Though I have never gotten into any of the multi-user computer games, I can see how their appeal can take hold with its user base. It''s interesting how this kind of thing has played out over time and evolved into things like SIMS and Second Life. Even my sons' current obsession with Webkinz can be seen as an extension of this as well. I remember when I was in business school in 1995 seeing a group of my classmates in the computer lab at all hours, playing what I now recognize from this article as some sort of MUD game. They were the early adopters then, I suppose. I just remember thinking "what the hell are they doing?" I could barely manage Excel at the time, let alone virtual worlds, so I did not pursue it. Turkle's discussion of the concept of identity was very interesting. Her description of "Doug", who plays 4 characters across three different games, was intriguing, but again, concerning in that he says "RL (real life) is just one more window and it's not usually my best one". Her description of the "Dr. Sherry" character who was alarmingly familiar to herself, but not created by her, was also chilling. After reflection, I realize that you don't have to play a multi-user game to have an online identity. There are people that I work with who sit within a few feet of me that I almost exclusively communicate with via email because I find traditional conversations with them to be very aggravating. Face to face, I am certain that my attempts to mask my exasperation and impatience are weak. Via email, I can be friendly and courteous, and our work relationship can continue. Is that disingenuous of me to use technology this way? Maybe. But I see it as leveraging a tool to help me accomplish my work, just as I would using other software like Microsoft Office or SPSS. I would like to read the rest of this book. I think an updated edition of it would also be in order, as a lot has changed in ten years.
Clear as MUD
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