Online identity 2000128 225544220 2008-07-14T06:29:21Z Beggarsbanquet 2090246 {{Original research|date=April 2008}} {{Cleanup|date=January 2007}} {{cleanup-reorganize|date=June 2008}} {{cleanup-tone|date=June 2008}} An '''online identity''' is a [[social identity]] that network users establish in [[online communities]]. Although some people prefer to use their [[real name]]s online, most Internet users prefer to identify themselves by means of [[pseudonym]]s, which reveal varying amounts of [[personally identifiable information]]. In some online contexts, including [[Internet forum]]s, [[MUD]]s, [[instant messaging]], and [[massively multiplayer online game]]s, users can represent themselves visually by choosing an [[Avatar (computing)|avatar]], an icon-sized graphic image. As other users interact with an established online identity, it acquires a [[reputation]], which enables them to decide whether the identity is worthy of [[Trust (sociology)|trust]]. ==Reputation management== Given the malleability of online identities, economists have expressed surprise that flourishing trading sites (such as eBay) have developed on the Internet{{Fact|date=October 2007}}. When two pseudonymous identities propose to enter into an online transaction, they are faced with the [[Prisoner's dilemma]]: the deal can succeed only if the parties are willing to trust each other, but they have no rational basis for doing so. But successful Internet trading sites have developed [[reputation management]] systems, such as eBay's [[feedback]] system, which record transactions and provide the technical means by which users can rate each others' trustworthiness. ==Online identities and the market== An online identity that has acquired an excellent reputation is valuable for two reasons: first, one or more persons invested a great deal of time and effort to build the identity's reputation; and second, other users look to the identity's reputation as they try to decide whether it is sufficiently trustworthy. It is therefore unsurprising that online identities have been put up for sale at online auction sites. However, conflicts arise over the ownership of online identities. Recently, a user of a [[massively multiplayer online game]] called [[Everquest]], which is owned by [[Sony|Sony Online Entertainment, Inc.]], attempted to sell his Everquest identity on eBay. Sony objected, asserting that the character is Sony's [[intellectual property]], and demanded the removal of the auction; under the terms of the U.S. [[Digital Millennium Copyright Act]] (DMCA), eBay could have become a party to a [[copyright infringement]] lawsuit if it failed to comply. Left unresolved is a fundamental question: Who owns an online identity created at a commercial Web site? Does an online identity belong to the person who created it, or to the company that owns the software used to create the identity? ==Online identities and the law== As the previous section suggests, online identities raise numerous unresolved legal questions: Is the creation of an online identity an act of speech, and therefore subject to protection under laws guaranteeing freedom of expression? Can the identity be protected by [[right of publicity]] or [[trademark]] law? Does it have rights (independent of the person or persons who created it?) Can it be defamed? ==Online identity and identity management infrastructures== A problem facing anyone who hopes to build a positive online reputation is that reputations are site-specific; for example, one's reputation on [[eBay]] cannot be transferred to [[Slashdot]]. Multiple proposals have been made {{Fact|date=February 2008}} to build an [[identity management]] infrastructure into the Web [[Communications protocol|protocols]]. All of them require an effective [[public key infrastructure]] so that the identity of two separate manifestations of an online identity (say, one on [[Wikipedia]] and another on [[Kuro5hin]]) are probably one and the same. ==Online identity and user's rights== The future of online [[anonymity]] depends on how an [[identity management]] infrastructure is developed. Law enforcement officials often express their opposition to online [[anonymity]] and [[pseudonymity]], which they view as an open invitation to criminals who wish to disguise their identities. Therefore, they call for an identity management infrastructure that would irrevocably tie online identity to a person's [[natural person|legal identity]]; in most such proposals, the system would be developed in tandem with a secure national [[identity document]]. Online civil rights advocates, in contrast, argue that there is no need for a privacy-invasive system because technological solutions, such as [[reputation management]] systems, are already sufficient and are expected to grow in their sophistication and utility. ==Online identity and the concept of the mask== Dorian Wiszniewski and Richard Coyne in their contribution to the book ''Building Virtual Communities'' explore online identity, with emphasis on the concept of "masking" identity. They point out that whenever an individual interacts in a social sphere they portray a mask of their identity. This is no different online and in fact becomes even more pronounced due to the decisions an online contributor must make concerning his or her online profile. He or she must answer specific questions about age, gender, address, username