I will write about Second Life people call it a game but there is the goal you don't win prizes. Second Life is an online virtual world residents create this world. Consider the possibilities this virtual world offers a disabled or injured person lacking mobility. Therefore, in SL you can walk, run swim, dance you can even fly! Ride horses, a motorcycle, sail a boat. So it's an outlet for the disabled and homebound. You can be anything you want to be human, an animal, a space creature it's up to you. Yet, disastrous repercussions can occur if a person cannot keep their id under control. People have their heart broken, SL has destroyed marriages. Residents must learn how to navigate Sl's gray zone - Is cultivating and maintaining a spouse
Identity is one’s perception that shapes one’s mind. It reflects the outer aspect of personality and the life choices we make as an individual. In Anthem by Ayn Rand, a dystopian futuristic novelfuture, Equality talks about how society is integrated to try to control his mind, body, and spirit. In “Don’t. The secret of self control” by Jonah Lehrer, a nonfiction article, Lehrer explains an experiment where children are determined to be a high or low delayers. Furthermore, In “Who Holds The Clicker” by Lauren Slater, a nonfiction article, Slater explains analyzes the fear of how brain implants can treat intractable mental illness. The formation of identity is created when a person is tied to the choices he makes,
Throughout the years, identity theft has been the fastest growing crime in the United States. Since December 2014, 17.6 million Americans have endured identity theft. But what is identity? Society has define identity to be information, such as an SSN or passport, used to establish or prove a person's individuality. While in reality, identity is the question humankind ask themselves “Who am I?” and “What am I?”. As Erik Erikson, psychological development, stated, if the human race can’t define and engender their identity by their adolescence age, then they become addle or solitude throughout their adulthood. Overall, identity is an entity that’s not inherit by primogenitor but rather concoct by values, experiences, and challenges face throughout
According to Steinberg (2016), individuals who have a healthy sense of identity are able to take responsibilities for their actions, and have a clear idea of who they are and who they would like to be. However, Steinberg
Change in life, and in every essence of the word, is inevitable. From the moment a person is born, they begin undergoing physical and psychological changes, as they develop, grow, and become their own individual. While many of these adjustments are subtle and prolonged, there are indeed others that are sudden and extreme—the latter of which may result in a nearly flipped version of the person’s original personality, producing a physical “other.” This grotesque “other” aspect of the human being has been represented in studies and media for centuries, fascinating ordinary citizens with the sheer concept that, with the possibility of a dual identity, then, perhaps, there is indeed much more to everyone than what initially meets the beholder’s
In Chapter 11, Sherry Turkle claims that the online words and massive multiplayer online role-playing games, gives virtuosity and fantasy- and something more; your performances put you at the center of a new community with virtual best friends and a sense of belonging. Most people that play the virtual game “A Second Life,” feel like their avatars are used as “practice” for real life. Their lives on screen may be play, but they are serious play.
Forming identity is a life-long endeavor for most people. In childhood, the act is involved mostly with family and school friends. As a person matures to adulthood, more external factors influence identities such as social status and position, education, employment and love relationships. In Ralph Ellison’s Invisible Man and Milan Kundera’s The Unbearable Lightness of Being, the reader will find that the two most influential aspects of identity formation are societal definitions of a person’s race and how one defines themselves through intimate love relationships. A person engaged in identity formation under either of these circumstances could result in either a positive experience that builds confidence, self-esteem, and self-love, or it can completely destroy the person’s psyche or permanently separate her or him
All throughout history, man has struggled with the concept of identity. This idea of where one belongs, and how one is perceived by others, let alone themselves. Sometimes man lives a self-fulfilled prophecy, while other times they try to blend themselves with everyone else, or this concept of being invisible. However, society is known to radicalize an individual’s invisibility. Instead of allowing an individual to conform to society, to live out their lives peacefully, society condemns these individuals, alienating them from the rest of the world. Society accuses, and leaves the accuser standing on a ledge, wondering what will happen next, while the world never sheds a single tear of sorrow, never takes a shallow breath among all of the madness. Even today, society continues to accuse, pinning the blame on those who cannot have a voice for themselves, and incarcerating them because of it.
