The introduction of technology as we know it has brought about a new understanding of how we comprehend both ourselves and our interaction with others. This struggle with identity displays itself through the use of social media platforms and the choices made in regards to how one presents themselves to their followers, friends, the information they share on Every social media identity brands...
The introduction of technology as we know it has brought about a new
understanding of how we comprehend both ourselves and our interaction
with others. This struggle with identity displays itself through the use
of social media platforms and the choices made in regards to how one
presents themselves to their "followers" or "friends" as well as the
information they choose to share. Every social media account is a
construction of identity that brands an individual and how they present
themselves under a specific presentation.
Bailenson, J., Ducheneaut, N. Yee, N., (2009). The Proteus Effect
Implications of Transformed Digital Self-Representation on Online and
Offline Behaviour, Stanford University Department of Communication,
Stanford, CA
Kelliher, A G M (2007) Everyday Storytelling: supporting the mediated
expression of online personal testimony. Massachuesetts Institute of
Technology, USA
Russell, J. & Norvig, P. (eds). Artificial Intelligence: A Modern Approach, Prentice Hall Inc, 1995. p. 1
Kowalski, Robin et
al. "Bullying In The Digital Age: A Critical Review And Meta-Analysis Of
Cyberbullying Research Among Youth". Psychological Bulletin 140.4
(2014): n. pag. Web. 7 Mar. 2017.
Leahy, Matthew Michael & Schultze, Ulrike. "The Avatar-Self Relationship: Enacting Presence in Second Life". Association for Information Systems. 2009. 2 - 15.
Leahy, Matthew Michael & Schultze, Ulrike. "The Avatar-Self Relationship: Enacting Presence in Second Life". Association for Information Systems. 2009. 2 - 15.
"Second Life Avatars and their Real Life". Web Urbanist. Retrieved June 18, 2007.
Boon, Stuart & Sinclair, Christine. (2009). "A World I Don't Inhabit: Disquiet and Identity in Second Life and Facebook". Education Media International. 46:2
Boon, Stuart & Sinclair, Christine. (2009). "A World I Don't Inhabit: Disquiet and Identity in Second Life and Facebook". Education Media International. 46:2
Bardzell,
Shaowen & Odom, William. (2008). "The Experience of Embodied Space
in Virtual Worlds: An Ethnography of a Second Life Community". SAGE Journals. 11:3.
"The Influence of Snapchat on Interpersonal Relationship Development and Human Connection"
Good, Katie. (2012) "From Scrapbook to Facebook: a History of Personal Media Assemblage and Archives". New Media and Society, 15:4, pg 557 - 573.
Salomon,
Danielle. (2013). "Moving on from Facebook: Using Instagram to connect
with undergraduates and engage in teaching and learning". College and Research Library News. 74:8. 408 - 412.
"FAQ." FAQ • Instagram. N.p., 2017. Web. 01 Mar. 2017
Hochman, Nadav. (2013) "Zooming into an Instagram City: Reading the local through social media". First Monday. 18:7.
"Snap Inc." Snap Inc. N.p., n.d. Web. 02 Mar. 2017.
"Snap Inc." Snap Inc. N.p., n.d. Web. 02 Mar. 2017.
Velten,
Justin & Arif, Rauf. (2016). "The Influence of Snapchat on
Interpersonal Relationship Development and Human Connection". The Journal of Social Media in Society. 5:2.
Velten,
Justin & Arif, Rauf. (2016). "The Influence of Snapchat on
Interpersonal Relationship Development and Human Connection". The Journal of Social Media in Society. 5:2.
Lanier, Jaron. (2011) "You Are Not A Gadget: A Manifesto"
Leahy, Matthew Michael & Schultze, Ulrike. "The Avatar-Self Relationship: Enacting Presence in Second Life". Association for Information Systems. 2009. 2 - 15.
Joinson,
Adam N. & Vasalou, Asimina. (2009). "Me, Myself, and I: The Role of
Interactional Context on Self-Presentation Through Avatars". ScienceDirect. 25:2
Joinson,
Adam N. & Vasalou, Asimina. (2009). "Me, Myself, and I: The Role of
Interactional Context on Self-Presentation Through Avatars". ScienceDirect. 25:2
Murphy, Sheila. (2004). "Live in Your World, Play in Ours: The Spaces of Video Game Identity". Journal of Visual Culture. 3:2.
Login or Sign Up
Login
Sign Up
Forgot password?
Enter your email and we'll send you reset instructions
Network
My requests
You don't have any notifications
You have no active requests
Please introduce yourself to proceed
My Uploads
Score:
Embed HTML
Many sites and online services, like Google Maps, suggest HTML code (usually iframes) to embed widgets and content on your page.
You can add such HTML widgets in your quizzes.
Please note:
In case pasted code is not just iframe tag it will be wrapped into HTTPS iframe.
Only HTTPS sources for iframes, styles and javascript links are supported.
Non-HTTPS sources will be blocked by the browser and won't behave properly.