and so forth. Furthermore, as a person publishes to the web he or she adds more and more to his or her mask in the style of writing, vocabulary and topics. Though the chapter is very philosophical in nature, it spurs the thinking that online identity is a complex business and still in the process of being understood. First of all, does the mask truly hide identity? The kind of mask one chooses reveals at least something of the subject behind the mask. One might call this the "metaphor" of the mask. The online mask does not reveal the actual identity of a person. It, however, does reveal an example of what lies behind the mask, for instance, if a person choose to act like a rock star on line, this metaphor reveals an interest in rock music. Even if a person chooses to hide behind a totally false identity, this says something about the fear and lack of self-esteem behind the false mask. Second, are masks necessary for online interaction? Because of many emotional and psychological dynamics, people can be reluctant to interact online. By evoking a mask of identity a person can create a safety net. One of the great fears of online identity is having one's identity stolen or abused. This fear keeps people from sharing who they are. Some are so fearful of identity theft or abuse that they will not even reveal information already known about them in public listings. By making the mask available, people can interact with some degree of confidence without fear. Third, do masks help with education? Wiszniewski and Coyne state "Education can be seen as the change process by which identity is realized, how one finds one's place. Education implicates the transformation of identity. Education, among other things, is a process of building up a sense of identity, generalized as a process of edification." By students interacting in an online community they must reveal something about themselves and have others respond to this contribution. In this manner, the mask is constantly being formulated in dialogue with others and thereby students will gain a richer and deeper sense of who they are. There will be a process of edification that will help students come to understand their strengths and weaknesses.<ref>Wiszniewski, Dorian. , & Richard Coyne (2002), Mask and Identity: The Hermeneutics of Self-Construction in the Information Age. In K. Ann Renninger & Wesley Shumar (Ed.) Building Virtual Communities (pp. 191-214). New York, New York: Cambridge Press.</ref> ==Sexuality and Online Identity== A widely discussed topic regarding online identity is that of gender and sexual identity. Despite growing tolerance for and acceptance of different sexualities in society, [[sexual prejudice]] is still very present in real life. In the online world, users have the opportunity to enter popular MUDs (Multi-User Dimensions) as typified by games such as [[Final Fantasy 11]], [[World of Warcraft]], or [[Second Life]], where there is abundant opportunity to redefine sexual and gender identity, and where a large portion of interaction is dedicated to te building of relationships. ===Benefits of virtual communities=== A commonly discussed positive aspect of virtual communities is that people can now present themselves without fear of persecution, whether it is personality traits, behaviors that they are curious about, or the announcement of a real world identity component that has never before been announced. This freedom results in new opportunities for society as a whole, especially the ability for people to explore the roles of gender and sexuality in a manner that can be harmless, yet interesting and helpful to those undertaking the change. Online identity has given people the opportunity to feel comfortable in wide-ranging roles, some of which may be underlying aspects of the user's life that the user is unable to portray in the real world. A prime example of these opportunities is the establishment of many communities welcoming gay and lesbian teens who are dealing with their sexuality. These communities allow teens to share their experiences with one another and older gay and lesbian people, and may they provide a community that is both non-threatening and non-judgmental. In a review of such a community, Silberman (in Holeton, 1998, p. 118) quotes an information technology worker, Tom Reilly, as stating "The wonderful thing about online services is that they are an intrinsically decentralized resource. Kids can challenge what adults have to say and make the news." If teen organizers are successful anywhere, news of it is readily available. The internet is arguably the most powerful tool that young people with alternative sexualites have ever had. The online world provides users with a choice to determine which sex, sexuality preference and sexual characteristics they would like to embody. In each online encounter, a user essentially has the opportunity to interchange which identity they would like to portray. As McRae argues in Surkan (2000), "The lack of physical presence and the infinite malleability of bodies complicates sexual interaction in a singular way: because the choice of gender is an option rather than a strictly reified social construct, the entire concept of gender as a primary marker of identity becomes partially subverted." ===Disembodiment and implications=== This issue of gender and sexual resignification raises the notion of