2.2 Identity in Cyberspace
2.2.1 Online Identity
To explore what makes online, virtual selves so idiosyncratic and thus worthy of
discussion in a whole new section, one may want to put some thinking into the
differences between real and virtual realities, or real-life and cyber space. The notion
of cyberspace, first dubbed by Gibson (1984), is commonly realized as a figurative environment where “a graphic representation of data abstracted from the bank of
every computer in the human system” (p. 51) comes to connect with each other. It has
become a conventional means to describe anything in conjunction with the Internet,
but with an extra implication of fluidity and humanity that are not normally attributed
to the computerized network (Wood & Smith, 2005). Below I organize two key draws
of the concept that are most related with the workings of identity: its code-driven
constraints and hospitable environment for sociality.
Consider first the code-driven constraints brought about by infrastructure of the
computer system, or say, how configurations of computerized programs exercise
control over the behaviors of Internet users. An evident design for many virtual
environments online is their text-based communicative platforms (Wood & Smith,
2005),6 which leads us to the subject of the language of the Internet or computer
mediated communication (CMC). To Crystal (2006) and Herring (1996), the language
of CMC is almost indecipherable to outsiders and characterized by linguistic
creativity such as emoticons, acronyms, unconventional spellings, representations of
both written and spoken features, and any other codes produced to meet with the
constraints of the context. In such a form of online communication, sound, images,
and other nonverbal stimuli sent from the conversants cannot be shared through
computers. The remaining communication cues, especially when transmitted intermittently or asynchronously, could enhance message senders’ self-awareness in
planning conversation or self-presentation. Receivers, on the other hand, may judge a
person based on their stereotypes reflected in meager information. This observation,
6 The discussion on CMC here is purposefully limited to text-based exchanges because the
noted as the hyperpersonal interaction of CMC (Walther, 1996),7 also has a bearing
on the second constraining effect imposed by the computer system – anonymity. In
mediated contexts such as the Internet, communicators are provided with access to a
state of anonymity where their real-life identities remain unknown, or more
commonly, pseudonymity where they disguise themselves with unidentifiable
pseudonyms. It is because of such a possibility that the hyperpersonal nature of CMC
is tenable. As participants do not have to risk personal security, they experience more
freedom to verbalize their thoughts in public, which, when going too far, leads to
uninhibited or assertive texts such as hostile speech acts. Reduced self-regulation and
lack of accountability may as well become a problem. In addition to the malleability
of self-representations, anonymity and pseudonymity also create opportunities for
redeployments of social relationships in the virtual world. That is, without a pre-given
understanding of partners’ hierarchical status and social power, users are able to
participate more equally in communication, starting new as members of a
democratized society (Kiesler, Siegel, & McGuire, 1984). A communicator’s
credibility in transmitting particular information can therefore be built solely on the
7 The hyperpersonal nature of CMC is derived from the social identity deindividuation (SIDE) theory, (Lea & Spears, 1992) which suggests that, without prior knowledge about their partners, CMC
practices that they engage in in cyberspace, not their achievements or bad reputation
in real lives. Another computerized design of relevance is the availability of more
than one account or username one could apply for online. In terms of sociology, it
means the actionable multiplicity of identity with CMC. This feature goes hand in
hand with anonymity and pseudonymity in providing a safety net for a wrongdoer on
the Internet, as he/she could just reconstruct a new, innocent self to get rid of the
“package” of the former identity. More importantly, the design allows participants to
play with different aspects or “faces” of themselves. In line with this, the Internet is
considered a “social laboratory” (Turkle, 1995) or “identity workshop” (Bruckman,
1992) for experiments with one’s psychodramas and unexplored personas. For
example, a “flamer” is someone who predominantly projects his/her vicious side in
cyberspaces. In sum, online users would adapt their verbal behaviors to cater for the
restrictions set by the mediated context in their formation of impressions and
identities.
As for the cyberspace’s hospitable environment for sociality, we direct attention
to the emergence of online community, under the social influence of those irresistible
external forces exerted by the computer system mentioned above. Strictly speaking,
this phenomenon is also a product of a code-driven constraint, that is, the messaging
channels for one-to-many communication. Due to the development of the “network,”
online identities could naturally emerge from joint groups where peer-to-peer
communication and collaboration are valued (Crawford, 2004). From a social
information processing perspective (Walther, 1992), it has been shown that Internet
users are apt to build interpersonal relationships with one another, even with
previously unfamiliar partners. This is why there are norms of conduct, group-specific
meanings for language or other practices, and socially negotiated interpersonal
relationships among the participants (Baym, 1998). To better understand their
interpersonal interactions, one may refer to the idea of virtual community, as
introduced by Rheingold (1993):
Virtual communities are social aggregations that emerge from the Net when enough people carry on those public discussions long enough, with sufficient human feeling, to form webs of personal relationship in cyberspace. (p. 5)
In other words, different from traditional communities, virtual communities are not
based on proximity of participants to one another or face-to-face interaction but ongoing communication and a sense of belonging (“feeling”) to the social peer groups.
To continue with this notion, Squire and Johnson (2000) add that virtual communities
in cyberspace should be organized around a task or activity, existing according to a
need or mutual interest. To be more specific, Palloff and Pratt (1999) generalize
several prerequisites for the emergence of virtual communities. In addition to a
common public space for the group, members need to identify the motive or purpose for CMC’s use and subsequently define a code of conduct, assign a range of
participant roles, and facilitate subgroups. In relevance to this, one may also make
reference to the establishment of netiquette (i.e. Internet etiquette), meaning rules or
responsibilities that the participants expect their members to observe. These social
norms serve as a reference point for evaluation of who is a newbie, an outsider, or an
old-time netizen.
As summarized in this section, in media where text is present, the use of
language is of great importance because it allows the Internet user to project his/her
voice there, thereby constructing their unique online identities. All of the code-driven
constraints discussed help to build images of multiplicity and fluidity of the new era’s
identity, which echoes with the postmodern, discursive view of selves reviewed in the
previous section. With the additional sense of groupness and aptitude for sociality
online, virtual identity is now understood in the context of online communities and
through channels of mutual subjectivity among members.