Part One
Directions for your practice Annotated Bibliography: summarize both “The Ideal Elf:
Identity Exploration in World of Warcraft,” by Katherine Bessiere, et al, and “Cyberrace,” by Lisa Nakamura. In order to summarize, you will write 2-3 sentences of what you believe the jist of the articles to be. You will need to correctly cite both of your sources, as well. Use minimal quotations, if any. Take note of the example below.
Ex.
Bessier, Katherine, A. Fleming Seay, and Sara Kiesler. "The Ideal Elf: Identity Exploration in World of Warcraft." From Inquiry to Academic Writing: a Text and Reader. 2nd ed. Boston: Bedford/St. Martin's, 2012. 495-504. Print. (Is this the real citation? Why, yes it is. pg. 677, #2 + pg. 487 in the LBH, #25.)
"The Ideal Elf" is about the psychological nature of self-identity on the game World of Warcraft. Bessier, Seay, and Kiesler, discuss the "methods" behind creating the analysis of "identity" and online gaming, concluding that gamers' online identities either closely resemble the gamers or are positive, "idealized" versions of the gamer (498, 499). The "limitation" in the study comes from the sample of gamers, which was entirely "college students" (503).
Due before class on September 3rd.
Part Two
Directions: Re-read both “The Ideal Elf: Identity Exploration in World of Warcraft,” by Katherine Bessiere, et al, and “Cyberrace,” by Lisa Nakamura, and contextualize the two articles. In one to two sentences, explain why each article would be important to a particular claim/argument/thesis.
Ex.
Bessier, Katherine, A. Fleming Seay, and Sara Kiesler. "The Ideal Elf: Identity Exploration in World of Warcraft." From Inquiry to Academic Writing: a Text and Reader. 2nd ed. Boston: Bedford/St. Martin's, 2012. 495-504. Print. (Is this the real citation? Why, yes it is. pg. 677, #2 + pg. 487 in the LBH, #25.)
"The Ideal Elf" would help to explain one aspect of how people form online identity, especially males.
Due by 5 pm on September 3rd.
Due by 5 pm on September 3rd.
Replies: Ask a classmate a question or two about part one and part two.
Ex.
Part One: Do you think that age was a limitation as well? If so, how?
Part Two: What part of the article do you think would be most useful to explain introversion?
Replies due by 5 pm on September 5th.
Bessiere, Katherine, A. Fleming Seay, Sara Kiesler. “The Ideal Elf: Identity Exploration in World of Warcraft.” From Inquiry to Academic Writing. 2nd ed. Boston: Bedford/ St. Martin’s, 2012. 495-504. Print.
ReplyDeleteNakamura, Lisa. “Cyberrace.” Modern language Association 123.5 (2008): 1673-82. Web. 25
Aug. 2014.
Part One
“The Ideal Elf” is about the relationship between computers and humans (495). The study takes players from the online game WOW and comes to the conclusion that a person feels the freedom to create his/ her own identity online. The study also suggests that people with a high self- esteem will create an online character to be slightly better than him/ herself while a person with low self- esteem will create an online character that he/ she considers far better than him/ herself (502).
“Cyberrace” is about how the change of the internet has allowed people to either hide their identity and come up with a fake online identity, or to flaunt their identities and race, just as Tila Tequila did (1680). The article discusses how the internet is able to hide its “users’ bodies and races” and allow everyone to play on a level playing ground if so desired (1679).
Part Two
“The Ideal Elf” would help in supporting the claim that WOW players create an online character that is better than their actual self, especially those with low self- esteem.
“Cyberrace” would help support the claim that one’s race and identity is not exempt from the online world.
Part 1- Do you think that "The Ideal Elf" is more of an actuate academic article because it has scientific findings to back the results v.s. "Cyberrace" which has little to no scientific data.
DeletePart 2- Do you believe that the results of "The Ideal Elf" would be any different if they received data from more than just World of Warcraft users, or do you believe the findings in this article would be comparable to any group of gamers?
Part 1- I beleve they both have equal academic value because "Cyberrace" quoted many other studies and experts all throughout the article.
DeletePart 2- It would be nice to see a study on another game to back up the WOW study. I always prefer more information and evidence versus less.
This comment has been removed by the author.
ReplyDeleteBessier, Katherine, A. Fleming Seay, and Sara Kiesler. "The Ideal Elf: Identity Exploration in World of Warcraft." From Inquiry to Academic Writing: a Text and Reader. 2nd ed. Boston: Bedford/St. Martin's, 2012. 495-504. Print.
