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CHAPTER 11: DIGITAL SELF: SELF AND OTHERS IN CYBERSPACE

• I, ME, AND MYSELF AND MY USER ID ONLINE


➢ DIGITAL SELF – is a mask we put on to draw in the
innovative world. With the digital technologies such as
web pages, online games, virtual worlds, social media,
smart phones, internet, self-extension is extensive. Objects
that one’s possess can truly extend the self, as when an
instrument or weapon enables us to get things done of
which we would somehow, or another be unable.
Belonging can likewise emblematically extend self. Sartre
explained that the reason we want to have something is to
enlarge our sense of self and that the only way we can
know who we are is by observing what we have. (Belk,
1988) He presented the concept of the extended self:
1. Dematerialization
2. Reembodiment
3. Sharing
4. Co-construction of self
5. Distributed memory
➢ This reasonable refresh looks to renew the idea,
consolidate the effects of digitization, and give a
comprehension of consumer feeling of self int eh present
innovative condition. It is essentially a work in advance, for
the computerized condition and our conduct inside it keep
on evolving. Be that as it may, some vital changes are now
certain. Five changes with advanced utilization are viewed
as that effect the idea of self and the idea of belonging.
Required alterations and increments to the extended self
are laid out, and bearings for future research are
recommended. The advanced world opens a large group of
new implies for self-extension utilizing numerous new
items to come to an incomprehensibly more extensive
crow. Despite the fact that this requires certain
reformulations, the fundamental idea of the extended self
stays crucial
BELK’S SUMMARY OF DIGITAL MODIFICATION OF THE
EXTENDED SELF
DIGITAL SELF POSSESSION
DIMENSION
Dematerialization Attachment to and
singularization of
virtual
possessions;
almost, but not
quite the same
Reembodiment Avatars affect Attachment to
offline self; avatars
multiplicity of
selves
Sharing Self-revelation; Aggregate
loss of control possessions; sense
of shared place
online
Co-construction of Affirmation of self;
self building aggregate
extended self;
“attachment to
virtual possessions
in videogames”
Distributed Narratives of self Digital clutter;
memory digital cues to
sense of past
• SELECTIVE PRESENTATION AND IMPRESSIONS
MANAGEMENT
➢ SELF-PRESENTATION – behavior that attempts to convey
some information about oneself or some image of
oneself to other people. These behaviors are activated
byte he valuative presence of other people and by others’
knowledge of one’s behavior. In new situations, many
people would like to impress and become self-conscious.
People behave in ways designed to create a favorable
impression or even to one’s ideals. Humans are social
animal and regulate our behavior to fit in the world or
adjust it to impression that we desire. People monitor
their behavior, observe how others react and adjust their
performance to create a desired impression
✓ TWO TYPES OF SELF-PRESENTATION:
1. PLEASING THE AUDIENCE – try to match self to
the audience’s expectations and preferences
2. SELF-CONSTRUCTION – Tries to match oneself to
one’s own ideal self. The expression of the
audience-pleasing motive varies across situations
✓ MULTIPLE ASPECT OF THE SELF
- (Higgins, 1987) According to him, the
discrepancies between the actual self and ideal
self leads to feelings of dejection, our overall self-
evaluation influences our cognitive processes. For
instance, when people with high self-evaluation
fail, they sustain their self-worth by looking at
other’s failure. He argues that there are three
domains of the self:
1. ACTUAL/REAL SELF – attributes an individual
possesses
2. IDEAL SELF – attributes an individual would
ideally possess
3. OUGHT SELF – attributes an individual ought to
possess

• IMPACT OF ONLINE INTERACTION ON SELF


➢ COMPUTER-MEDIATED COMMUNICATION
- It encompasses human communication involving
several changes through various platforms such as
text, audio, and/or video messages. It occurs through
various types of networking technology and software,
including email, Internet Relay Chat (IRC), instant
messaging (IM), Usenet and mailing list servers. An
interesting discussion can stem from a comparison of
how we conduct our identity int eh “real world” versus
how we construct it in the online world.
➢ Dutton (1996)
- He points out that technology can work two ways-
open or close social choices. Individuals shape the
impact of technology has on their lives by choosing
which technology to use and how to use it

• BOUNDARIES OF SELF ONLINE


- The line between offline and online self has become
blurred. Since people nowadays are becoming more
connected digitally, self-identity is becoming more
fashioned in transmedia paradigm. In the present culture
of constant connectivity, the internet is coordinated into
our lives with the end goal that the experience of being
on the web is subjectively not quite the same as before.

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