Wednesday, February 13, 2008

Nakamura 1.0

Point of interest from the text:
1. immediacy of communication and the struggle between text and visuals;
2. IM as supplementary (not replacement) for the body, in terms of race and identity

1. "AIM buddies are tools of person-to-person communication in a way that other avatar, such as gaming avatars from nonnetworked games, are not" (43). I have to take issue with her on this point. First, if a game isn't networked, of course it wouldn't be good for communication. The only people you'd be connected to would be the same room with you playing the same game. Second, I am unconvinced of AIM's superiority in the context of communication. If prefaced by the notion of multitasking and communication while completing some other task as so many of us have used IM for, then yes. In an endnote to the above quote, she bases her point on the fact that networked and online games like the Xbox system and WoW are more focused on completing a mission or a quest than conversing, and MMORPGs charge a fee which can discourage usage. Although Second Life allows for a limited access, free membership, she doesn't feel this compares with IM's accessibility. I feel that a distinction needs to be made, perhaps "committed communication" (Second Life) and "multitaked communication" (IM), based on the level of attention the user needs to give the interface. I've done some research on Second Life, and while people use it for a variety of activities, a major one is connecting with other people. The author of one book, I, Avatar, talked about all the time he spent sipping wine, enjoying the sunset and chatting with friends. While this still seems a little odd to me, it's representative of a much deeper form of communication (visual, spatial) as opposed to IM (textual). So maybe what's more at stake here is the issue of time. Because while both IM and Second Life span distance, which is the hallmark of communication these days, Second Life require constant, real-time attention akin to actual conversation. IM is more forgiving. I'm curious about how time and distance, in addition to textual and visual, factor into notions of communication?

2. What, then, about the notion of supplementing vs. replacing the body? From page 49, Nakamura bases the supplementary imaging of IM on the fact that individual already know the race, gender, nationality of their friends and these visual elements add to that knowledge. Whereas in Second Life again, the user is replaced by a "physical" avatar representation of themselves. Often, users feel these avatars embody another part of themselves and sometimes "have a mind of their own" in that people act differently in virtual world than in the the real world. If you "replace" your body with an identical avatar, do you eliminate your race/ethnicity/nationality? She says that supplementing race/gender/etc accentuates what other already know about you. Her big question is based on the fact that the internet is becoming increasingly visual and that therefore we need to be more diligent about diversity of how we represent ourselves. Given how badly I and everyone else did on alllooksame looking at pictures of people and guessing their ethnicity, I wonder how we would do if we guessed at people's buddy icons, or even their Second Life avatars.

2 comments:

Alyssa said...

I think Sara and I had the same thoughts you did about your online avatar being (or not being) an extention of your identity. Sara mentioned that her avatar was a man (Milton from Office Space) and mine was a black woman (Lafawnduh from Napoleon Dynamite). I too thought that Nakamura ignored the fact that many people don't think of avatars as perfect representations of self, nor do they want them to.

Luke and Marla said...

I would be really interested to see a quantitative study of gamers and/or IMers that compares their "live-action" identities to their online avatars. Is this an adult way to role-play, like playing "dress-up" as a kid? I've been thinking about Discourses a lot (the theme for my 102 classes), and it seems to me that we all role-play our way through life: It's how we begin to approximate and appropriate a new Discourse. When we first got to college or graduate school, we had to "mushfake" (Gee) -- pretend we knew what we were doing, "try on" the role of an academic to feel how it fit. Now, what might this say about race and gender? And are we reading way too much into these avatars, esp. celebrity ones? When Alyssa chooses Lafawnduh and Sara chooses Milton (nice choices, by the way), are they wishing to "role-play" being male or black, or did they simply pick a fun "character" that they like/recognize from another medium? (Sorry to psycholanalyze you two. :-) )