ReplyDeleteLisa Nakamura. “Cyberrace.” Special Topic: Comparative Racialization. Modern Language Association OCT 2008. 1673-1682. Web.
August, 2014
Part One
“The Perfect Elf” is a study conducted about how people who play online games will create a character that is defined by their level of self-esteem. Specifically using players who play World of Warcraft the study discovered that a definition of personality can be seen whether a player constructs their main character as an authentic character or an ideal character. Thus the study proved that those who produce characters based around them have high self-esteem, while those with low self-esteem will generate a character that is based around what they wish to be.
“Cyberrace” is about how over the years the internet has altered the way people view racism with the assistants of online social media networks. Though the internet has only slightly curved problems imposed by discrimination towards different ethnicities. Furthermore online games have created a safe environment where individuals can generate a persona online in order to keep the anonymity of their personal life.
Part Two
“The Perfect Elf” would make a perfect claim to better understand online gamers. As an online gamer I have found myself creating characters that were like me and at the same time they had features I wish I had. By understanding the different types of characters and their meanings to the people behind their creation we could better understand the players who play them.
“Cyberrace” would support the fact that racism still exists on the internet, yet there is still some form of anonymity in which one can hide who they are. In this sense “Cyberrace” only leaves one to wonder if the internet is helpful against racism or a new way to get racism out there.
Part 1- Do you believe that "Cyberrace" ism is more cruel and influential on society than actual real world racism?
DeletePart 2- Do you believe the findings in "The Ideal Elf" would be different in modern society or do you believe the results would be the same regardless of time.
Part 1- Do you think low self-esteem players benefit from creating and playing characters that are idealized versions of themselves?
DeletePart 2- Do you think that the internet could be useful in reducing racism?
Part 1- I believe that "Cyberrace" did not cover all of racism on the internet. It merely left it open. Online we can hide who we are and therefor be cruel to others without them knowing. Therefor I believe it is cruel and influential on society
DeletePart 2- I believe it would be different in modern society. The reason for this is they only used one game WOW and only had two results. Low and High self esteem. There are gamers who fall in the middle of those categories.
Part 1- I believe that those with low self-esteem do benefit from creating and playing characters. As a gamer I had low self-esteem. I created a few characters based off of how I wanted to be and played them. Over time I grew more confident and started adding bits and pieces of myself into my characters. So yes I do believe it helps with low self-esteem
DeletePart 2- In truth I really do not think the internet could be useful in reducing racism. Even if it is stopped online it is still in the real world and until it is abolished from society it will not matter if the internet reduces racism.
Part 1
ReplyDeleteBessiere, Katherine, A. Fleming Seay, and Sara Kiesler. "The Ideal Elf: Identity Exploration in World of Warcraft." From Inquiry To Academic Writing: A Text and Reader. 2nd Edition. Boston: Bedford/St.Martin’s, 2012. 495-504. Print.
“The Ideal Elf: Identity Exploration in World of Warcraft” summarizes and analyzes the positive correlation between “fifty-one World of Warcraft players” and their “description of their ideal selves” (498-503). The results conclude that gamers regardless of their level of depression or self esteem online identities either closely relate to the gamers actual self or relate to the “idealized” version of the gamers. There are multiple visual aids that graphically display the data from their study. The bias of this journal will be the age range “valid participants ages ranged from 18 to 27 years with the mean of 21 years” (498). Another possible bias will be the sex of the “participants were primarily male (43 men, 8 women)” (498).
Nakamura, Lisa. "Cyberrace." The Modern Language Association Of America 123.5 (2008): 1673-882. Print.
“Cyberrace” is an academic journal questioning the correlation between “real world” racism and “cyber-world” racism. The core argument states “if life online is real, are race and racism online real too?” (1675). The article also discusses how in the nineties users of the internet can “choose” whether to “withhold or cover racial identity” (1676). This is claimed to “allow everyone to participate in a more or less equal fashion” (1679). The author also describes the the opposite of racial ambiguity using World Of Warcraft’s Asian “gold farmers” and the use of “virtual migrants” (1678). The article also discussed the evolution of racism and the internet using “Cisco’s Human Network” (1679). This 2007 to present day campaign works differently by “selling the network as a site of racialized performance and visibility” (1679).
Part II
“The Ideal Elf” is the perfect scientific support on how people (mostly college aged males) develop their online identities (World of Warcraft) based on their self esteem and level of depression.
“Cyberrace” supports the fact that although cyber-reality is not actual reality, there is still racism and class discrepancies online and in virtual realities.
