Nowadays Cyber space has become a crucial part in people’s daily lives wherein most of the users are escaping online from the exact reality and intentionally created another different kind of identities due to breaking away the problems which they faced in real lives. Therefore, some people might choose to escapes online into the virtual communities like online game. Online game is a part from a virtual world and built up a community online among players, inside this virtual communities, ‘players are capable to reconstructs their identities through character from the game in favour of maintain social relationship‘.

In further this essay will explains the motives and ways behind the reconstructing of player’s identities, for instance the relations between online game and socialising, the reasons from reconstructing their identities, the difficulties headed for recognizing someone identities (anonymity, invisibility, multiplicity), the ways how players are able to represent strong image of their identities through the character game (both psychical and psychological), and draws one examples from online game called Audition Online.

Understanding a person’s identity in virtual communities is a crucial matter, we need to understand a person’s identity that we have been socialising and communicating with. Hence, there are strong relationship between person’s identity and virtual communities according to Judith S. Donath:

“Identity plays a key role in virtual communities. In communication, which is the primary activity, knowing the identity of those with whom you communicate is essential for understanding and evaluating an interaction. Yet in the disembodied world of the virtual community, identity is also ambiguous” (Donath, 1999).

Therefore, knowing the identity of a person in virtual communities is essential due to maintain a good relationship through knowing, recognizing, and understanding well the person whom we have been interacting with. In virtual community, interactions among online game players is the main keys of communication, nevertheless inside this world people were able to reconstruct themselves in dissimilar ways as diverse identities and yet constantly hard to identify because of difficulties in terms of defining someone’s real identity, and besides as has been said by Donath that identity also ambiguous, therefore players are capable to reconstruct their identities inside online game.

Online game is a one part of virtual communities, Riding and Gefen explained that Virtual communities existed and have been characterized through people whom shared similar interest and goals, wherein as mainly they are communicating and interacting all the way through the electronic communication as the primary form. Virtual communities as well define as a group of people who meet regularly to discuss the same subject of interest among members, and these groups are brought together by shared interests or a geographic bond, yet in this term the virtual community indicates the nonexistence of physical place. According to Catherine M. Ridings and David Gefen “The term of virtual itself means that the primary interaction is electronic or enabled by technology”, Thus this type of computer-mediated communication (CMC) allows players to locate and communicate between another players which is have similar interest, therefore they are forming a virtual communities and creating social society which emerge from the Net along with sufficient human feeling to forming personal relationships in cyberspace (Ridings, & Gefen, 2004).

By relating what Riding and Gefen had explained and the concept of online game, this community had been built in reason of same interest and goals between players, and by drawing on Audition online game, players have common interests by having dance competition, building their reputation through competing their character’s avatars, and showing the skills and abilities they have based on the level of their character. Thus, as the results from these interactions, players were socialising through one another and forming relationship in cyberspace.

Hence, to maintain a relationship with other players, a particular person will be able to reconstructs and creates one or even multiple characters to represents themselves and attracts other player’s attentions. Since people are free to reconstruct their identities, they could create any characters which are close to themselves or as the opposite from themselves. In fact, players are able to create character they wish to be or they cannot be in their real lives. As Turkle mentioned: “For virtual reality to be interesting it has to emulate the real. But you have to be able to do something in the virtual that you couldn’t in the real” (Turkle, 1997). Therefore, through the game players are able to reconstructs as well represents themselves as anonymous characters and play different  roles to be someone else they desired to or else someone who is unable to be in real lives toward performs any social relationship.

Social relationship or friendships in virtual communities basically becomes the main attraction besides entertainments provided by the game, thus players reconstructing their identities through the characters to maintain any personal relationship with others. Therefore, according to Catherine M. Ridings and David Gefen (2004):

“Friendship in virtual communities can provide additional benefits beyond that of information exchange and social support. The feeling of being together and being a member of a group of friends comes with the notions of being part of a group, spending time together, companionship, socialising, and networking. Friendship in this context is about the value of being together, unlike social support that deals with seeking emotional help or helping others” (Ridings, & Gefen, 2004).

As relating into the quotation  mention above, Riding and Gefen theory will be apply and drew on Audition game. By playing this game simultaneously, each player will had feeling from being together as member of a same group while spending their time together in companionship, socialising, networking, and putting the friendship for the main value of being together. Friendship or personal relationship therefore becomes the main motivation to reconstructing player’s identities for attracting and seeking another attention.

