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SHERRY TURKLE POSTMODERNISM AND THE CULTURE OF SIMULATION MUD ONLINE IDENTITY ROMANTIC MACHINES?
SHERRY TURKLE BIOGRAPHY 1948. Born in NY, U.S 1969. Politics studies, Paris 1973. M.A Sociology, Harvard, U.S 1976. PhD. Sociology and Personality Psychology. 1976_present. Professor MIT Social studies and humantechnology interaction.
_ CYBERSPACE
IMMATERIAL MEDIUM THAT EXISTS BETWEEN THE REAL AND THE UNREAL
_ VIRTUAL PLACE
allow people + move to different places (immaterial) + human interactions + construct identities and different roles + build communities (share ideas and interests)
POSTMODERNISM _ POSTMODERNIST VIEW AND NEW TECHNOLOGIES CHANGED THE UNDERSTANDING OF HUMAN IDENTITY
+ Instable + Relative + Decentred + Plural + Contradictory + Aesthetic
_ NEW RELATIONSHIPS
MIND / BODY / SELF / MACHINE
_ SIMULATED REALITY
immaterial and visual world
_ REINVENTION OF IDENTITY
new medias and online participation allow people to redefine ourselves
_ COMPUTER GAMES
ROLE-PLAYING GAMES
example of culture of simulation
MULTI-PLAYER-DOMAINS / DUNGEOS
_ APPLICATION OF POSTMODERNISM
BETWEEN THE REAL AND THE UNREAL Interaction between real people + robots
MULTI-PLAYER-DOMAINS / DUNGEOS
MUD people express and explore unexplored aspects of themselves playing with their identities
Sherry Turkle, 1995
MULTI-PLAYER-DOMAINS / DUNGEOS
_ COMPUTER SCREEN
PEOPLE PROJECTION ANONYMOUS INTERACTION you are who you pretend to be
_ IDENTITY CUSTOMIZATION
Digital attributes: embodiment + Dreams + Emotions + Fears
_ COEXISTANCE
People IS coexisting with machines psychological / physiological effects
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Turkle, S. 2005. The second self: computers and the human spirit. Cambridge: MIT Press. Turkle, S. 2004. Wither psicoanlisis in computer culture. In Kaplan D. Reading in the philosopy of technology. 2004. Lanham: Romwman & Littlefield Publishers. Turkle, S. 2001. Who am we. In Trend, D. Reading digital cultures. 2001. Massachussets: Blackwell Publisher Ltd. Turkle, S. 1995. Life on the screen: identity in the age of the Internet. New York: Touchstone. Waggoner, Z. 2009. My avatar, my self: identity in video role-playing games. Jefferson: McFarland. Winder, D. 2008. Being virtual: who you really are online. London: John Willey & Sons Ltd.
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HAVE YOU EVER PLAYED ROLE-PLAYING GAMES? HOW MANY VERSIONS OF YOURSELF HAVE YOU GOT ONLINE? WHO YOU ARE ONLINE?