Blurring
the Lines of Reality and Self
A
social theory that is unfamiliar, but not necessarily new, is becoming
increasingly applicable to social life as it exists today. Post-modernism is a social theory that
focuses more on finding truth as a process that is continuous and never final,
as opposed to the idea of truth being an attainable goal with a pronounced
ending. One of the characteristics of
post-modern theory that is widely used to analyze sociality is the idea of
de-centralization. As it pertains to the
Internet and social media, de-centralization is used to blur the lines of
reality and self by, and for, the user. It
is for this reason that social media has become a popular, and often preferred,
form of social engagement.
On
a social media platform, the user creates a social profile, or identity. This is the user’s projection of themselves that
they wish to show others in this online space.
In a post-modern analysis, one of the aspects of de-centralization is
simulation, or copiability. The first of
the four orders of simulation, explained by Ritzer, is that simulation reflects
reality. In terms of social media, the
user profile can be a true reflection of reality, but often the user can
portray themselves as how they wish to be seen by others rather than how they
are seen in the real world. This is one
of the most distinct ways that the lines of reality and self are blurred by using
social media. For example, in Turkle’s “Aspect
of Self” an interview with a woman, when asked about her upcoming meeting with
someone she had been carrying on a romantic relationship with that was strictly
online, she said, “I didn't exactly lie to him about anything specific, but I
feel very different online. I am a lot more outgoing, less inhibited.” The woman here created an image of herself
online that is supposed to accurately portray who she is in the real world, and
even though she is trying to be authentically the same person online as who she
is in real life, she still feels like a different person online.
One could also argue the existence of the third
order of simulation as explained by Ritzer in an analysis of online social
interaction. In the third order, the
simulations have the absence of reality.
One individual had been active on online “dungeons” or MUDs that were a
text based virtual reality where characters were controlled by the user and
able to navigate throughout the world via text commands. In these worlds, he would create multiple
characters, “On MUDs, Gordon has experimented with many different characters,
but they all have something in common. Each has qualities that Gordon Is trying
to develop in himself” (Turkle, 1997).
In the true sense of simulation as multiple copies, Gordon had created
multiple copies of himself via his online characters, but in his characters, he
is making a version of himself that is not an accurate depiction of who he is
in real life. With these multiple
characters, it is easy to argue here that immersion in these multiple lives and
personalities could result in, or has been caused by, an absence of reality. What Gordon is not in his social life in the
real world, he has created in his lives online.
Both examples show
individuals placing less emphasis on their real-life selves, and making their
online selves of more importance. This
de-centralization of the self is a common practice of social media communities
today. The online environment is
continuously changing in its landscape, and is changing the way people interact
online, which in turn affects their real-life relationships. So, it makes perfect sense to analyze these continuous
changes with theory that continuously keeps the conversation going, and never
searching for the truth in terms of an absolute end.
Sources:
Turkle, Sherry, “Aspects of the Self” Chapter 7. Life on the Screen, Simon and Schuster, New York, NY, 1997. (PDF)
Ritzer, “The Internet Through a Postmodern Lens” http://thesocietypages.org/cyborgology/2012/11/19/the-internet-through-a-postmodern-lens/
Sources:
Turkle, Sherry, “Aspects of the Self” Chapter 7. Life on the Screen, Simon and Schuster, New York, NY, 1997. (PDF)
Ritzer, “The Internet Through a Postmodern Lens” http://thesocietypages.org/cyborgology/2012/11/19/the-internet-through-a-postmodern-lens/
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