Phillip Arredondo
Professor Fred Turner
Digital Media in Society
27 April 2010
Prompt: Do digital media free us from the cultural constraints imposed by material
places?
Every day, we face constraints on our behavior as a result of the material world.
For instance, women can’t walk around in public wearing just lingerie, not because there
scantily clad. Digital media (DM) allow us to escape these constraints by offering modes
of interaction that alter aspects of the real world. These alterations include, but are not
limited to, space-time compression and total anonymity between interactors. In a virtual
environment, a woman can have her avatar, or virtual representation of herself, walk
around in lingerie without feeling stigmatized for adopting what would be considered a
taboo behavior in the real world. However, the extent to which DM may free us from
such constraints is limited since they originate in the material world which, regardless of
the affordances of technology, can never truly be escaped. In this paper, I will explore
Ultimately, I will conclude that while people now have avenues by which they can
circumvent some constraints posed by real world social mores, traditional power
geometries have not yet been compromised to the degree necessary for them to no longer
influence people’s social behavior. Thus despite our digital detours, real world obstacles
Modes of self-expression that are barred from recognition in the real world often
find it in virtual worlds. For instance, same-sex marriages take place within Second Life
(SL) regardless of where the ceremony is performed (Boellstorff, pg. 168). While not
legally binding in real life (RL), such unions may offer a great deal of satisfaction to
those who partake in them. Yet the fact remains that once the couple logs off, depending
on where they live, there is a good possibility they won’t be able to have a marriage
officially recognized by the state, hence the monopoly on authenticity maintained by the
“residents act[ing] to disrupt the experience of others” (Boellstorff, pg. 187). For
instance, one resident of SL may approach another while carrying a machine gun and
demanding money implying the threat of bodily harm (Boellstorff, pg. 193). Naturally,
this type of behavior would quickly land the former in jail in RL, but due to the virtually
lawless environment provided by SL, such behavior – while not appreciated nor
those with malicious tendencies to express them without the social and legal
repercussions they would face in RL. However, it can also be argued that performing
virtual robberies lacks the gratification (both emotional and monetary) that performing
which people may commit criminal acts, they are at best poor substitutes for committing
Lastly, there is the matter of the explosive increase in mobile phone use among
Japan’s youth, which has liberated them from constraints both social and spatial. For a
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long time, household landline phones served as a means by which parents could monitor
and regulate their children’s interactions with their friends (Ito, pg. 8). However, the
recent upsurge in mobile phone use by young adults has enabled them to circumvent the
spatial boundary of the home, effectively rerouting their interactions around their parents’
surveillance via mobile technology. For instance, youths rely on mobile phones to avoid
to mind small, early twentieth century towns and how a couple’s walk in the park would
affordances of mobile technology are still restricted by the power geometry of youths’
surroundings; students may text or email each other in class, but actually talking on one’s
cell phone is considered “going too far” (Ito, pg. 10). Thus, while mobile technology
undoubtedly offers privacy, personal mobility and freedom, the material world still places
While these examples illustrate the degree to which DM liberate us from the
bonds of reality, they nonetheless demonstrate how strong those bonds are. In the future,
the increasing extent to which DM pervade our lives may allow them to usurp the
authority of the material world; (what if people begin spending the majority of their time
in virtual communities as technologies like Seriosity’s work-games further blur the lines
between reality and non-reality?) However, as things stand, when you log off you’re still