The online world is a magical medium that allows individuals to create and
experiment with identities and break out of the stereotypes of age, gender, or race. In their online identity experiments, adolescents attempt to gain popularity, men and women experiment with gender-switching, and older adults attempt to overcome stereotypes (Lina, Hummert, & Harwood, 2004). In online self-presentation, individuals choose information about themselves to present to others online (Valkenburg, Schouten, & Peter, 2005). Jones and Pitmann (as cited in Valkenburg et al., 2005) recognized self-presentation strategies to include: ingration to be well liked, intimidation to be feared, and self-promotion to gain respect (p. 384). Valkenburg et al. found that adolescents engage in identity experiments more often in early rather than late adolescent years, younger girls tend to present themselves as older, and boys often present themselves as macho. In gender-switching, presenting a gender to others online that differs from the individual’s actual biological sex, individuals “desire to play roles of people different from one’s self” (Roberts & Parks, 1999, p. 521). Roberts and Parks (1999), in studying the social role playing websites of online MOOs (object oriented MUDs), found that 40% of social MOO participants and 60% of role play MOO participants have tried gender-switching yet infrequently. LambdaMOO and Ghostwheel are popular social and roleplay MOOs where participants are in an online house setting or a fantasy-world game setting. These studies also found that heterosexuals and non-disabled individuals “were less likely to gender-switch” (Roberts & Parks) and younger users were not in the majority of this behavior (p. 536). Individuals that had experimented with switching were usually experienced with MOOs. The most frequent reason for not gender-switching is “the belief that it is dishonest and manipulative” (Roberts & Parks p. 537). In their books, authors Rheingold, “Virtual Community: Homesteading on the Electronic Frontier” an online book (1993), Turkle, “Life on the Screen: Identity in the Age of the Internet” (1995), and Stone, “The War of Desire and Technology at the Close of the Mechanical Age” (1995) (also online), examine the impact of computer-mediated-communication and the attraction of gender-switching identity experiments.Older web users over 65 are increasingly online. Websites dedicated to web surfers over 65 are appearing in many corners of cyberspace, including SeniorResourc.com, SeniorJournal.com, and SeniorCitizenBureau. Seniors are attracted to this medium and use positive themes in their online communication to overcome age stereotypes, express their views uninterrupted, and use social creativity strategies (Lina et al., 2004). Positive themes include “mind-over-body attitude, active engagement, wisdom and maturity, and the freedom of age” (Lina et al., p. 262). Overcoming stereotypes by using social creativity strategies include emphasizing one’s ability to make good decisions (Lina et al.). These strategies are used to reconstruct age identities. Lina et al. found that “negative age stereotypes were positively managed, and positive identities were constructed within a negative framework … Themes and framing tactics illustrate the complexity of age identity, a mix of chronological, health, and personal identities” (p, 272).
New technology surfaces frequently that all types of people use to express or experiment with online identities. The instant messaging programs Yahoo and MSN now have a display for a pictures or avatar. Imvu is an instant messaging community dedicate to using graphics like 3D avatars, personal websites, typing in bubbles, and animation.
Other reading:
SeniorNet , LambdaMOO and Ghostwheel
References:
Lina, M. C., Hummert, M. L., & Harwood, J. (2004). Representation of age identities in on-line discourse. Journal of Aging Studies, 18, 261-74.
Roberts, L. K. & Parks, M. R. (1999). The social geography of gender: Switching in virtual environments on the internet. Information, Communication and Society, 2, 521-540.
Valkenburg, P. M., Schouten, A. P., & Peter, J. (2005). Adolescents’ identity experiments on the internet. New Media and Society, 7, 383-402.

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