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Identity in ‘real’ and ‘virtual’ worlds

Identity in ‘real’ and ‘virtual’ worlds. Problematising context: Place, space and hybridity Conceptualising identity in such contexts Researching identity: Methodological challenges and issues. Identity, affiliation, language, context, learning.

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Identity in ‘real’ and ‘virtual’ worlds

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  1. Identity in ‘real’ and ‘virtual’ worlds • Problematising context: Place, space and hybridity • Conceptualising identity in such contexts • Researching identity: Methodological challenges and issues

  2. Identity, affiliation, language, context, learning • Life world language and the language of school: • Hornworms sure vary a lot in the amount they grow • Hornworm growth exhibits a significant amount of variation • social languages are tied to socially situated identities and activities • Acquisition is heavily tied to identity issues - so learning (through language) is linked to identity, affiliation and community (Gee 2004)

  3. Shape shifting portfolio people and design. • Their [shape shifting portfolio people’s] set of skills, experiences and achievements, at any one time, constitutes their portfolio. However, they must also stand ready to rearrange these skills, experiences and achievements creatively(that is, to shape shift to different identities) in order to define themselves anew (Gee 2004:292) • Design, not commodities central to the new capitalism - three types of design … reap large rewards in the new capitalism: the ability to design new identities, affinity groups and networks (Gee 2004: 284)

  4. Identity and game play • Virtual identity: one’s identity as a virtual character in a virtual world • Real world identity: my own (multiple)identity/ies as a non-virtual person playing a computer game • Projective identity: two senses • Project one’s values and desires onto the virtual character • Seeing the virtual character as one’s own project in the making. (Gee 2004) • Discourse, cognition, play - the ‘kind of person’ one wants to be, the ways this game is played. (Steinkhueler 2005)

  5. So… • How do we understand the relationships between these identities; how do they interact, how do they shape ‘real world’ identities recursively? How do discourses and affinity groups in the computer games world shape ‘real world’ ways of thinking and being…

  6. Issues and questions in the literature • Links between personal and social identity • social interaction as performance • Social connectedness • Performance and the construction of identity • Identity politics: who has the right to represent, and to speak, and for whom • Identity play, parody and subversion • How markers of identity are coded and read (Buckingham 2008)

  7. The construction of identity • Online worlds as examples of ‘the everyday the everyday spaces in and through which children's lives and identities are made and remade' and on the ways in which young people 'utilize the material presence of technologies in their every day lives' (Holloway and Valentine 2000: 770) • Neoliberal freedom of individual and expression or regulation, consumerism and control?

  8. Methodology - challenges • Representation, parody, play • Identities as multiple • Public/private • Ethics and permissions • What constitutes data • Authenticity • Veracity • Relationships between researcher and researched • Equity and access - digital divide • Generalisation, romanticism, essentialism, hype • Which players, which sites, which contexts?

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