Virtuality and Its Discontents Searching for Community in Cyberspace prospect.org
Adapted from "Life on the Screen" by Sherry Turkle. Copyright 1995
quotes:
In the postwar atomization of American social life, the rise of middle-class suburbs created communities of neighbors who often remained strangers. Meanwhile, as the industrial and economic base of urban life declined, downtown social spaces such as the neighborhood theater or diner were replaced by malls and cinema complexes in the outlying suburbs. In the recent past, we left our communities to commute to these distant entertainments; increasingly, we want entertainment that commutes right into our homes. In both cases, the neighborhood is bypassed. We seem to be in the process of retreating further into our homes, shopping for merchandise in catalogues or on television channels or for companionship in personals ads. Technological optimists think that computers will reverse some of this social atomization; they tout virtual experience and virtual community as ways for people to widen their horizons. But is it really sensible to suggest that the way to revitalize community is to sit alone in our rooms, typing at our networked computers and filling our lives with virtual friends?
The difficulty is that virtuality tends to skew our experience of the real in several ways. First, it makes denatured and artificial experiences seem real... Another effect of simulation is that the fake seems more compelling than the real. Third, virtual experience may be so compelling that we believe that within it we've achieved more than we have.
By late 1993, network access could easily be purchased commercially, and the number and diversity of people on the Internet had expanded dramatically. Conversations with MUDders began to touch on new themes. To some young people, "RL" (real life) was a place of economic insecurity where they had trouble finding meaningful work and holding on to middle-class status. Socially speaking, there was nowhere to go but down in RL, whereas MUDs offered a kind of virtual social mobility.
Is the real self always the naturally occurring one? If a patient on the antidepressant medication Prozac tells his therapist he feels more like himself with the drug than without it, what does this do to our standard notions of a real self? Where does a medication end and a person begin? Where does real life end and a game begin? Is the real self always the one in the physical world? As more and more real business gets done in cyberspace, could the real self be the one who functions in that realm?
[Computer Mediated Communication] affords an outlet for some people to work through personal issues in a productive way; virtual environments provide a moratorium from real life that can be turned to constructive purpose...
If the politics of virtuality means democracy on-line and apathy off-line, there is reason for concern. There is also reason for concern when access to the new technology breaks down along traditional class lines. Although some inner-city communities have used computer-mediated communication as a tool for real community building, the overall trend seems to be the creation of an information elite.
Virtual environments are valuable as places where we can acknowledge our inner diversity. But we still want an authentic experience of self. One's fear is, of course, that in the culture of simulation, a word like authenticity can no longer apply.
conclusion: Virtual personae can be a resource for self-reflection and self-transformation. Having literally written our on-line worlds into existence, we can use the communities we build inside our machines to improve the ones outside of them. Like the anthropologist returning home from a foreign culture, the voyager in virtuality can return to the real world better able to understand what about it is arbitrary and can be changed. |