| Turkle, S. (1995). Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster. |
....design decisions [21] In general, any methodological approach which does not take participants as the primary actors produces flawed results. Previous research on MUDs and graphical virtual words has documented the rich and complex social and psychological lives participants in these spaces have [4, 8, 15, 19, 20, 24]. While games like EQ present some decidedly unique aspects, these studies teach us that even in a make believe environment, there is nothing unreal about the people participating, their interactions with each other or the emotions the experience evokes in them. The critical study of these ....
Turkle, Sherry. Life on the Screen: Identity in the Age of the Internet. New York, Simon & Schuster, 1995.
.... by surfing the internet (15 ) reading books (13 ) and going to the movies (11 ) 8] On line gaming has offered people new means of having social interaction with people in faraway locations and let them access and play out fantasy driven identities they are unable to manifest in the real world [12]. In 2002, the percentage of frequent game players that play games online rose to 31 percent up from 24 percent the year before [8] Within the games, or through the use of websites based around the games, dedicated and long lived communities have formed which have created new content, sometimes ....
Turkle, S. (1995) Life on the Screen: Identity in the Age of the Internet. Touchstone: New York.
....than gathering based on subject interest, conversations arise among those in virtual proximity. This encourages exploration of the space, which might either be constructed by a select few or may be constructed by all the members of a system. MU s have been extensively examined as social constructs [6, 17]. A large range of social phenomena have been studied within the confines of the simulated worlds [2, 3, 4, 5, 7, 14] WOO A WOO (Web MOO) is a MU augmented by web pages for each of the spaces. Although movement among these spaces can occur with the graphical environment of the web pages, ....
Turkle, S. (1995). Life on the Screen: Identity in the Age of the Internet. Simon & Schuster, New York.
....environments. The limited a ective capability of certain virtual environments may be a positive feature, rather than a hindrance, to some users. For example, participants in text based chat rooms enjoy their anonymity and their ability to control the interaction precisely by careful use of text [Tur96, Fon93, Fon97] The Internet is another element of the computer culture that has contributed to thinking about identity as multiplicity. On it, people are able to build a self by cycling through many selves. Tur96] The nature of such interactions would change dramatically if these ....
....and their ability to control the interaction precisely by careful use of text [Tur96, Fon93, Fon97] The Internet is another element of the computer culture that has contributed to thinking about identity as multiplicity. On it, people are able to build a self by cycling through many selves. Tur96] The nature of such interactions would change dramatically if these environments conveyed information relating to the a ective states of participants. The idea of people experimenting with alternative personae would be much disrupted. This situation may be rather di erent for participants in a ....
Sherry Turkle. Life on the Screen : Identity in the Age of the Internet. Weidenfeld and Nicholson, 1996. 8
....peer to peer systems, but this still allows a resourceful attacker to launch a substantial attack, especially if the potential for damage is disproportionate to the fraction of the system that is compromised. The issue of establishing on line identities for humans has been studied for some time [12, 32], with solutions that generally depend on some direct interaction in the physical world [13, 37] 5. Summary and conclusions Peer to peer systems often rely on redundancy to diminish their dependence on potentially hostile peers. If distinct identities for remote entities are not established ....
S. Turkle, Life on the Screen: Identity in the Age of the Internet, Simon & Schuster, 1995.
.... is now a body of literature on: understanding the critical role of awareness in informal interaction [11] how people track awareness information within their physical environment [7] social issues such as concerns about privacy and distraction [1,2] how it is used within virtual communities [13], and constructing and testing novel designs such as media spaces [2] location trackers [8] and so on. While current awareness systems are tremendously useful, they support only a handful of the attributes that comprises awareness information and how people in the every day world use it. 1. We ....
Turkle, S. Life on the Screen: Identity in the Age of the Internet. Simon and Schuster, 1995.
.... ties help people access information or social resources [13] But strong ties help people manage stress and maintain psychological health and well being [10,22] There has been much speculation about the possibilities for developing strong ties or community like social systems on the Internet [35,45]. This is an interesting literature, but it is mostly anecdotal. In fact, Kraut and his colleagues [24] found that people use the Internet to maintain current relationships, but that the new relationships they form tend to be based on weak ties. The HomeNet study represents a shift toward more ....
Turkle, S. 1995. Life on the Screen: Identity in the Age of the Internet. Simon and Schuster.
