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The Culture of Information
ENGL 25 — Winter 2002, Alan Liu
Notes for Class 24

This page contains materials intended to facilitate class discussion (excerpts from readings, outlines of issues, links to resources, etc.). The materials are not necessarily the same as the instructor's teaching notes and are not designed to represent a full exposition or argument. This page is subject to revision as the instructor finalizes preparation. (Last revised 3/6/02 )



Preliminary Class Business

  • Description of Reading Exam 2 on Friday, March 8th

    • Last name only in ID section

    • New section of exam for "mini-essays" on concepts (e.g., "how would you explain 'viral art' to someone?"). Instructions read: "the best answers are ones that cover the major issues of a topic and also give evidence of some detailed knowledge of the readings."

    • How the exam will handle the business books (with the exception of Schumpeter)
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But Also: The Difference Computers Do Not Make (The Problem of Online Gender and Race Identities)

(1) The problem of access to computers in the first place:

  • The "digital divide"

  • But also contrary or complicating evidence about the "digital divide": e.g., the Los Angeles Times reported in 2000:

    "Latino households are acquiring computers at a faster rate than the national average. Some disparity remains, but it seems that income, more than ethnicity, is responsible. Computer ownership and Internet use rises with income level" ("Univision Adds Site to Bridge the Divide," 29 June 2000)

  • The digital divide and the global scale of the problem of "identity": Manuel Castells, The Rise of Network Society (vol. 1 of his 3-vol. trilogy, The Information Age: Economy, Society and Culture, 1996-97):

    "In such a world of uncontrolled, confusing change, people tend to regroup around primary identities: religious, ethnic, territorial, national. Religious fundamenalism, Christian, Islamic, Jewish, Hindu, and even Buddhist . . . , is probably the most formidable force of personal security and collective mobilization in these troubled years. In a world of global flows of wealth, power, and images, the search for identity, collective or individual, ascribed or constructed, becomes the fundamental source of social meaning. . . . Our societies are increasingly structured around a bipolar opposition between the Net and the Self" (p. 3)

(2) The problem of "indifference" to gender and race within cyberspace (see articles assigned for this week plus these resources)

  • The interesting example of "The Turing Game" (Joshua Berman and Amy Bruckman, Georgia Tech U.)

    • Sample logs of games: Female game | Male game

    • Article about the game:

      "Since creating the Turing Game late last year, Mr. Berman and Ms. Bruckman have been unable to start a race game, in which players would guess who is black, or Asian, or white. Players are eager to watch such a game, but few are willing to step up and pose touchy racial questions, much less answer them.
           'I think this tells you something profound,' Ms. Bruckman said. 'At this point we are comfortable enough to challenge and question and play with issues of gender, but we're not comfortable yet to even begin the discussion about race.'"



  • The problem of gender "passing" on the Internet

    • Amy Bruckman, "Gender Swapping on the Internet" (1993):

      "Female characters are often besieged with attention. By typing using the who command, it is possible to get a list of all characters logged on. The page command allows one to talk to people not in the same room. Many male players will get a list of all present, and then page characters with female names. Unwanted attention and sexual advances create an uncomfortable atmosphere for women in MUDs, just as they do in real life."
           
      "Perhaps more damaging than unwanted sexual advances are unrequested offers of assistance. . . . [Reflection of a male player passing as a female:] 'I played a couple of muds as a female, once making it up to wizard level. And the first thing I noticed was that the above was true. Other players start showering you with money to help you get started, and I had never once gotten a handout when playing a male player. And then they feel they should be allowed to tag along forever, and feel hurt when you leave them to go off and explore by yourself. Then when you give them the knee after they grope you, they wonder what your problem is, reciting that famous saying 'What's your problem? It's only a game.' Lest you get the wrong idea, there was nothing suggesting about my character, merely a female name and the appropriate pronouns in the bland description. Did I mention the friendly wizard who turned cold when he discovered I was male in real life?' "

    • Margeret Morse, "Virtually Female: Body and Code": (p. 90 in Trend)



  • The problem of race (and ethnicity) passing on the Internet

    • Lisa Nakamura, "Race In/For Cyberspace: Identity Tourism and Racial Passing on the Internet":

      "On the Internet, nobody knows you're a dog!" [or do they?]

      The non-option of "race" in LambdaMOO

      Race identity perceived as an affront in LambdaMOO

      The implicit whiteness of LambdaMOO (e.g., self-descriptions of blonds with blue eyes)

      Racial "passing" or "tourism": the example of male and female Asian characters in LambdaMOO

    • Jennifer González, "The Appended Subject: Race and Identity as Digital Assemblage":

      González's critique of:

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Conclusion: The Difference or Indifference of Online Identity

Real Life ("RL") Online Life ("VR")


Embodied & historical identities


Constructed identities

Given or fixed identities Identity "passing"

Two alternatives for how to have an identity in the information age:

  • Dynamic, unstable overlapping of RL and VR identities, where each influences the other

  • Separation of RL and VR identities that reinforces "normal" identity relations

    • Identity passing as the equivalent of Mr. Bungle's voodoo doll
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References

 

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