disembodiment and its associated implications. "Disembodiment" is the idea that once the user is online, the need for the body is no longer required, and the user can participate separately from it. This ultimately relates to a sense of detachment from the identity defined by the physical body. In cyberspace, many aspects of sexual identity become blurred and are only defined by the user. Questions of truth will therefore be raised, particularly in reference to online dating and virtual sex. As McRae (1997, p. 75) states, "Virtual sex allows for a certain freedom of expression, of physical presentation and of experimentation beyond one's own real-life limits." At its best, it not only complicates but drastically unsettles the division between mind, body and self in a manner only possible though the construction of an online identity. ===Relation to real-world constraints=== Ultimately, online identity cannot be completely free from the social constraints that are imposed in the real world. As Westfall (2000, p.160) discusses, "the idea of truly departing from social hierarchy and restriction does not occur on the Internet (as perhaps suggested by earlier research into the possibilities presented by the Internet) with identity construction still shaped by others. Westfall raises the important, yet rarely discussed, issue of the effects of literacy and communication skills of the online user." Indeed, these skills or the lack thereof have the capacity to shape one's online perception as they shape one's perception through a physical body in the "real world." ===Concerns=== Primarily, concerns regarding virtual identity revolve around the areas of misrepresentation and the contrasting effects of on and offline existence. Sexuality and sexual behavior online provide some of the most controversial debate with many concerned about the predatory nature of some users. This is particularly in reference to concerns about [[child pornography]] and the ability of [[Pedophilia|pedophiles]] to obscure their identity. Additionally, the idea that each and every user has the ability to portray themselves online has resulted in much discussion about the validity of online relations. <!--- last sentence doesn't make sense -Samy85---> Finally, the concerns regarding the connection between on and offline lives are challenging the notions of what constitutes real experience. In reference to gender, sexuality and sexual behaviour, the ability to play with these ideas has resulted in a questioning of how virtual experience may affect one's offline emotions. As McRae (in Porter, 1997, p. 75) states, At its best, [virtual sex] not only complicates but drastically unsettles the division between mind, body, and self that has become a comfortable truism in Western metaphysics. When projected into virtuality, mind, body and self all become consciously-manufactured constructs through which individuals interact with each other. ==Online Classes v. Traditional Classroom: Online Identity== {{main|Electronic learning}} {{Copyedit|date=January 2007}} ===Communication=== Online identity in classrooms forces people to rethink what they think and feel about classroom environments. With the invention of online classes, classrooms have changed and no longer have the traditional face-to-face communications; these communications have been replaced with a computer screen. Students are no longer defined by visual characteristics unless they make them known. There are pros and cons to each side, in a traditional classroom students were able to visually connect with a teacher who was standing in the same room. While going through class if questions arise, clarification can in most cases be given at the same time the question arose. Students have the access to create face-to-face connections with other students, which can help the student identity the person if they were to meet outside of the classroom. However, if students are timid or feel uncomfortable speaking in front of others the appeal may reside in online courses, where it is through a computer screen that communications are made. There are many outlets to communication via the internet that are commonly used in online classes such as email, discussion boards and chat rooms. Through these methods of communications students communicate without the knowledge of visual cues. People do not have an initial impression based upon what the person looks like or how a person talks but only upon the information that the person presents. This is a way in which some students feel more comfortable with since the intimidation of public speaking is removed. Students who do not feel comfortable stating their ideas in class can take time to sit down and think through exactly what they wish to say. Communication via written media may lead students to take more time to think through their ideas since their words are in a more permanent setting (online) than most conversations carried on during class (Smith). ===Are Online Classes Worth It?=== Arguments are made in both directions however, it seems to be moving towards the middle grounds that online classes are better for certain students. Those who feel more comfortable with a computer screen in between them and the class allows for participation from their comfort level. Online classes have been questioned as simply a fad, but the numbers point to this trend making itself a permanent part of the educational system. "In 2001, online higher education for adults (not counting the millions of K-12 students) was a $4.5 billion market. In 2005, it grew to $11 billion. And that's just in the United States."