....can follow a physical space metaphor and traverse the MUD space going from one room to another, or can teleport by issuing a command to go instantly to a specified room. This spatial metaphor creates a sense of place or locale in which people feel present or co present with others [35,39]. As with locales in the physical world, this virtual space metaphor offers a natural way to structure and organize information, and to frame activities and behaviors [2,5,16,17,21] Further, the easy extensibility of MUDs means that end users are able to create new locales as work and social ....
....Social barriers to MUD use Although the tool was clearly valued, some issues raised concerns. Interviewees commented that, being a text based space, the MUD removes social cues gained from physical posture, gesture, voice intonation and pitch and so on. The loss of such cues can be good or bad [35,39]. Whilst it can lead to a sense of anonymity and therefore perhaps more confidence in interacting with strangers, it can also lead to problems in repairing situations which have gone awry. For instance, one of the interviewees told the following anecdote: BRAD: I was in a fight yesterday with ....
Turkle, S. Life on the Screen: Identity in the Age of the Internet. Simon and Schuster, New York, 1996.
....represent a potential innovative technique to respond to the medical crises and social isolation faced by young people with ESRD. Turkle explored how computer mediated communication on the Internet has become a social laboratory for experimenting with issues of psychological and social identity [6]. There are many virtual support groups in cyberspace for a wide variety of physical illnesses as well as numerous sites for obtaining factual information about pediatric illnesses. For example, The National Cristina Foundation, Express Link up, Apple Computer, and The Starbright Foundation aim ....
Turkle, S. (1995) Life on the screen: Identity in the Age of the Internet. NY: Simon & Schuster
....example scenario, we saw a couple of usage situations: a so called chat environment, and an adventure game. MUD environments provide excellent opportunities for several quite different forms of communication between people, such as chatting, adventure role playing games, building worlds, etc. (Turkle, 1995). What is common for MUD systems, is that many users enter a world simultaneously. The world allows users to move around and interact with different people or objects in the world. In some MUD environments users can pretend that they are someone else, thus deciding themselves what impression they ....
Turkle, Sherry (1995) Life on the Screen: Identity in the Age of the Internet. Simon&Schuster.
....and environments, in order to support a robust fantasy role playing situation. Much of the research around these MUDs has focused on ways in which online participation enables alternative and decentered identities through mechanisms of anonymity, pseudonymity, and alternative embodiment [1] 14][21]. While these studies vary in the degree to which they tie the formation of virtual identities into real life (RL) contingencies, all describe ways in which online identities are at least partially decentered from RL identities. When turning to professional or educational settings, however, ....
Turkle, S. Life on the Screen: Identity in the Age of the Internet. New York: Simon and Schuster. 1996.
....of Transaction In a virtual world where customers and sellers are anonymous, leading to a sense of alienation from each other (absence of face to face communication) some traditional business rules are no longer applicable. These circumstances cast new light on the concept of identity [27]. Since the partners have no physical contact in the real world , some of the essential characteristics of faceto face communication do not take effect [19] 28] A question of central importance, and of continued uncertainty in modern E Commerce, is the creation of trust in the business ....
Turkle, Sherry (1995): Life on the Screen: Identity in the Age of the Internet, New York: Simon & Schuster, 1995.
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Turkle, S. (1995). Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster.
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Turkle, S. Life on the screen: Identity in the age of the Internet. New York: Simon & Schuster, 1995.
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Turkle, S. (1995). Life on the screen: Identity in the age of the Internet. New York: Simon & Schuster.
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Turkle, S.: 1995, Life on the Screen: Identity in the Age of the Internet, Simon and Schuster, New York.
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Turkle S. Life on the Screen: Identity in the Age of the Internet. New York: Simon and Schuster, 1995.
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Turkle, S. 1995. Life on the Screen: Identity in the Age of the Internet. New York: Simon and Schuster.
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Turkle, S. Life on the screen: Identity in the age of the Internet. New York: Simon & Schuster, 1995.
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Turkle, S. Life on the Screen: Identity in the Age of the Internet. Simon and Schuster, New York, 1995.
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Turkle, S., Life on the Screen: Identity in the Age of the Internet, New York: Simon & Schuster, 1996.
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Turkle, S. Life on the screen: Identity in the Age of the Internet. New York: Simon & Shuster, 1995.
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Turkle, S. Life on the screen: Identity in the age of the Internet. New York: Simon & Schuster, 1995.
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Sherry Turkle. Life on the Screen: Identity in the Age of the Internet. Simon & Schuster, 1995. ISBN: 0-684-80353-4. 16
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Turkle, Sherry. Life on the Screen: Identity in the Age of the Internet. New York, NY: Simon & Schuster, 1995.
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