Identity is who we are, our name, qualities, and even our beliefs. Sometimes we don't exactly know who we are and why we are standing here on the face of earth. It takes a little experience of life to figure out who we really are, but what if you had a new identity everyday and kept changing everyday. Would you be able to find an answer who you are. The book Everyday by David Levithan gives us a new perspective of ourselves. The main character A wakes up in a different person's body every single day. He basically takes over the body and controls the person. A could be a girl one day a guy the next. Different sexualities and different races but is around the same age each time. A always sticks to the plans never really trying to do something that could mess up the hosts future. Always staying low - key, suddenly plans derail when A wakes up in a regular highschooler’s body, Justin. As he soon falls in love with Justin's
‘In the age of globalization and of the ever-accelerating intermingling of elements in which we are all caught up, a new concept of identity is needed, and needed urgently. We cannot be satisfied with forcing billions of bewildered human beings to choose between excessive assertion of their identity and the loss of their identity
Second Life is a virtual world that is shaped by its users, also known as residents. Since its origin in 2003, Second Life has seen millions of users sign up and today the virtual world has a million users log-in regularly. The virtual world allows its residents to create avatars and customize them to their liking. Users create a whole virtual reality for themselves and Second Life gives them a platform to express themselves in ways they normally would not in real life. Connections and friendships are made from every part of the globe.
The most difficult part of growing up as the older child is having to experience life firsthand. Although my parents were able to guide me through the majority of my life, one aspect that they couldn’t assist me in was my education. On top of school being challenging for both of them, there was also a need for financial aid;, my parents both dropped out 10th grade in order to help out the family by working. This caused them to lose focus on their education, resulting in the incompletion of high school, let alone college. This affected me because throughout my entire education, there was no one to guide me through school or help me with my school work. Since my parents weren’t formally educated, I was forced to teach myself and use other resources,
The documentary, Life 2.0, is about the online platform, Second Life. The name of the world is pretty self-explanatory; it allows users to create an avatar and do any of the things that are possible in the real world; only this is virtual. Mike Hale from the New York Times reviewed this documentary, writing both good and bad things about it. Rik Panganiban, also known as rikomatic on his blog and other online forums, saw Life 2.0 and was not a fan.
In recent years, identity has been open to discussion and reflection. One's identity has now been subject to change. There are still major cultural categories of identity, for example:
On the other hand, online communities like Second Life limit peoples’ abilities of developing their own personalities. By projecting their lives onto avatars, it is hard to differentiate between the real world and the virtual world. Success and failure as well as capabilities and skills that are experienced online are oftentimes lacking in real life, although this is hardly noticed. (Scribner, 2007). It is so much easier to be everyone you want to be in the online world: The shy guy turns into a womanizer and the unemployed pretends to be a wealthy businessman driving a Mercedes. And while more and more time is spent online with the virtual alter ego, Second Life gradually becomes “First Life”. It is a time consuming activity that also need
A good example is like facebook. In facebook, you have the chatting bar that lets you talk to your peers within the browser itself. New Facebook layout has group functions that helps you pull in interested customers and let them see the “product” more privately. In any case, a free browser online social networking is quite cheaper to setup an online business than paying a premium subscription fees though nonetheless, less excitement in having your 3D figure runs around the background like in Second Life. To say that Second Life as a stepping stone for a way a business to conduct their activity is a bit blunt. Meaning that, the popularity of this virtual game itself has been over shadowed over various other type of easy-to-setup business over the net. More simply are like facebook, twitter, and other popular games like The Sims which are more attractive than Second Life itself. Overall, virtual games and platforms nowadays depend on the popularity itself to promote themselves in the online virtual community. Without the popularity, the community of the game wonʼt develop to an extent that companies would advertise their business in the game itself. Moreover, Second Life has been going on for a decade and seemingly reach a maturity stage to which more and more virtual game platforms have been develop along the way. Lastly, due to this, organizations and companies can use Second Life