Part 1- Do you think the study of "Ideal Elf" would have turned out differently if they had included females in the study? If so, how?
DeletePart 2- Did you find "Cyberrace"somewhat hard to follow and understand? If so what did you do to better understand it?
Part 1- Yes, I do believe that the results would be different if the study included the results from more women. I believe the male and female brain are both physically different, but also process emotions such as self esteem and depression. The different processing of emotions may result in a different processing of their ideal self and their ideal elfs.
DeletePart 2- Yes, "Cyberrace" was hard to follow, especially the first read. I used some of the tools from class about the first and last sentence of the paragraphs. That helped me break down the different ideas and arguments the author was proposing. I liked the fact that the article did not have all the numbers and graphs. Those can be hard for me to follow, especially if there is several numbers and data listed in the middle of a paragraph. "Cyberrace" is a article that I personally had to break down and highlight paragraph by paragraph, and even then I had to reread and reprocess what the author was trying to state. This definitely was not the easiest read, but if you use some of the tools we did in class and highlight the key points, the article will become much easier to understand.
Bessiere, Katherine, A. Fleming Seay, Sara Kiesler. “The Ideal Elf: Identity Exploration in World of Warcraft.” From Inquiry to Academic Writing. 2nd ed. Boston: Bedford/ St. Martin’s, 2012. 495-504. Print.
ReplyDeleteNakamura, Lisa. “Cyberrace.” Modern language Association 123.5 (2008): 1673-82. Web. 25
Aug. 2014.
Part One
The “Ideal Elf” study took 51, mostly college-aged males and examined their World Of Warcraft characters and compared them to their actual selves. One of their theories was that those with low self-esteem would create characters more like their idealized self, versus their actual self. Their study proved this theory to be true.
In “Cyberrace” the author discusses racism in and out of the online experience. There were those that believed one could completely hide their racial qualities in order to have equal access and influence in the online environment. This however was shown to be a good and bad. A person could “choose your race” (1676) but that can be helpful or detriment in how a person choose to represent their race. For instance, Asian players of WOW became lumped in with “Gold Farmers” who were despised by most players in WOW. The author contents that the dirty work online is still distributed along racial lines (1681). This then seems to suggest that the online experience is not that far removed from face-to-face interactions.
Part Two
Ideal Elf could be important in the claim that online gaming environment can help those with low self-esteem behave and appear as a more desirable person. In addition, by changing their online persona, it may allow a person to experiment with other behaviors that would not be easy in real life. This could lead to self-discovery through freedom of action. One important note is that it is a game environment and thus the rules are not the same as in regular society. Games are a relief of real life so to compare them can be filled with innacuracies.
Cyberrace could support the thesis that racism is part of human nature and will appear as long as you have humans interacting with humans. The medium of the internet does not change that.
. Part 1- Do you believe that "Cyberrace" racism is more cruel and influential on society than actual real world racism?
DeletePart 2- Do you believe the findings in "The Ideal Elf" would be different depending on different age groups?
Bessiere, Katherine, A. Fleming Seay, Sara Kiesler. “The Ideal Elf: Identity Exploration in World of Warcraft.” From Inquiry to Academic Writing. 2nd ed. Boston: Bedford/ St. Martin’s, 2012. 495-504. Print.
ReplyDeleteNakamura, Lisa. “Cyberrace.” Modern language Association 123.5 (2008): 1673-82. Web. 25
Aug. 2014.
Part One
"The Ideal Elf" was a summary of findings on a study of players of the game "World of Warcraft" (WOW). They received voluntary information which they translated into an informative essay. Although the majority of volunteers for this information where heavy with college age males the findings where very much in conclusion with their thesis. Which was that players would portray their characters to an ideal self rather than their actual selves.
Part Two
The findings in "The Ideal Elf" were very complex. I would have been interested to see what would have come to light if they could have gotten a 50/50 split from men and women. Also, if they would have included games like "Dungeons and Dragons" and other role playing games.The fact that internet gamer's use the role playing games to create an alternate person (and personality) is not that unrealistic. Look around our classroom and think about how many people put on a proverbial mask to hide or protect their true selves or beliefs. And, being able to hide ones self so easily would obviously make it harder to find or detect real racism/discrimination.
Do you think that the personality type that uses online gaming to hide or recreate themselves is an indicator of a personality type that has a tendency to hide themselves in real life?
DeletePart one: Since it was all volunteers, if the whole world were included do you think there would be different views?