As referring into online game, Audition online are applying the same type as the Multi-Users Dungeons (MUDs) which is refer to all various kinds. According to Turkle: “ MUDs as a social interaction in a virtual space, worlds in which we can present ourselves as a character, we can be anonymous, and we can play a role as close or as far away from ourselves as we choose to” (Turkle. 1997). Furthermore, MUDs is a part of virtual community as well whereupon individuals are plays and develop friendship In MUDs, and those who did not have friendships in real lives are tend to spend more time inside the virtual community. Friendship developments in MUDs are one of main motivation for joining the game, consequently establishing any friendships or personal relationships through a virtual community is a major reason why people join the online game (Ridings, & Gefen, 2004)

Afterwards, Virtual reality is not real but it relates to the real lives, based on the games which exist today, players are exploring, constructing, and reconstructing their identities. This online game underscores the ways in which players construct gender and themselves, the ways in which they become what they play, argue about, and build, therefore according to Sherry Turkle (1997):

“Virtual communities such as MUDs are the most dramatic example of the way the culture of simulation challenges traditional notions of human identity – When we live through our electronic self-representations we have unlimited possibilities to be many, people become masters of self-representations and self-creation” (Turkle, 1997).

By relating into the statement above, Players were free to reconstruct their identities through electronics self-representations, they have chance and possibilities to be many, and they might become masters of self-representations and self-creation by creating anonymity, invisibility, and multiplicity identities in Audition online.

The Muds (Audition Online) consisted of several different version of game (UK, US, SEA, EU) and been spread out and play on several different region (South Korea, Japan, China, Philippines, South East Asia, Thailand, Vietnam, Taiwan, Hong Kong, North America, Latin America, Indonesia, Brazil, Europe). This game allows players to freely create their character for representing themselves, and as they are able to reconstruct the identities they would represents different identities than previously they had (both personally and physically of the characters), And as been mentioned by Turkle that we can present ourselves as a character, we can be anonymous, and we can play a role as close or as far away from ourselves as we choose to (Turkle, 2007).

Audition allows every players to reconstructs any character they wish they want to be, and what is more they were able to hide the real identity by changing the gender of the character from the game, as proposed by Turkle : “In virtual reality, whereby men may play the roles of women and women the roles of men” (Turkle, 1997).  There are some reasons why players are reconstructing their characters identities, for instance while relates to gender changing from the character: it as practices of their personal issues which deal to the feminine or the masculine inside their own personality. “Gender swapping has dealt with how female characters are besieged with attention, sexual advances, and unrequested offers of assistance which imply that women can’t do things by themselves” (Turkle, 1997).

By referring back to Turkle statement, mostly founded that male players are often swap their gender and playing as female characters in order to expect sexual favours in return for technical assistance. In Audition case, the gender swapping happens to obtain any avatars gifts, as well give way to while competing each other (during the dance competition), therefore the particular female character will be able to win and obtain more experiences which is needed due to leveling matters in the game. As any references backup, boyd’s statistic are represents which founded that male players are often swap their gender characters (2007 ):

“Genders appear to influence participation on social sites. Younger boys are more likely to participate then younger girls (46% vs. 44%) but older girls are far more likely to participate than older boys (70% vs. 57%). Older boys are twice as likely to use the sites to flirt and slightly more likely to use the sites to meet new people than girls of their age” (Boyd, 2007).

Another statement from Turkle: “They create characters who have casual and romantic sex, who fall in love and get married, who attend rituals celebrations. “This is more real life than my real life”, says a character who turns out to be a man playing a woman” (Turkle, 1997). By reflecting on what Turkle had said: Audition allows players to communicate each other and creates various kind of online relationship, for instance as online partner, as online guild (be member of the guild), as online couples, and even as rival or online enemy as well. Audition provides online community whereupon players could interact from one to another and maintains any relationships. Hence, by spending time playing together and following several event that been held online, players will grow up their feeling to another, they are able to get married as couples, they are also able to create more strong bounds for being the same group member or same guild member, thus players were reconstructing their identities in order to maintain any social relationship with other players.

Besides changing the gender, players could characterize themselves by using different avatars and items from the game, for instance: Hairs items, Face items, Clothes items (Tops, Bottoms, and Set), Shoes items, Pets items, and different Movements. By looking from these avatars, players would be able to differentiate and represents their own unique personality. Gender swapping and character attributes are two parts of several ways reconstructing player’s identities. What is more, by looking from the avatars attributes other player would get attracted due to the avatars values, while in this term more expensive the avatars used on the characters, means more higher reputation based on financial of players have, in which as one of the main aspects to be proud of in this game are to built any reputation by spotlighting to wealth matters and leveling matters (represent player’s skills on the game, more higher the levels more advanced the skills they have). As results, players were able to reconstructs any strong image by reflecting on character attributes, character personality (feminine, masculine), skills and abilities they have.

