|
The technological era is upon us. It is no longer the information
revolution, nor the age of media transcription. These phases
have passed by us as clout filled with socially distinct divisions.
In this era one either has it or doesn't. The realm of computerization
is upon us in a furor that even Alvin Tofler would be frightened
by. Tofler is most noted for his sociological works Future
Shock, Third Wave, and Power Shift, which
describe the alteration of society due to the inevitability
of change from technological and information advancement.
Tofler encouraged us, as a society to comprehend the pathological
state at which technology and information would cataclysmically
alter what we know of society. Information has become the
monetary sum and force behind power. Tofler stresses that
human society was exhibiting a rate of change to which few
would be willing and able to adapt; the remaining persons
would curtail into a post-electronic age of insipid neo-luddism
or be faced with abrasive social and psychological conflict:
society would continue to change ever rapidly while the populace
is abandoned within the wake. According to Future Shock, there
they would remain as out-groups, trying to cope with an ever-present
society steeply differentiated.
For those persons who do prevail, society as a whole would
largely be ignored in their wayward activities, with the exception
of advertisers and market media representatives. The denizens
of this "technopoly" would relinquish their expressions
and social contracts that bind them to the old world. These
denizens don PDAs, cell phones, and alpha-numeric pagers,
keeping them constantly wired to a transient world promoting
technological advancement. The advancement subsequently has
been established as mass communications (information), production
(consumption), trends (ideology), and sponsorships (religion).
The identification of the individual has been transposed
between two levels: the metaphysical (sacred) and concrete
(profane). It is an expanding positive feedback system, personified
as if each broadcasts its intentions upon the denizens so
that they may further the othera push and pull structure.
People purchase the goods that promote the production, feeding
the industry with reserve to provide monies to be used in
modification and advancement within its own sector. Advertising
contributes to the information-rich media streams readily
being fed to those who are attune to every level of information
available. The customers are encapsulated within the circle.
The products provide identities by which the individual may
associate him- or herself to others and find associations
for themselves. Information provides the ideas, the products,
and the social realms. We had our next generation Pepsi drinkers
and our children who think differently about Apple computers.
The materials themselves become a value orientation that individuals
can grasp as a concept of social identification. The geeks
present themselves as neo-luddites and retro-hippies. Marketers
in khaki pants and polo shirts that boast their company logo;
they attune themselves to the next sale with attached cell
phones and pagers. There is a guise of ideology presented
via the products with which people are armed. Each person
upholding a belief structure in par with the company where
they work. One can perceive the network technician, or the
open source programmer. This is the era of the dot-comers,
the established world of e-identity or i-character.
Imbedded within the technological character is the real-life
(RL) identity, represented in the perceivable, tangible real
world, and a virtual identity, represented by aliases of associations
(e.g., Condor, Phiber Optik, Cap'n Crunch). These aliases
were the bind the individuals had to a self-actualized character.
The common technological denizen no longer abides by netiquette,
references an alias, nor is an established net-savant. The
technological era has doomed these identities to deviants
associated as hackers, crackers and phreakers. One now conducts
ritualistic activities in the virtual world as if it is RL.
Social identity within the virtual society is based upon
the key foundations of the physical world, law, principle,
and construct. The physical world is the theme of the virtual
society created by developers of software for the virtual
community. The physical world is the parameters of existence.
Just as natural, physical law exists in RL. Law is a term
for the conditions by which the character within the community
must abide. A virtual world may have a User Software License
Agreement (USLA) that specifies terms and conditions by which
the user must abide in order to use the software. The law
is structured similarly to the modem legal system of policing,
judging, and restitution. Principle exists esoterically in
the virtual society for there are no regulations that one
must speak and act in a specific manner or role play; rather,
the communities react to individuals by their behaviorsimulating
RL social interactions. Appearances too are important in the
virtual world as they are in RL. Constructs are the basic
foundations analogous to the biological predisposition of
availability with which human beings are born. Such that trolls
are larger, elves age to be rather old, and both are natural
enemies of each other.
A character structure of anonymity similar to the Internet's
chat exchanges is created in today's Massive Multiplayer Online
Role Playing Games (MMORPG). Anyone may manipulate a persona
to be identified as an RL mirror, or that of fantasy, imagination.
The personas exist without reality's adversities. The social
exchange exists within the mentioned anonymous structure as
well as the ability for the individual to log outexit
the simulationat any time. There are no obligations
except for those the user creates, whereas in RL persons cannot
choose not to exist nor effectively continue socially without
regard for their social identity.
Within the virtual world individuals role-play their personas.
This role-playing emulates an idealized form of action by
the dramatist, actor. The audience is acutely aware of the
individual's perceived characteristics by notion of clothing,
profession, and racial attributes within the virtual world.
The performance creates nuances of speech through methods
of typing. The actions are perceived by the audience, as are
the inactions. In totality the audience is fully aware of
the actor, as one would be in RL, but the perception is incomplete
in two manners of sincerity: the backstage and the hidden
performance. The backstage is noted as the conscious level
of personal exchange, or intimate relations. No audience member
within the virtual world can overcome the medium and so the
medium becomes a blind where only shadows represent the action
and the audience must make a judgment on the value of sincerity
performed.
Cases exist where individuals used the medium of the anonymous
Internet to represent themselves seemingly sincere, but quite
the opposite. They were fictitious characters generating sincere
responses from a fooled audience. The hidden performance is
an interaction where the performer is no longer aware that
he or she is entering the backstage; information flows freely
though the performer, who is amiss to the notion that a transgression
from the game world's social simulation is no longer a simulation.
The actor has lost touch with the divide between the virtual
role and the RL role. The virtual character is not a fictitious
being, but rather the idealized version of the human character.
Here the actor is able to live out the fantasies of reality
via intimate conversations of true sincerity.
The presentation of the self exists in reality as performances,
but many of these performances are marred and hindered by
judgment and social obligations from external laws and obligation
that may appear immutable. The friction that is caused exerts
itself when people may no longer believe they can be themselves
or be who they wish themselves to be. The virtual society
allows for self-conception and a choice of guise. This benign,
distinct presence has attracted a multitude of technological
era denizens into a functional, virtual, social construct.
With the attraction of the virtual society, RL society may
be admitting failures in its ability to recognize the individual
and the individual's desires. The technological eratechnopolymay
be at fault. It maintains itself for the production and advancement
of technology, but not of the human self.
Copyright © 2001 vincent gaunt. All Rights
Reserved.
|