1. LESSON 5
How Computing is Changing Who We Are
Selfvs. Self-concept
From a classical sociological perspective, the self is
relatively stable set of perceptions of who we are in
relation to ourselves, to OTHERS, and to SOCIAL
SYSTEMS. The self is organized around a self-concept,
the ideas and feelings that we have about our selves.
(Allan Johnson)
TheInternet and the Self
Internet tecnologies, especially social networking and
virtual worlds, are reshaping our concepts of our
selves.
MultipleOnlinePersonas
These online personas all have traits and desires
unique to their online personalities. They all
communicate in ways specific to their virtual
environments, ways businesses need to understand to
reach all of them. The difficulty? They’re all the same
person. It is counter-productive to think of people as
having “true selves” or “true personas” that explain all
of their actions, all of their likes and dislikes. (Chris
Gonsalves)
Sell to the persona, not the person. A persona will show
you how it wants to be treated. (Adam Sarner)
Sociopath- has dissocial personality disorder, which is
described by World Health Organization as a person
who has disregard for social obligations and callous
unconcern for the feelings of others. There is low
tolerance to frustration and low threshold for
discharge of aggression, including violence; there is a
tendency to blame others.
Sociopathicbehaviors
Griefer- an online version of a spoilsport- someone
who takes pleasure in shattering the world of play
itself. Not that griefers don’t like online games, it’s just
that they want other players to not enjoy the game or
make their online life miserable. They find
entertainment in hassling others.
Troll- a user who posts in public forum or chat room,
with the goal of either subverting the conversation or
otherwise provoking an emotional response.
Cyberbully or Cyberstalker- uses the Internet to
harass a particular target, often using fake identities or
public Web sites to enable the harassment. Unlike trolls
and griefers who often seem to select random or
ideologically motivated targets, cyberbullies tend to
target people they know fromeveryday life.
Cybersociopathy- sociopathic behaviors specific to the
Internet.
Diagnostic and Statistical Manual of Mental Disorders,
or DSM-IV describes antisocial personality disorder
as a pervasive pattern of disregard for and violation of
the rights of others… as indicated by three (or more) of
the following:
1. Failure to conform to social norms with respect to
lawful behaviors as indicated by repeatedly
performing acts that are grounds forarrest.
2. Deceitfulness, as indicated by repeated lying, use of
aliases, or conning others for personal profit or
pleasure.
3. Impulsivity or failure to plan ahead.
4. Irritability and aggresiveness, as indicated by
repeated physical fights or assaults.
5. Reckless disregard for safety of self or others.
6. Consistent irresponsibility, as indicated by repeated
failure to sustain consistent work behavior or honor
financial obligations.
7. Lack of remorse, as indicated by being indifferent to
or rationalizing having hurt, mistreated, or stolen
from others.
Virtual andOnlineAddictions
Computers and the Internet appear to be intensifying
behavioral addictions. Until recently behavioral
addictions were not considered to be real addictions,
but scientists are beginning to find evidence that they
function like substance addictions. Persistent and
recurrent maladaptive game-playing behavior as
indicated by five (ormore) of the following:
1. Has repeated unsuccessful efforts to control, cut
back, or stop playing games
2. Is restless or irritable when attempting to cut
down or stop playing games
3. Plays games as a way of escaping from problems
or of relieving a dysphoric mood (e.g., feelings of
helplessness, guilt, anxiety, depression)
4. After losing money, items or “experience points”
during one gaming session, often returns another
day to get even (“chasing” one’s loses)
5. Lies to family members, therapist, or others to
conceal the extent of involvement with game
playing.
6. Has jeopardized or lost a significant relationship,
job, or educational or career opportunity because
of game playing.
7. Relies on others to provide money to relieve a
desperate financial situation caused by game
playing.
Cyberdating
According to a survey of 7,000 people commissioned by
Match.com, 17% of U.S. couples that married from
2009-2012 met online. But is it really possible or
reasonable to fall in love with someone you have never
met in person? One way to analyze this question is to
consider the medium of interaction, and whether or not
it is useful in discovering the authentic self of the other
person.
Endnotes
Key questions to consider when choosing a potential
mate:
1. Is the person generous? (time and resources)
2. Is the person trustworthy?
3. Do youenjoy talking with the other person?
4. Do youenjoy working together with him or her
on shared problems?
5. Do youshare the same beliefs, principles,
aspirations and other non-negotiable things?
Reference:
Brinkman & Sanders (2012). Computer Ethics. CengageLearning: Singapore
Professional Regulation Commission Website.