الهوية البديلة (Avatar) في لعبة الحياة الثانية : دراسة إثنوجرافية نفسية افتراضية على مجموعة من الشخصيات الافتراضية = The Alternative Identity (Avatar) in the Second Life Game : A Virtual Psychological Ethnographic Study on a Virtual Person's Group

Author(s):  
كريمة علاق
2008 ◽  
Vol 40 (S1) ◽  
pp. 214-224
Author(s):  
Virginia Taylor

This paper presents updates from my ongoing ethnographic study into the lived experience and worldviews of eight- to eleven-year-old girls in the United Kindom and responds to my 1999 Selma Jeanne Cohen award-winning paper, “Respect, Antipathy, and Tenderness: Why Do Girls ‘Go to Ballet’?” History has moved very fast: technologies have transformed the daily lived experience of children, now supersaturated with images and with access to communities far beyond their physical and cultural environment. The paper reports on the girls' assessment of their experience and considers whether the girls' bodies are being re-choreographed by an unprecedented excess of images of bodies and ways of moving, very different from and potentially more powerful than those they encounter in their own cultural setting.


2012 ◽  
Vol 5 (1) ◽  
Author(s):  
Samara Mamatovna Anarbaeva

When we are given the chance to have a Second Life online, we often choose to modify our offline selves with a little something extra, e.g. younger looking skin or a taller figure, or we choose a slightly different direction in terms of race and/or gender. This paper explores the construction of a Second Life avatar's identity in terms of race, and gender. In Second Life, users can embody a virtual body similar to or different from their offline body. Avatars are created by people who sit in front of a computer with a set of lived experiences, identities, characteristics, and beliefs. This work describes one avatar's journey into Second Life, focusing on the intersections of offline and online materializations of raced and gendered identities. In creating a second self, how do power imbalances based on gender and ethnicity within global space shape the creation of an avatar? What social and communicative issues emerge through Second Life existences? In order to respond to these questions, an ethnographic study as well as interviews with three different users of Second Life were conducted to examine the steps an individual takes when he or she becomes a resident of Second Life.


2010 ◽  
Vol 3 (3) ◽  
Author(s):  
Reza Azeharie ◽  
Ravi Shankar Sharma

This paper addresses the question of designing a virtual world business. A popular and economically thriving community - namely Second Life (www.lindenlab.com) - was selected for the research investigation. From an extensive literature review, a conceptual framework was developed in order to model the four most thriving industries on Second Life: (1) Real Estate, (2) Building, (3) Fashion, and (4) Entertainment. A six-month immersive ethnographic study was conducted using two primary research techniques of participant observations and in-depth interviews. For each industry, the results are summarized according to the business areas that were deemed critical.  The final section presents a synthesis of the integrated context to gain further insights on the industrial dependency among the four industries. The PARTS framework of Brandenburger and Nalebuff  (1995) was used to synthesise design rules for the business owner operating in a virtual economy. The paper concludes by linking the act of fantasy fulfilment with the demand for virtual goods and services. 


2008 ◽  
Author(s):  
Vadim Moldovan ◽  
Alexandru Ciobanu ◽  
William Divale ◽  
Anatol Nacu

2012 ◽  
Author(s):  
Marquia Blackmon ◽  
Sherry C. Eaton ◽  
Linda M. Burton ◽  
Whitney Welsh ◽  
Dwayne Brandon ◽  
...  

2012 ◽  
Author(s):  
Ashland Thompson ◽  
Sherry C. Eaton ◽  
Linda M. Burton ◽  
Whitney Welsh ◽  
Jonathan Livingston ◽  
...  

2020 ◽  
Vol 9 (1) ◽  
pp. 177-180
Author(s):  
Muhammad Sharif Uddin

Inequality in the promised land: Race, resources, and suburban schooling is a well-written book by L’ Heureux Lewis-McCoy. The book is based on Lewis-McCoy’s doctoral dissertation, that included an ethnographic study in a suburban area named Rolling Acres in the Midwestern United States. Lewis-McCoy studied the relationship between families and those families’ relationships with schools. Through this study, the author explored how invisible inequality and racism in an affluent suburban area became the barrier for racial and economically minority students to grow up academically. Lewis-McCoy also discovered the hope of the minority community for raising their children for a better future.


2020 ◽  
pp. 7-31
Author(s):  
Gino Mazzoli
Keyword(s):  

La rivoluzione delle nuove tecnologie non ha l'aria di essere una delle tante svolte nella storia dell'umanità. È come se l'invenzione della ruota, del treno, dell'elettricità e del computer si fossero unificate come forza d'impatto e moltiplicate per un numero infinito di volte. Non stiamo parlando di una singola invenzione, ma di una catena di invenzioni a getto continuo. La velocità con cui vengono introdotte queste innovazioni impedisce un adattamento emotivo e cognitivo sul piano sia individuale che sociale. In particolare, le due variabili essenziali dell'esperienza umana (spazio e tempo) sembrano venire espulse. Questa rivoluzione impatta un immaginario collettivo dominato dalla bulimia di esperienze, beni e diritti che viene espanso all'ennesima potenza dalla performatività tecnologica. E tuttavia questa scena (vissuta in modo inconsapevole, a prezzo di nuovi disturbi psichici come la depressione che è diventata la malattia più diffusa nell'Occidente) è stata sospesa dal Covid, uno stop globale che ha consentito a tutti di vedere il brodo culturale in cui eravamo immersi e di nominare i problemi che ci attraversano. In particolare, la tenuta psichica dell'individuo può essere posta come un nodo politico che riguarda tutti. Una considerazione disincantata della scena può consentire di vedere il virtuale come veicolo non solo di manipolazione e bilocazione fuorviante in realtà aumentate e second life, ma anche come sviluppo della dimensione interiore. Proprio al culmine di una deriva antiumana si apre dunque uno spazio per far transitare nel nuovo mondo in arrivo la specificità e la complessità della nostra specie.


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