Anonymity and “the Real”
To begin her discussion
of online anonymity, Lau points to the 1993 New Yorker cartoon captioned
“on the internet, nobody knows you’re a dog.” In the early days of the
internet, many scholars claimed that online anonymity offered utopian
possibilities. For example, Sherry Turkle argued that anonymity would erase
identity markers—such as age, race, gender, class, and ability—and create a
world free of hierarchy, judgement, and exclusion (373). However, many scholars
have since argued that the online world reproduces hegemonic social orders,
particularly in terms race, gender, sexuality, and beauty. Nakamura, for
instance, argues that the Internet “draws on and perpetuates hegemonic identity
formations,” creating online stereotypes known as “cybertypes” (374). In other
words, online anonymity perpetuates dominant ideologies concerning identity
rather than erasing them.
As many of our readings (specifically Noble) demonstrate,
digital technology often reproduces the ways in which power operates in the
“real” world. The line between the “virtual” and “real” is porous, meaning that
they should not be viewed as two separate “spaces.” To describe this phenomenon,
Lau uses Boellstorff’s concept of “bleed through,” which argues virtual and
actual worlds influence each other in material, corporeal, and imaginative ways
(377). Many scholars have made this observation. For example, Dibbell observes
that the items players earn in a virtual world can be sold on eBay for
real-world currency, making virtual and real economies interconnected (378).
Ultimately, World of Warcraft (WOW) players experience their virtual and
actual subjectivities together in the same moment, posing many theoretical
questions about time and space (though getting into those would send me down a
rabbit hole).
Lau argues that players experience this collapse in
subjectivity through their avatar in embodied ways. For example, some players
physically move their head when their avatar is about to hit a tree branch.
Others respond to the unconscious instinct to make their avatar run by
instinctively moving their fingers (381). Either way, the experience of the avatar
has a corporeal affect on the player. Similarly, the appearance of an avatar is
likely to determine a player’s actions. One study found players who had
“attractive” avatars were more aggressive and were more likely to disclose
personal information than players who had “unattractive” avatars (382).
Therefore, the appearance of the player in the virtual world impacts the
player’s confidence in the “real” world.
The emotional and corporeal experience individuals have
with their avatar allows them to see themselves as social actors in the WOW
world. Rather than an anonymous version of self, avatars act as a counterpart
to our real-world identities. Players must protect their avatar’s reputation in
the WOW world, just as we must protect our reputations in the real world. Lau
argues that an additional level of anonymity is required in the WOW world for
political debate to flourish, virtual disembodiment. To me, Lau seems to echo
Turkle’s utopian claims of anonymity. Although the lines between the virtual
and the actual world are blurry and players have an embodied experience with
their avatar, virtual disembodiment offers up the possibility of true anonymity
and creates an alternative space for democracy. To bring it full circle, I
think the New Yorker cartoon could be updated to say something like “On
the internet (specifically the WOW Trade Channel) nobody knows your avatar
is a dog,” but that’s not very clever or memorable.
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