In relation of skills and abilities representations, Audition provides several different ways, as for instances, players are the ruler where they are able to create a room and manage the room setting by themselves, the creator for the room called DJ, this person could manage different setting such as; having capability to invite and kick out other players into the room, capability to changes the songs BPM (song’s BPM [beats per minute] will determine song’s difficulty), capability to change the mode of the battle, capability to set the chance level, capability to set the room into public or private rooms, and capability to create the passwords for the room. Hence, particular rooms are presenting important roles, whereby people would start attracts other attention in order to show off their playing game skills, abilities and avatars to represent their reconstructed identities.

“We use our bodies to project information about ourselves. This is done through movement, clothes, speech, and facial expressions. What we put forward is out best effort at what we want to say about who we are” (boyd, 2007). Thus, this game provide graphic movements by showing of various dancing styles, various avatars, various speech personality where players able to talks and chats online, and various facial expressions where players could shows their feeling by represent the face avatar or using any emoticons provided.  Moreover, “Text, Images, audio, and video all provide valuable means for developing a virtual presence” (Boyd, 2007). This game as well provides text, images, audio, and video as main attraction and evidences for developing this virtual presence of how every reconstructed character are existed.

Further, Audition provides player with anonymity, invisibility, and potential multiplicity identities. Due to this reasons players will reconstructs some specific characters based on they own desires. “You are the character and you are not the character both at the same time, and you are who you pretend to be – we are not limited by our histories, that we can be recreated or can recreate ourselves”  (Turkle, 1997).

Anonymous means player creates their character as their only identity on the game, their character need not have real gender or share any recognizable feature, players were able to be who they wants and play with no concern in real life for their actions, quarrels, or relationships from the game. Invisible means ‘The created character can have any physical description and will be responded to as a function of that description “The plain can experience the self presentation of great beauty: the nerdy can be elegant; the obese can be slender” And Last, Multiplicity means Players allows creating several characters, playing out and playing with different aspects of themselves (Turkle, 1997).

In conclusion, players are capable to reconstructs their identities through character from online game to maintain any social relationship. They are able to reconstructs their identities because of several difficulties defining player’s identities (anonymity, invisibility, multiplicity, ambiguous, gender swapping, and strong images of identities they have been presented [characters attributes, characters personality, skills and abilities].

REFERENCES

Audition AyoDance – Dance Battle Game Online Indonesia. (2010). Retrieved March 29, 2010, from http://ayodance.megaxus.com/index/index.php

Audition Online Dance Battle. (2010). Retrieved March 29, 2010, from http://au.mmosite.com/

Audition Online. (2010). Retrieved March 29, 2010, from http://en.wikipedia.org/wiki/Audition_Online

boyd, d. (2007). Why Youth (Heart) Social Network Sites: The Role of Networked Publics in Teenage Social Life. In D. Buckhingham (Ed.), MacArthur Foundation Series on digital Learning Youth, Identity, and Digital Media Volume. Cambridge, MA.: MIT Press. Retrieved March 29, 2010, from http://www.danah.org/papers/WhyYouthHeart.pdf

Donath, S. (1999). Identity and Deception in the Virtual Community. Retrieved March 29, 2010, from http://smg.media.mit.edu/people/Judith/Identity/IdentityDeception.html

Ridings, C., & Gefen, D. (2004). Virtual Community Attraction: Why People Hang Out Online. New York: Routledge. Retrieved March 29, 2010, from http://jcmc.indiana.edu/vol10/issue1/ridings_gefen.html

Turkle, S. (1997). Construction and Reconstructions of Self in Virtual Reality: Playing in the MUDs. In S. Kiesler (Ed.), Culture of the Internet. Hilldale, NJ: :awrence Erlbaum Associates. Retrieved March 29, 2010, from            http://www.mit.edu/~sturkle/pdfsforstwebpage/ST_Construc%20and%20reconstruc%20of%20self.pdf

Turkle, S. (1997). Multiple Subjectivity and Virtual Community at the End of the Freudian Century. Retrieved March 29, 2010, from http://www.mit.edu/~sturkle/pdfsforstwebpage/ST_Multiple%20Subjectivity.pdf

Wellman, B., & Gulia, M. (1997). Net Surfers Don’t Ride Alone: Virtual Communities As Communities. Retrieved March 29, 2010, from http://www.chass.utoronto.ca/~wellman/publications/netsurfers/netsurfers.pdf