DeletePart two: There were very good points. How would you know if the person is being real about themselves or not?
Part One: Do you think the results would have varied if the individuals used in this experiment were much younger such as middle-school to high-school range?
DeletePart Two: Other than low self-esteem why do you think individuals don't like to portray their characters or even their personalities like their actual self?
Bessiere, Katherine, A. Fleming Seay, Sara Kiesler. “The Ideal Elf: Identity Exploration in World of Warcraft.” From Inquiry to Academic Writing. 2nd ed. Boston: Bedford/ St. Martin’s, 2012. 495-504. Print.
ReplyDeleteNakamura, Lisa. “Cyberrace.” Modern language Association 123.5 (2008): 1673-1682. Web. 25 Aug. 2014.
Part One
"The Ideal Elf" was a study conducted on players of the game "World of Warcraft" (WOW). The survey results were all from college students with more males responding than females. The results showed that players tended to create characters that portrayed their vision of their ideal self and less of the characteristics of their actual self.
The "Cyberrace" was a complicated read. It went very in depth on the topic of how people use the web to cover their identity, reveal their identity, or create an entirely new one that fits the image that they want people to perceive them as.
Part Two
The “Ideal Elf” does an exceptional job of showing how people use the web to recreate themselves in a more positive image that reflects what they would want to be.
“Cyberrace” goes into great detail about the way people use the internet to hide, expose, or recreate their individual race and identity to suit their means.
Part one: Do you see a similarity between these two articles in how people portray themselves online?
DeletePart two: In the article "Cyberrace,"did you come to your conclusion right away or did you have to read the whole article before you came to an understanding?
PART ONE:
ReplyDeleteBessier, Katherine, A. Fleming Seay, and Sara Kiesler. "The Ideal Elf: Identity Exploration in World of Warcraft." From Inquiry to Academic Writing: a Text and Reader. 2nd ed. Boston: Bedford/St. Martin's, 2012. 495-504. Print.
In "The Ideal Elf: Identity Exploration in World or Warcraft" Bessier, Seay, and Kiesler research the hypotheses that the participants of multiplayer online games create their avatars to more closly resemble their ideal selves rather than their actual selves, and that high or low levels of depression and self-esteem can alter how closely an avatar is related to a persons actual self versus ideal self. The authors not only provide their units of measure, such as the Big Five Personality Inventory, but also acknowledge the studies short comings consisting of a small sample mainly composed of male college students, and the fact that there needs to be more research on what goes into making a virtual character.
Nakamura, Lisa. "Cyberrace." The Modern Language Association Of America 123.5 (2008): 1673-882. Print
The article "Cyberrace" both discusses and analyzes the fast growing world of cyberspace and the implications that cyberspace has on the growing phenomenon of cyberrace. To deal with racism in cyberspace the abolitionist (hiding ones race), intergrationist (online communication about race), and transmutted approach (using a false race) are applied to the growing development of virtual avatars. Where it was once believed cyberspace was a way to retreat from reality, this article discusses multiple other views and perspectives about cyberspace such as advertisers, and claims that the process of racism is becoming a more cyber process.
PART TWO:
"The Ideal Elf" would provide strong support to the claim that people make their online virtual avatars to resemble their ideal selves more than their actual selves.
"Cyberrace" would provide an important perspective on the claim that racism exist not only in reality but also in virtual reality.
This comment has been removed by the author.
ReplyDeletePart one:
ReplyDeleteNakamura, Lisa. “Cyberrace.”Modern Language Association 123.5 (2008): 1673-1682. Web.
The writing “Cyberrace” was the study of how the advancement in cyber technology has affected the chance for people to keep their race hidden, resulting in racism. Nakamura stated herself that, “the internet was pitched as a curative to racism, which was always framed as a problem of too much visibility by the telecommunications and computing industries and scholars alike,” (1676). Her comment in this case meant that now that there was an ability to expose race, people could now state their opinions about race. However, it was also brought to light that in online games like “World of Warcraft” a person can create a character that is completely different than what they look like therefore masking their race.
Bessiere, Katherine, A. Fleming Seay, Sara Kiesler. “The Ideal Elf: Identity Exploration in World of Warcraft.” From Inquiry to Academic Writing. 2nd ed. Boston: Bedford/ St. Martin’s, 2012. 495-504. Print.
