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=== On identity === In 1997, [[MCI Communications]] released the "Anthem" advertisement, heralding the internet as a utopia without age, race, or gender. [[Lisa Nakamura]] argues in chapter 16 of her 2002 book ''After/image of identity: Gender, Technology, and Identity Politics'', that technology gives us iterations of our age, race and gender in virtual spaces, as opposed to them being fully extinguished. Nakamura uses a metaphor of "after-images" to describe the cultural phenomenon of expressing identity on the internet. The idea is that any performance of identity on the internet is simultaneously present and past-tense, "posthuman and projectionary", due to its immortality.<ref>{{Cite book|last=Nakamura|first=Lisa|title=After/Images of Identity: Gender, Technology, and Identity Politics|publisher=MIT Press|year=2002|location=Cambridge, MA|pages=121β131}}</ref> [[Sherry Turkle]], professor of Social Studies of Science and Technology at [[Massachusetts Institute of Technology|MIT]], believes the internet is a place where actions of discrimination are less likely to occur. In her 1995 book ''Life on the Screen: Identity in the Age of the Internet'', she argues that discrimination is easier in reality as it is easier to identify as face value, what is contrary to one's norm. The internet allows for a more fluid expression of identity and thus people become more accepting of inconsistent personae within themselves and others. For these reasons, Turkle argues users existing in online spaces are less compelled to judge or compare themselves to their peers, allowing people in virtual settings an opportunity to gain a greater capacity for acknowledging diversity.<ref>{{Cite book|last=Turkle|first=Sherry|title=Life on the Screen: Identity in the Age of the Internet|publisher=Simon and Schuster|year=1995|location=New York}}</ref> Nakamura argues against this view, coining the term [[identity tourism]] in her 1999 article "Race In/For Cyberspace: Identity Tourism and Racial Passing on the Internet". Identity tourism, in the context of cyberspace, is a term used to the describe the phenomenon of users donning and doffing other-race and other-gender personae. Nakamura finds that performed behavior from these identity tourists often perpetuate stereotypes.<ref>{{Cite book|last=Nakamura|first=Lisa|chapter=Race In/For Cyberspace: Identity Tourism and Racial Passing on the Internet|title=Works and Days: Essays in the Socio-Historical Dimensions of Literature & the Arts|publisher=Allyn and Bacon|year=1999|location=New York}}</ref> In the 1998 book ''Communities in Cyberspace'', authors [[Mark A. Smith|Marc A. Smith]] and [[Peter Kollock]], perceives the interactions with strangers are based upon with whom we are speaking or interacting with. People use everything from clothes, voice, [[body language]], [[gesture]]s, and power to identify others, which plays a role with how they will speak or interact with them. Smith and Kollock believes that online interactions breaks away of all of the face-to-face gestures and signs that people tend to show in front of one another. Although this is difficult to do online, it also provides space to play with one's identity.<ref>{{Cite book|url=https://www.taylorfrancis.com/books/edit/10.4324/9780203194959/communities-cyberspace-peter-kollock-marc-smith|title=Communities in Cyberspace|year=2002|publisher=Routledge|editor-last=Kollock|editor-first=Peter|doi=10.4324/9780203194959|isbn=9780203194959|s2cid=154281450|editor-last2=Smith|editor-first2=Marc|access-date=18 November 2022|archive-date=27 October 2022|archive-url=https://web.archive.org/web/20221027153413/https://www.taylorfrancis.com/books/edit/10.4324/9780203194959/communities-cyberspace-peter-kollock-marc-smith|url-status=live}}</ref> ==== Gender ==== The gaming community is extremely vast and accessible to a wide variety of people, However, there are negative effects on the relationships "gamers" have with the medium when expressing identity of gender. [[Adrienne Shaw]] notes in her 2012 article "Do you identify as a gamer? Gender, race, sexuality, and gamer identity", that gender, perhaps subconsciously, plays a large role in identifying oneself as a "gamer".<ref>{{Cite journal|last=Shaw|first=Adrienne|date=2012|title=Do you identify as a gamer? Gender, race, sexuality, and gamer identity|journal=New Media & Society|volume=14|issue=1|pages=28β44|doi=10.1177/1461444811410394|s2cid=206727217}}</ref> According to Lisa Nakamura, representation in video games has become a problem, as the minority of players from different backgrounds who are not just the stereotyped white teen male gamer are not represented.<ref name="Nakamura-2013">{{Cite book|last=Nakamura|first=Lisa|date=13 September 2013|title=Cybertypes|url=http://dx.doi.org/10.4324/9780203699188|doi=10.4324/9780203699188|isbn=9780203699188}}</ref>
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