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Would you agree when I say that the way we represent ourselves has much to do with the idea of how well we think we know about ourselves and perhaps, less to do with choice or control? Consider this, we deliberate over our clothes, are picky with food groups, finicky about television shows, have preferences for certain books, and who we hang out with. Our preferences are largely responsible for self-representation and act as guidelines for others to categorize us. What about decisions and preferences that are not deliberate – the way we react to distressing news (a death in the family); how we face challenges (poor scores in exams); our attitude towards physical exercise; planning a camping trip – are non-verbal and visceral cues that add up to people’s perception of what makes us who we are. So, representation can be controlled as well as non-deliberate in real life.

The digital space frequently encourages us to take control of how we represent ourselves. We are also given opportunities to modify the same at frequent intervals. Our digital histories are a cumulative record of our thoughts, activities, interests, and participations on a host of online platforms. Are they a sum total of what we are? Can we honestly say that our digital activities and our avatars online stand for the whole of our personality? Aren’t we more than the reflections of a series of ‘What’s On Your Minds’, or ‘Likes’, or ‘Add To’, ‘RT’, ‘Share This’, and ‘Recommend’? These are ways in which we communicate, mostly textually and digitally; modes peculiar to the Interwebs. Is there a system via which we can attempt complete digital transference of our offline selves so that there’s more ‘accurate’ representation for our digital peers?

Each of us exhibits a digital signature that is peculiar to what or who we are online. These take the form of avatars. My avatar receives its cues from its offline “twin”, however, neither do we deliberate over its responses nor do we have a conscious say in its growth. The body of reference that builds from our online detritus does not always accumulate in a controlled environment. The mycybertwin.com web service, however, allows us to do just that: artificially engineer a twin and let it loose on cyberspace as my virtual representation. more...

Orcs, Trolls, Elves and more. With such fantastical races and landscapes, online gaming is an area where people can seemingly escape reality and all the expectations of society. For newcomers to the world of online gaming, it seems like anything can happen. You can be whomever you want to be, your race, gender, sexuality or physical limitations no longer matter. Games without avatars provide an even deeper layer of anonymity for players; for all you know, you could be playing against a faceless being behind a computer.

However as most people will quickly realize, the online gaming world is very similar to the “real life” world and strong assumptions and stereotypes regarding players still exist. Players can largely avoid racial stereotypes as it’s hard to tell the race of the person behind the screen, however, gender stereotypes are harder to escape.

After a short period of time, more...

Yes, even a CGI-filled big-budget glowing Disney spectacle can provide opportunity for theorization. Of the recent Internet-themed blockbusters – namely, Avatar (2009); The Social Network (2010) – Tron: Legacy (2010) best captures the essence of this blog: that the digital and the physical are enmeshed together into an augmented reality.

This seems surprising given that the film is premised on the existence of a separate digital world. Indeed, the first Tron (1982) is all about a strict physical-digital dualism and the sequel plays on the same theme: physical person gets trapped in a digital world and attempts to escape. However, Tron: Legacy explores the overlapping of the physical and digital. The story goes that Flynn, the hero from the 1982 film, develops a digital world that does not have the imperfections of its physical counterpart. His grand vision was to gloriously move humanity online. Simultaneously, the beings in the digital world want to export their perfection out of the digital world and to colonize the offline world, removing all of its imperfections (i.e., us). Flynn comes to realize that enforced perfection (read: Nazism) is unwanted. Instead of a highly controlled and orderly universe, what has to be appreciated is what emerges out of chaos. And it is here that the film makes at least two theoretical statements that are well ahead of most movies and popular conceptions of the digital.

First is the tension between more...