“The Ideal Elf” was a discussion of an experiment done on 51 college students, mostly men, and ages ranging from 18 to 27 years old. The experiment was a survey asking all the participants of how they see themselves, their character on World of Warcraft, as well as their ideal selves. Results were then put on a graph showing that for low self-esteem gamers and high depression gamers the characters and ideal selves were rated higher than their actual self because although the character was a representation of themselves, it was also a mixture of what they ideally wanted to be. The same went for gamers with high self-esteem and low depression but with a better rating of how they saw their actual self.
Part two:
“Cyberrace” would make a good claim to the fact that even though some online websites results on a person having to disclose their race, there are still other websites that allows a person to create an avatar completely different than themselves therefore hiding their race.
“The Ideal Elf” presents a similar claim that people that are not comfortable with the person they already are can choose to alter themselves resulting in a better them on the internet. Specifically on World of Warcraft, gamers did not have to create a character exactly like them and it would, to a point, lower racism because nobody knows if the character truly looks like the gamer.
Part one:
ReplyDelete"The Ideal Elf" was a study of mostly college students that were males. It was about how people are able to create an avatar that can either reflect who they are or an avatar who they wish they were. It gives people the opportunity to be able to get out of reality especially if they don't like who they are.
"Cyberrace" was about hoe people could choose their race online to keep from racism, and to feel like they were equal.
Part two:
"The Ideal Elf" could be used to show that no matter how bad your life is, or if you don't like who you are that you are able escape it and be someone you want to be online.
"Cyberrace" is explain that people go online and try to hide their race to set aside the difference of everyone in the world or in the gaming world.
Bessiere, Katherine, A. Fleming Seay, Sara Kiesler. “The Ideal Elf: Identity Exploration in World of Warcraft.” From Inquiry to Academic Writing. 2nd ed. Boston: Bedford/ St. Martin’s, 2012. 495-504. Print.
ReplyDeleteNakamura, Lisa. “Cyberrace.” Modern language Association 123.5 (2008): 1673-82. Web. 25
Aug. 2014.
Part One:
“The Ideal Elf” studies the relationship between a person’s psychological well-being and the identity they create in an essentially anonymous online server. Taking players from World of Warcraft, they put their hypothesis to the test. They found that those who scored lower depression scores based on the CES-D scale did not find their online did not rate their avatar as more ideal from their actual selves while those with higher depression scores were more likely to create characters that represented their ideal selves (501).
In “Cyberrace” Nakamura explores the issues of whether race and racism have any stakes in the digital world. According to the article the internet has the ability to hide race and allow everyone to participate in whatever they’re doing in an essentially equal fashion (1679). However with the internet progressing into a more visual medium, it’s now possible for a user to gain popularity by hyper sexualizing one’s race as Tila Tequila did on Myspace.
Part Two:
“The Ideal Elf” supports the claim that users on the internet can create an online persona that represents their ideal selves. “Cyberrace” also helps to prove this by saying that cyberspace has given people the option to represent their ideal selves on sites such as social media, as proven by the example of the once racially confused Tila Tequila.
Part one:
ReplyDeleteNakamura, Lisa. “Cyberrance” PMLA, Special Topic:Comparative Racialization Vol. 123, No. 5 (Oct., 2008), Web.
Accessed: August 2014
The article, “Cyberrance,” puts a positive look on how making an identity for the internet is beneficial. People can use the internet to create a new and different person. They can create someone who they would like to be or who they know will be accepted by the society. The author claims a lot of racism during the article on people who are a different color, age, gender, and sexuality. Giving the chance to talk to or associate with other that they prefer.
Bessier, Katherine, A. Fleming Seay, and Sara Kiesler. "The Ideal Elf: Identity Exploration in World of Warcraft." From Inquiry to Academic Writing: a Text and Reader. 2nd ed. Boston: Bedford/St. Martin's, 2012. 495-504. Print
“The Ideal Elf” is about how people who play a character in the game, World of Warcraft, can make an identity online different from who they are in reality. This article is more about the study behinf online identity. Asking the question, would you make a character based on your reality self or who your ideal character would be.
Part two:
Nakamura, Lisa. “Cyberrance” PMLA, Special Topic:Comparative Racialization Vol. 123, No. 5 (Oct., 2008), Web.
It shouldn’t matter what race you are or gender to be accepted by the society.
Bessier, Katherine, A. Fleming Seay, and Sara Kiesler. "The Ideal Elf: Identity Exploration in World of Warcraft." From Inquiry to Academic Writing: a Text and Reader. 2nd ed. Boston: Bedford/St. Martin's, 2012. 495-504. Print
It is important to know that there are people who are not who they they say they are.
This comment has been removed by the author.
