The Reader/ User/ Game Player:Video Games analysis You as protagonist/ collaborator: Positioning the reader Eco - The Role of the Reader: Closed and Open texts Authoring an interactive work - some interface
design guidelines
Closed texts: Open Texts:
Identity Crisis / Multiplicity of Self - Sherry Turkle What will computer-mediated communication do to our commitment to other people? Will it satisfy our needs for connection and social participation, or will it further undermine fragile relationships? New images of multiplicity, heterogeneity, flexibility, slippage and fragmentation dominate current thinking about human identity. On the Internet people are able to build a self by cycling through many selves. It has thus become a significant social laboratory for experimenting with the constructions and reconstructions of self that characterizes postmodern life. (178) What kinds of personae do we make? The characters one creates for a MUD (Multi-User-Dungeons; a social virtual reality) are referred to as one's personae. This is from the Latin per sonae which means "that through which the sound comes," in other words, an actor's mask. Interestingly, this is also the root of "person" and "personality." The derivation implies that one is identified by means of a public face distinct from some deeper essence or essences. All MUDs are organized around the metaphor of physical space. When you first enter a MUD you may find yourself in a medieval church from which you can step out into the town square, or you may find yourself in the coat closet of a large, rambling house. For example, when you first log on to LambdaMOO, one of the most popular MUDs on the Internet, you see the following description:
As with reading, there is text, but on MUDs it
unfolds in real time and you become an author of the story. As with television,
you are engaged with the screen. On a MUD one actually gets to build character and environment and then to live within the toy situation. In this way, the games are Laboratories for the construction of identity, an idea that is well captured by the player who said:
Since MUDs are authored by their players, the solitary author is displaced
and distributed.(185) One MUD participant wrote that through participating in an electronic
bulletin board and letting the many sides of ourselves show, "We start
to resemble little corporations, 'Logins R Us,' and like any company,
we each have within us the beancounter, the visionary, the heart-throb,
the fundamentalist, and the wild child. Long may they wave." Other participants
responded to this comment with enthusiasm. One, echoing the social psychologist
Kenneth Gergen, described identity as a "pastiche of personalities" in
which "the test of competence is not so much the integrity of the whole
but the apparent correct representation appearing at the right time, in
the right context, not to the detriment of the rest of the internal 'collective.'"
Another said that he thought of his ego "as a hollow tube, through which,
one at a time, the 'many' speak through at the appropriate moment.." What is the self when it functions as a society? The historian of science Donna Haraway equates a "split and contradictory self' with a "knowing self.": "The knowing self is partial in all its guises, never finished, whole, simply there and original; it is always constructed and stitched together imperfectly; and therefore able to join with another, to see together without claiming to be another." (261)
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