LESSON 2 - DIGITAL SELF

Cards (36)

  • Total number of active social media users is 76 million, which is 71% of the total population
  • Total number of active social media users accessing via mobile devices is 72 million, which is 67% of the total population
  • Digital identity
    • Symbolic markers that represent who the person is offline - hair, clothes, body
    • Internet disembodiment - allowing people to adopt identities independent of the bodies and markers it contains
  • Eye contact and conversation skills suffer due to online interaction
  • Others on the internet constitute a distinctive "looking glass" that produces a digital self that differs from the self formed offline
  • Abuse of technology always leads to negative consequences but it should not be blamed at all
  • Be careful on what to text and post online that might cause harm to others and self as well
  • Identity is made up of both personal identity and social identity but social identity is usually based on group affiliation
  • In the modern era, identity is defined as fixed, stable, and unitary
  • Digital Self
    • new version of self formed with this influx of digital technology.
    • known as "extended self"
  • Digital Literacy
    • those capabilities possessed by individuals who are living, learning and working in a digital society.
  • Online Disinhibition
    • lack of restraint one feels when communicating online in comparison to in-person.
  • Benign Disinhibition
    • individual with low self-esteem are more comfortable online
    • using the internet to find satisfying relationships for emotional support.
  • Toxic Disinhibition
    • use of rude languages, harsh criticism, anger, hatred, and even threats online.
    • could be cyberbullying or cyber harassment.
  • Cyber Bullying
    • bullying using an electronic technology.
  • Cyber Harassment
    • use of ICT to harass, control, manipulate or habitually disparage a child, adult, business group without a direct or implied threat or physical harm.
  • Digital Identity
    • anything refers to anything that describes a persona of an individual present across all digital spaces that he/she is represented in.
  • Symbolic Markers
    • who the person is offline.
  • Internet Disembodiment
    • allowing people to adopt identities independent of the bodies and markers it contains.
  • USER ID
    • allows a person to associate a persistent ID to a single user with that user's engagement in date from one or more sessions initiated from one or more devices.
  • USERNAME
    • also called "log in name"
  • Dissociative Anonymity
    • anonymous
  • Self-Presentation
    • strategies that people adopt to shape others view of them.
  • Self-promotion
    showing to other that she is competent
  • Ingratiation
    • done to be liked be others
  • Exemplification
    achieve worth from others
  • Intimidation
    • the person using this tries to appear dangerous
  • Supplication
    would appear helpless
  • others on the internet
    constitute a distinctive looking glass that produces a digital self that differs from self offline
  • Personal Boundaries
    set of guideliness that a person creates to identify reasonable ways for people behave towards them
  • Asynchronicity
    not having to cope with someone's immediate reaction disinhibits people
  • Public Mode
    the post of a person may be treated as an open book
  • Private Mode
    used for security putposes
  • Invisibility
    use to misinterpret oneself
  • modern era identity
    fixed, stable, unitary
  • post-modern world identity
    fluid, multiple, socially constructed