ReplyDeletePart One:
ReplyDeleteBessière, Katherine, A. Fleming Seay, and Sara Kiesler. "The Ideal Elf: Identity Exploration in World of Warcraft." CyberPsychology & Behavior 10.4 (2007): 530-35. Abstract. From Inquiry to Academic Writing 1.2 (2012): 495-504. Print.
The study explores the degree of difference between the actual person and an online character that they create in the online game World of Warcraft, (Wow).
The study shows that a person with higher self-esteem will create a character that closely resembles their actual self, while a person with a lower self-esteem will create a character that closely resembles their ideal self. (458) This study ties in with a previous study in psychological manipulation, (McKenna and Bargh) by presenting evidence that people could overcome low self-esteem by "emulating their characters' better traits." (503)
Nakamura, Lisa. "Cyberrace." PMLA 123.5, Special Topic: Comparative Racialization (2008): 1673-682. JSTOR. Web. 07 Sept. 2014. .
The article is a culmination of research from 1991 through 2008 where the author explores the reality of the utopian idea that the internet and online identity is an escape from racism and social bias. Race and circumstance where impervious during the beginning of the internet. However, the progress of digital technologies has corrupted this idea and now reflects the same racism and social bias both online and offline.
Part Two:
ReplyDeleteBessière, Katherine, A. Fleming Seay, and Sara Kiesler. "The Ideal Elf: Identity Exploration in World of Warcraft." CyberPsychology & Behavior 10.4 (2007): 530-35. Abstract. From Inquiry to Academic Writing 1.2 (2012): 495-504. Print.
"The Ideal Elf" provides a glimpse into the psychology that perception of self is based on self-esteem. If creating an online persona can amplify the drive to become a better person, would it be beneficial to make this practice part of our educational requirements?
Nakamura, Lisa. "Cyberrace." PMLA 123.5, Special Topic: Comparative Racialization (2008): 1673-682. JSTOR. Web. 07 Sept. 2014. .
"Cyberrace" shows examples of how Cisco's "Human Network" ad campaign uses "stylized images of race and ethnicity" of children around the planet to promote a sense of everyone belonging to the same group (1679). If this idea of everyone belonging continues to cultivate in our youth, would the future then provide safety in being ones true self?
Bessiere, Katherine, A. Fleming Seay, Sara Kiesler. “The Ideal Elf: Identity Exploration in World of Warcraft.” From Inquiry to Academic Writing. 2nd ed. Boston: Bedford/ St. Martin’s, 2012. 495-504. Print.
ReplyDeleteNakamura, Lisa. “Cyberrace.” Modern language Association 123.5 (2008): 1673-82. Web. 25
Aug. 2014.
Part One:
The “Ideal Elf” is about a study that was performed to figure out the psychological factors that play into making an online character. Though the study consisted of mainly men, it came to the final conclusion that online characters are created based off of one's self-esteem. Online gaming characters are created based off of the two main categories being Projected vs. Ideal/Actual self. Individuals who have lower self-esteem are more likely to create a character that symbolizes the “perfect” them and vice versa. The online world is essentially an escape for these individuals and a positive way to feel confident.
“Cyberrace” is also about online gaming. However, Cyberrace consists of the negativity of the online realm and how even in a virtual world racism, discrimination and other complications occur. Though it may be an escape for individuals with low self-esteem, it is possible for individuals to not be able to separate real life from a fantasy life. Additionally, Nakamura mentions how when you expose yourself online you are prone to being attacked. You are in a sense making yourself a target which is the negative aspect of online realms and characters.
Part Two:
The “Ideal Elf” would help support how an alter persona may be beneficial to individuals with low self-esteem. Individuals are given the opportunity to create a character with all of the personalized characteristics that most represent what they wish to be or look like. Whereas “Cyberrace” mostly supports the claim that online gaming is negative and not at all effective in terms of eliminating racism and/or discrimination.
Part One:
DeleteDo you think that there will be an increase of people living these types of fantasy lives?
Part Two:
Do you think that racial inequality can be lowered or eliminated in online gaming?
I strongly believe there will be an increase of people living these types of fantasy lives. Maybe not immediately but over time, seeing as though technology is slowly consuming our everyday lives. With so much technology, individuals will find it hard to decipher between fantasy and reality.
DeleteUnfortunately, I do not think that racial inequality can be eliminated or even so much as lowered in online gaming because it is easier for individuals to be brave online. Because they are not physically being exposed, remaining anonymous allows for more individuals to discriminate without necessarily being identified.