Encyclopedia of Computer Science and Technology
Encyclopedia of Computer Science and Technology
Encyclopedia of Computer Science and Technology
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identity in the online world 237dard, which competitors had never left.) Instead, the industryincrementally built upon what had become known asthe ISA (Industry St<strong>and</strong>ard Architecture), supplementingit with a new kind <strong>of</strong> expansion card connector called PCI.Currently, IBM is in the second tier in PC sales behindindustry leaders Dell <strong>and</strong> Compaq, having a market sharecomparable to Hewlett-Packard <strong>and</strong> Gateway. IBM also didrelatively well in the laptop computer sector with its Thinkpadseries, before selling it to Lenovo.Today’s industry st<strong>and</strong>ards are effectively determinedby two companies: the chip-maker Intel <strong>and</strong> the s<strong>of</strong>twaregiant Micros<strong>of</strong>t. Indeed, “st<strong>and</strong>ard” PCs are now <strong>of</strong>tencalled “Wintel” machines. The direct-order giant Dell <strong>and</strong>its competitors HP <strong>and</strong> Lenovo dominate the “commodityPC” market. However, by creating a st<strong>and</strong>ard that was flexibleenough for two decades <strong>of</strong> PC development, IBM madea lasting contribution to computing comparable to its innovationsin the mainframe arena.Further ReadingDell, Deborah A,. <strong>and</strong> J. Jerry Purdy. Thinkpad: a Different Shade <strong>of</strong>Blue. Indianapolis, Ind.: Sams, 1999.Dell, Michael. Direct from Dell: Strategies that Revolutionized anIndustry. New York: HarperBusiness, 2000.Gilster, Ron. PC Hardware: a Beginner’s Guide. New York: McGraw-Hill, 2001.Hoskins, Jim, <strong>and</strong> Bill Wilson. Exploring IBM Personal <strong>Computer</strong>s.10th ed. Gulf Breeze, Fla.: Maximum Press, 1999.Ling, Zhigun, <strong>and</strong> Martha Avery. The Lenovo Affair: The Growth <strong>of</strong>China’s <strong>Computer</strong> Giant <strong>and</strong> Its Takeover <strong>of</strong> IBM-PC. New York:Wiley, 2006.identity in the online worldThere are two aspects <strong>of</strong> identity in cyberspace, both <strong>of</strong>which are intriguing but problematic: Outer identity is thename or other descriptors that are identified by other peopleas belonging to a particular person, <strong>and</strong> inner identity isa person’s sense <strong>of</strong> who or what he or she “really is.”Users <strong>of</strong> online systems such as chat rooms or gameshave the ability to use a variety <strong>of</strong> names (pseudonyms)or to be effectively anonymous (see anonymity <strong>and</strong> theInternet). In games, the identity used by a player is representedby a virtual representation called an avatar. Otherplayers (through their own avatars) will encounter the avatar<strong>and</strong> identify it by physical appearance, behavior, <strong>and</strong>what it tells about itself (the “back story”).While opportunities to do this emerged in the 1970s withpaper-<strong>and</strong>-dice role-playing games such as the very popularDungeons <strong>and</strong> Dragons, there are significant differencesbetween online identity <strong>and</strong> these earlier games. Peopleplayed “D&D” in person, so it was relatively easy to maintaina distinction between a character a person was “running” <strong>and</strong>the person himself or herself. Also, these role-playing sessionswere fixed in time <strong>and</strong> place: After slaying the dragon,the players went home. Indeed even the term “role-playing”made the comfortable assumption that the activity was a pretend,make-believe identity assumed by the player.Virtual game worlds began in the 1980s with text-basedMUDS (multi-user dungeons) <strong>and</strong> similar online environments.Today game worlds are graphically immersive <strong>and</strong>persistent. Although there are games focused on the traditionalbattles <strong>and</strong> quests, others such as Second Life are bestdescribed not as games at all but literal second or alternativelives that persons can participate in for hours a day. Inthese worlds an avatar can own property <strong>and</strong> make commitments,even a virtual form <strong>of</strong> marriage. In many cases ingamegoods <strong>and</strong> money can actually be exchanged for “realworld” money. And crucially, unlike the D&D encounter,in these virtual worlds the “real person” behind an avatarneed never be revealed.Constructing IdentitiesThe online world invites people to construct <strong>and</strong> try outidentities. Because <strong>of</strong> the vital role they play in people’ssense <strong>of</strong> self <strong>and</strong> their social interactions, sexual or genderidentity is a particularly important issue. The onlineworld has some clear advantages for persons who are experimentingwith different identities (such as transgender). Aman, for example, can create a female avatar that reallylooks female. Further, people can act out sexual encounterswithout the possible physical consequences <strong>of</strong> violence ordisease. On the other h<strong>and</strong>, people can still be hurt psychologically,<strong>and</strong> online relationships can take on added risks<strong>and</strong> challenges by eventually becoming physical ones.There are also venues where there can be “hybrid” identities.In a site such as MySpace, a person can construct thekind <strong>of</strong> “face” he or she wants to present to the world <strong>and</strong>interact with the pages <strong>of</strong> other people. Here the onlineidentity is <strong>of</strong>ten tied with a physical one (potentially creatingvulnerability) but need not be (creating the potential fordeception).Young people in particular will have to deal with theopportunities <strong>and</strong> challenges <strong>of</strong> multiple virtual identities.On the one h<strong>and</strong>, young people are very adaptable, especiallyto new technologies. On the other h<strong>and</strong>, youth <strong>and</strong>particularly adolescence has always been a time <strong>of</strong> innerconflicts <strong>and</strong> a search for lasting identity (see young people<strong>and</strong> computing).The deeper philosophical <strong>and</strong> psychological implications<strong>of</strong> cyberspace are intriguing. According to some modernpsychological theories (such as Marvin Minsky’s “society <strong>of</strong>mind”), the mind does not consist <strong>of</strong> a single ego perhaps inconflict with unconscious forces, but rather, many separate“agents” that interact as they seek various goals. From thatpoint <strong>of</strong> view the online world exp<strong>and</strong>s that model intosocial space <strong>and</strong> may lead to a world in which each physicalperson may have many virtual persons associated with it.Online identities are becoming a fertile area <strong>of</strong> researchin psychology <strong>and</strong> sociology. Pioneering work has beendone by psychologist Sherry Turkle, who has explored differingmale <strong>and</strong> female styles <strong>of</strong> relationship to technology,how technology affects children, <strong>and</strong> other issues.The social <strong>and</strong> legal implications <strong>of</strong> online identity areequally challenging. Can an avatar be sued? Can one avatarcommit a criminal act (perhaps even rape) against another?Might an avatar have privacy rights <strong>and</strong> the right <strong>of</strong> publicity?The legal system has hardly begun to consider suchquestions, <strong>and</strong> they are becoming more urgent as everything