(Dean). ===Perception of Professor=== It is important for the professor to have an identity within the classroom as well. The students should feel that their professor is ready to help whenever they may need it. Although students can not meet in person, emails and correspondence between student and professors should occur in a timely manner. Without this students tend to the drop online classes since it seems that they are wandering through a course without professor to guide them (Smith).<ref>Chamberlin, W. Sean. "Face-to-Face vs. Cyberspace: Finding the Middle Ground." ''Campus Technology''. 1 December 2001. 18 July 2006. [http://syllabus.com/print.asp?ID=5857]</ref> <ref>Dean. "Online Education is Not a Fad." Dean's World. 18 July 2006. [http://www.deanesmay.com/posts/1138600423.shtml]</ref> <ref>Smith, Glenn Gordon, David Ferguson, Mieke Caris. "Teaching College Courses Online vs Face-to-Face." CareerOneStop. April 2001. 18 July 2006. [http://www.acinet.org/rr_doc_display.asp?nodeid=25&docn=6276]</ref> ==Online Identity: Blogs== {{Copyedit|date=January 2007}} Blogging, short for Weblogging, is generally thought to have begun "officially" with the first release of Xanga in 1996. It was preceded by the ability of an individual to express his or her views online as an entry in a discussion forum (as part of a thread), to which others could respond. Today, blogging has become a very popular form of online journaling, letting one, easily and inexpensively, create a public forum for expressing ideas; posting images, videos or audio files; linking to other URLs; and inviting the comments of their blog's readers. Creating a blog is as easy as visiting one of the free (or nominally priced) service sites and creating an account. Popular sites include: [[Livejournal]], [[Blogger (service)]], and [[Xanga]]. After creating an account, one is free to post whatever he/she wishes (within the guidelines of the service provider). A blog is an excellent way to create an online identity. You can use your real name or craft a persona that expresses your imagination. Online, you can be whomever you want to be. Bloggers often choose to use pseudonyms to protect personal information and allow them more editorial freedom to express ideas that might be unpopular with their family, employers, etc. People anywhere in the world can happen upon their musings, and that information might be used for nefarious purposes. As [[John Grohol]] points out, use of a pseudonym (and a judicious approach to revealing personal information) can allow a person to protect their "real" identities, but still build a reputation online using the assumed name. However, people often use blogs as an [[online diary]], without realizing through their revelations they make themselves (or people they discuss) vulnerable, by posting a sufficient amount of personal information that makes them identifiable even with the pseudonym, so keep that in mind. ===Online Identity: MySpace & Facebook=== {{cleanup-tone|date=July 2008}} The creation of [[MySpace]] and [[Facebook]] allows people to create a social network while maintaining an online identity for themselves. One can post their personal profile telling as much about themselves as they would like in the given space. Both MySpace and Facebook are available to everyone, though until recently Facebook was only open to people with email addresses corresponding to various institutions, such as colleges, high schools, and companies. These friend networks allow one to search and add people to their friends list whether they know them or not. So what is the thrill of these two social networks? Some may say, including danah boyd, it is the identity one creates for themselves. Users can manage their pages and make it fit their personality. Also, on both networks friends can leave comments on their friends' walls, some note that the more comments one has on their page, the more popular they are. The attention one gets as a result of their page also makes signing onto the networks daily even more addicting. Unlike registering for a blog an individual using these two networks must make their identity known, no pseudonyms are allowed. In fact, most people include pictures of themselves on these networks. Myspace users have the capability to maintain blogs on their page so their friends can keep up with what they are up to unlike facebook. The drawback to this is those who are not your friend can view your page as long as they are a registered user, but there is the option to make your profile private. On Facebook the only people who can see your profile are those at your school and those friends you have listed, no one else has access. What is the point of creating an account if you do not want people to view your profile though especially in the case of Myspace where access is much easier than on Facebook? It is all a matter of preference and a privacy issue, one that user's control. They can choose what kind of online identity they have, either very open and revealing or keeping personal information to a minimum. <ref>boyd, danah. "Identity Production in a Networked Culture: Why Youth Heart Myspace." American Association for the Advancement of Science. 