Imagine your friend sets you up on a blind
date at fancy restaurant that has decorated silver cutlery and won’t let you in
unless you’re wearing dress shoes. Each table has a candle, little flames
dotting the spacious plaza like fireflies. You arrive early, out of courtesy of
course, and wait eagerly as you browse the wine menu, twiddling your thumbs and
tapping your right foot. In walks the girl, she’s attractive enough, not
“giggity giggity” hot or gut wrenchingly ugly, so you decide to stay rather than
to fake an emergency phone call from your great aunt about the death of your 3rd
cousin.
You introduce yourself.
“Hi I’m ….”
She smiles politely, and says this:
Before I get going, there’s nothing wrong
with cats. They’re great. But to be moved to tears by cats is such an oddity
that Debbie’s e-Harmony video has garnered over 22 million views on YouTube. It’s
not something you’d say to someone on a first date, right? So why is she
comfortable saying it online?
The digital age has allowed for a nifty
trade off when it comes to communication. Computers, the internet, instant
messaging, skype or whatever has made talking and interacting with other people
easier and more readily available. The plus side is that it allows for a
“social defense”. There is safety behind the screen. One is able to say what
they feel and do what they want without any social repercussions such as, say,
rejection, a slap across the face or a kick to the crotch. Yes, you are
communicating with other people, but are you really “connecting” with people or
just to your router?
The continuing advancement of technology
and digital culture is leading to drastic changes in the way we communicate. This
can be seen most prominently in aspects of online gaming.
Matthew Dekneef in a Thought Catalog
article sums it up perfectly:
I’m
a comprehensive and instant means of self-expression. You’re building a fluid
identity on me, ideally an irl reflection of you. Eventually, you may seem so
real and cool you might even be impressed by you.
The internet allows people to present
themselves in anyway they feel comfortable, free from direct ramifications of
the people that they interact with. A number of Massive Multiplayer Online Role
Playing Games (Abbreviated to MMORPG’s) have arisen, allowing consumers to
enter a fantasy world through an avatar that they are able to customize and
create. The player is able to then live vicariously through the avatar (which
may be an orc, an elf, a wizard, assassin, etc) which is able to kill, die,
buy, sell and interact with others. Some games have even begun the inclusion of
real world currency into the buying and selling of items into the fantasy
world, further blurring the line between real and virtual for players.
Nick Yee
discusses the motivation for playing, highlighting the fact that the games
allow people to escape the mundane and are able to expand their social circle
exponentially through the online universe.
Essentially, the games serve as a catalyst
wherein the players are able to present themselves holistically within the
virtual universe, or completely reinvent themselves. This serves to aid the
socially handicapped.
In a discussion taking place on a forum a
man writes:
“I am a nerd. The
internet has improved my social skills by putting me in touch with bazillions
of people interested in similar eccentricities.”
Another comments:
“The internet helps because it means I
can take in conversations at a more measured pace, and can switch them off
easily and without causing offence if they get too overwhelming.”
This social comfort that people can
experience is, obviously, not able to be translated into the real world. When
one becomes acclimatized, used to, this form of communicating, it can prove
detrimental in “real life”.
Another user rebuts that the internet
is a “poor substitute” for real world interactions.
And arguably so. One is not able to take
conversations at a measured pace or merely shut a conversation down if it gets
dull. A dependence on the “social security” that the internet offers can prove
to be detrimental.
In an article by Holly Ojalvo,
She quotes Abigail Moore who comments that “the reliance of cell phones and
internet is helping people avoid uncomfortable situations”. This may sound
nice, but the communication breakdown that is caused by such reliance may
eventually lead to negative effects and further friction down the road.
Essentially, not only is the internet and
technology allowing people to change themselves, but its also change the way
that they express their feelings.
Online gaming is merely one example of the
way continuing advancements in technology and digital culture is changing the way
that people communicate with each other. It can either be seen as a
communication aid or detrimental to “real world” inter-personal skills but one
cannot doubt the evolution of communication.
We can either deny it or embrace the change
and tell the whole world that we love cats.


I have to say, you have a great way to get people to want to read your post! Very funny title. And I think you bring up an important point of how society is evolving today. One question-what do you personally think? Are online personas and avatars more helpful or detrimental?
ReplyDeleteThis blog is a casual yet compelling blog with a lofty, humorous vibe. The syntactical flow of this post was delightful to follow and truly proved itself to be an eyeopener, so much that I thought I could hear your voice out loud when reading this. One question.
ReplyDeleteYou talked a lot of virtual personas through the world of gaming and how that would be detrimental. What exactly would be the effects of said personalities? It's not really hurting anyone yet no specific detriments have been founded and centered on interactive games either. What's your stance on the virtual-personality the younger generation seems to be absorbing at an alarming rate?
Absolutely delightful, River. Cute title.
Very crafty way to draw people to your blog!
ReplyDeleteI couldn't help but think about the people that I have "met" online without knowing them in person when I read your blog. In my opinion, even if they are masquerading their true selves behind makeshift personalities, as long as one understands that fact, it seems harmless and almost fun to "role-play" online. I also know of cases where people are actually more outgoing and personable over the internet and are able to make more friends because they are not judged by their appearances.
What is your opinion of such cases?