Web 2.0 and Online Identity Formation
Posted by jeffreyuw
Our readings this week got me thinking about identity-formation, of all things. In “DIY videos on YouTube: Identity and possibility in the age of algorithms” Wolf describes how watching DIY videos can play a role in identity-formation – they can help us asses if we are capable or confident enough to do a task on our own. However, DIY videos aren’t the only activity that can influence our identity; there are many online activities like video games and social media that can also influence our identity.
“You Play World of Warcraft? You’re Hired!”
In chapter four, Rheingold discusses how World of Warcraft (WoW) can influence our identity and can be seen as a good job training simulator. He says this because players must complete tasks collaboratively with other players if they truly want to engage with the game’s content. I’ve had similar thoughts about WoW because I played this game a lot growing up.
When I played the game, I use to raid hardcore (as they would say). My alliance guild (25+ people) would raid four nights a week and complete high-level dungeons to obtain the best gear and loot. In some cases, we were the first on our server to kill a new raid boss, which comes with its own bragging rights and rewards. These accomplishments don’t carry much merit in the real-world, but completing these collaborative tasks gave me a lot of skills that can be carried over to a work environment.
If I’ve ever felt like I couldn’t do something, I’ve caught myself thinking – “If I’m capable of organizing a raid to kill Yogg-Saron on heroic mode with no guardians, then why can’t I do this job interview or [fill-in-the-name] task?” This might sound silly, but playing World of Warcraft has given me confidence that I can accomplish great tasks and goals in my own life.
I’ve seen how WoW has affected my friends’ lives too. For instance – my guildmate created a bot in the game that would collect valuable materials for him (without him having to be at his computer). Creating this bot required that he learned coding, programming, and many other skills because it required modifying the game. He was eventually banned because creating bots is cheating, but the video game allowed him to refine his engineering skills. He is now a software engineer at a software company in Silicon Valley, which is a very fitting role for him.
I’ve also seen how WoW can destroy lives. There is a stigma that playing online video games means you have no life and are worthless. I’ve seen many of my guildmates get caught up in this lie and often view themselves as worthless and feel they can’t accomplish anything in the real world. To me, it’s incredibly interesting how one game can influence our identity and personality so much.
Lurkers are destroying online collaboration participation. Really?
Rheingold discusses how the web has been primarily formed through collaborative efforts of many users. Kusher repeats this sentiment in “Read only: The persistence of lurking in Web 2.0,” where he explores how lurkers pose a threat to this collaboration and participation. At the end of the article, he states: “[lurkers] are the remainder of human activity that fails to conform – deliberately or otherwise – to the capitalist logics that drive Web 2.0.”
I agree and understand his argument, but I don’t agree with the tone that pervades the article and seems to negatively blame lurkers for destroying online participation. I rarely participate in social media activities and discussions, but I would not call my lack of participation as deliberate; I often just don’t feel any desire to comment or be part of the discussion.
However, I feel there are often good reasons to not participate online. I feel companies and social media platforms have ruined participation because they use information you provide (through a simple like or watching a video) as a means to target and influence your behavior through ads. Any information you put online also stays online, permanently – why would I want anyone to be able to pull my information up so easily?
At the same time, I often worry this passive majority isn’t participating where it truly counts. They may not share articles that expose corruption in the real world. They are not vocal when they need to be (like during elections and other highly political times). And social media platforms are doing a good job of making false participation – such as liking a video – seem more significant than it actually is. We cannot confuse easy participation as real participation.
Where we have been, and where we are going with Web 2.0
Our senators seem to be the only users who don’t understand how Web 2.0 works.
I feel the majority of these articles summarize the main benefits and problems of Web 2.0 accurately. The main difference between when Web 2.0 was coined, and now, is a majority of users know what Web 2.0 is (except our senators, apparently). Your average user understands the danger of the web – we don’t click on random ads, we understand that there are bots trying to talk to us, and we know how our behavior on the Internet is used by others. However – as Reingold points out in chapter 6 – your average user does not know how to use the web mindfully (such as knowing how to use privacy settings and more). Going forward, privacy is going to be more of an issue than before.
I feel web regulation will also be a huge factor going forward. We can see this happening currently, with big tech companies having to testify in front of congress and more. Just the other day, I saw an article explaining that there will be a new California law that states chatbots must disclose that they are bots before continuing a conversation. I feel this is important because even though we are aware that there are bots on the Internet. It is becoming increasingly difficult to know when a bot is speaking to us, especially when it comes to sharing news articles.
I personally don’t know how far these regulations will go. I believe some regulation is necessary, but I also worry about those who will take advantage of the current fear in the political climate and make unnecessary regulations to control the Internet for certain parties.
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