19 February 2006. 17 July 2006. [http://www.danah.org/papers/AAAS2006.html]</ref> <ref>Grohol, John."Anonymity and Online Community: Identity Matters." 4 April 2006. 17 July 2006. [http://alistapart.com/articles/identitymatters].</ref> ==Online Predators== {{main|Online predator}} An online predator is an Internet user who exploits other users' vulnerability, often for sexual or financial purposes. It is relatively easy to create an online identity which is attractive to people that would not normally become involved with the predator, but fortunately there are a few means by which you can make sure that a person whom you haven't met is actually who they say they are. Many people will trust things such as the style in which someone writes, or the photographs someone has on their webpage as a way to identify that person, but these can easily be forged. Long-term Internet relationships are not a sufficient way of knowning what someone's identity is actually like, either. The most vulnerable age group to online predators is often considered to be young teenagers or older children. "Over time—perhaps weeks or even months—the stranger, having obtained as much personal information as possible, grooms the child, gaining his or her trust through compliments, positive statements, and other forms of flattery to build an emotional bond." <ref>{{cite web |url=http://www.nap.edu/netsafekids/pp_sp.html |title=Sexual Predators: Know the enemy. |publisher=National Academy of Sciences. |accessdate=2008-05-28 |quote=<small>Over time—perhaps weeks or even months—the stranger, having obtained as much personal information as possible, grooms the child, gaining his or her trust through compliments, positive statements, and other forms of flattery to build an emotional bond.</small>}}</ref> The victims often do not suspect anything until it is too late, as the other party usually misleads them to believe that they are of similar age. The show [[''Dateline'']] on [[NBC]] has, overall, conducted three investigations on online predators. They had adults, posing online as teenage juveniles, engage in sexually explicit conversations with other adults (the predators) and arrange to meet them in person. But instead of meeting a teenager, the unsuspecting adult was confronted by [[Chris Hansen]], an NBC News correspondent, arrested, and shown on nationwide television. ''Dateline'' held investigations in five different locations apprehending a total of 129 men in all.<ref>Hansen, Chris. "'To Catch A Predator' III." NBC News 04 Feb 2006 17 July 2006 [http://www.msnbc.msn.com/id/11152602/].</ref> Federal laws have been passed in the U.S. to assist the government when trying to catch online predators. Some of these include wiretapping, so online offenders can be caught in advance, before a child becomes a victim. <ref>"Internet Laws." Net Safe Kids. 2003. National Academy of Sciences. 17 Jul 2006 [http://www.nap.edu/netsafekids/pp_li_il.html].</ref> In California, where one "Dateline" investigation took place, it is a misdemeanor for someone to have those <!-- those? --> conversations with a child online and the men who came to the house were charged with a felony because their intent was obvious. ==References== <references /> ==See also == ===Internal links=== *[[on-line and off-line]] *[[Digital identity]] *[[Online Identity Management]] *[[Online identity theft]] *[[Reputation management]] *[[Shibboleth (Internet2)]] *[[Online reputation]] *[[Online diary]] *[[Online trust]] *[[On the Internet, nobody knows you're a dog]] ===External links=== *M/Cyclopedia of New Media: http://wiki.media-culture.org.au/index.php/Sexual_Identity_Online ===Further reading=== * Dictionary.com (2004) Retrieved September 5, 2004, from [http://dictionary.reference.com/search?q=identity], Jordan, T. * (1999) Cyberpower-The Culture and Politics of Cyberspace and the Internet, London:Routledge., McRae, S. * (1997) "Flesh Made Word: Sex, Text and the Virtual Body", in D. Porter (ed.)Internet Culture, New York: Routledge., Surkan, K. * (2000) "The New Technology of Electronic Text: Hypertext and CMC in Virtual Environments", retrieved September 2, 2004, from [http://english.cla.umn.edu/GraduateProfiles/KSurkan/etext/etable.html], Westfall, J. * (2000) "What is cyberwoman?:The Second Sexin cyberspace", ''Ethics and Information Technology'', no.2, pp.159-166. Judge, P. * (1997) "Is the Net Redefining Our Identity; Sociologist Sherry Turkle argues that online encounters are reshaping human relations," ''Business Week'', iss. 3256, retrieved August 10, 2004, from [http://gateway.proquest.com.gateway.library.qut.edu.au/openurl?url_ver=Z39.88-2004&res_dat=xri:pqd&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&genre=article&rft_dat=xri:pqd:did=000000011710478&svc_dat=xri:pqil:fmt=text&req_dat=xri:pqil:pq_clntid=14394], McRae, S. * (1996) "Flesh Made Word: Sex, Text and the Virtual Body," in D. Porter (ed.) Internet Culture , New York: Routledge, pp. 73-86. ISBN 0-415-91684-4 (Paperback) Silberman, S. * (1994) "We're Teen, We're Queer, and We've Got Email," in R. Holeton (ed.) Composing Cyberspace: Identity, Community and Knowledge in the Electronic Age, Boston: McGraw Hill, pp. 116-120. ISBN 0-07-029548-4 [[Category:Internet privacy]] [[Category:Virtual communities]] [[fr:identité numérique]] [[sl:Identiteta na spletu]] [[fi:Online-identiteetti]]