Online identity

Internet identity (IID), also online identity, online personality, online persona or internet persona, is a social identity that an Internet user establishes in online communities and websites. It may also be an actively constructed presentation of oneself. Although some people choose to use their real names online, some Internet users prefer to be anonymous, identifying themselves by means of pseudonyms, which reveal varying amounts of personally identifiable information. An online identity may even be determined by a user's relationship to a certain social group they are a part of online. Some can be deceptive about their identity.

In some online contexts, including Internet forums, online chats, and massively multiplayer online role-playing games (MMORPGs), users can represent themselves visually by choosing an avatar, an icon-sized graphic image. Avatars are one way users express their online identity.[1] Through interaction with other users, an established online identity acquires a reputation, which enables other users to decide whether the identity is worthy of trust.[2] Online identities are associated with users through authentication, which typically requires registration and logging in. Some websites also use the user's IP address or tracking cookies to identify users.[3]

The concept of the self, and how this is influenced by emerging technologies, are a subject of research in fields such as education, psychology, and sociology. The online disinhibition effect is a notable example, referring to a concept of unwise and uninhibited behavior on the Internet, arising as a result of anonymity and audience gratification.[4]

  1. ^ Adams, Suellen (2005). Information Behavior and the Formation and Maintenance of Peer Cultures in Massive Multiplayer Online Roleplaying Games: a Case Study of City of Heroes (PDF). DiGRA: Changing Views - Worlds in Play. Authors & Digital Games research Association (DiGRA).
  2. ^ Nabeth, Thierry (26 May 2006). "Understanding the Identity Concept in the Context of Digital Social Environments" (PDF). D2.2: Set of use cases and scenarios. Vol. 2. FIDIS. pp. 74–91. {{cite book}}: |journal= ignored (help)
  3. ^ "The Many Ways Websites Track You Online". 28 September 2016.
  4. ^ Suler, John (2004). "The Online Disinhibition Effect". CyberPsychology & Behavior. 7 (3): 321–326. CiteSeerX 10.1.1.514.4718. doi:10.1089/1094931041291295. PMID 15257832. S2CID 8136203.

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