and the virtual world provides an avenue for experimentation. Turkle contends that this experimentation into an alternative online identity gives us the opportunity to explore and discover the multiplicity of our personae.

Role playing in a virtual society may indeed awaken us to other parts of our identities. It is in the virtual world where we may feel free enough to role play without fear of condemnation from our peers. In the virtual world, it may be possible to explore the many facets of our personality, by choosing to be good or evil or by choosing a character totally unlike the one we project in the real world. On the other hand, there is a danger in allowing oneself to become too involved in a virtual world. Turkle makes a valid point when she alludes to the danger of becoming lost in a virtual world. When the lines between one's real and virtual identities become blurred, and the person develops the inability to recognize the difference between fact and fiction, one may become lost in a virtual world.

The path of discovery to our inner self is not clear-cut. Our identities are comprised of the experiences we encounter in our lives, people we meet, and the environments in which we live. The use of online role play to put into perspective or question our real life identities should be looked upon as an additional aid for exploring and discovering our inner selves.

Turkle, Sherry. "Identity Crisis." Cyberreader. 2nd Ed. Ed. Victor J. Vitanza. Needham Heights, MA: Allyn & Bacon, 1999. 78-91.




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Established 02 November 2001; Last Updated: 01 December 2001.
Copyright © 2001-2002 Susie Etter.