According to Julian Thomas “new communication technologies provide comparatively decentralised and open environments that appear to promote rights to freedom of expression, information, and communication” (Thomas, 59). This is a relatively sound argument, as the Internet is often employed as a forum for democracy and individual self-expression, while also facilitating convenient communication and the dissemination of information on a global scale. The Internet is organised by its users as they create their own content with minimal regulation, and interact with users from around the world in socially formed, democratic worldwide communities. People who interact with this technology can form digital identities that are removed yet intricately entwined with their sense of real-world identity.
This is particularly evident through programs such as Facebook, MySpace, chatrooms and Secondlife. Through networking sites and chatrooms, users can construct a digital personality, which may or may not directly represent their real-world personality. This may be perceived in many ways, such as a form of deception or as a harmless manifestation of the imagination. In many cases, users can form digital social relationships and the real-world personalities will never come into contact. In other cases, digital personalities have been used to exploit other users, particularly in cases of paedophilia and extortion.
Secondlife allows users to create their own avatar, often personalised to suit their imagined perception of themselves. Secondlife allows members to buy body-parts and accessories with Linden dollars. This personalisation of an avatar, not only comes at a monetary cost, but also involves physical, psychological and emotional investment. Suggesting these online personalities exist independent of real-world personalities would simply lack insight into the extent of social application involved in these processes. Secondlife encountered some moral and legal difficulties, as some members engaged in digital sex with child-like avatars, or sold digital representations of real-world intellectual property (ie. a Louis Vuitton handbag). The latter resulted in a real-world lawsuit on the grounds of breach of copyright.
Furthermore a female avatar was raped in Secondlife, and the woman tried to claim compensation for emotional damage in the real world. Empirical evidence suggests that the digital world is not so far removed from the real-world, particularly given the digital world involves replications of real-world activities and products. To further illustrate this point, the ABC Island in Secondlife was destroyed by a ‘digital bomb’ in 2007, as reported by ABC News Online, which was considered by some as an act of terrorism. In this case, digital actions had material messages. People spend real time in front of their computers, they spend real money, which can create a sense of protection and possessiveness over their avatar or ‘property’, and they engage with real people’s digital identities from around the world. Therefore, many digital actions have real-life consequences.
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