Who am I? It is a question that has been asked by most people during their development as an individual. We spend our formative years constructing an identity by which our peers and colleagues see us, and how we see ourselves. Why then do we feel the need to create new and diverse images of ourselves in online settings?

Our identity is based upon the foundations with which we think and act in all situations. The word identity stems from the Latin word idem meaning sameness and continuity. It is used to describe the coherent form of ‘the real me’ which remains constant throughout life (Scott & Marshall, 2009).

“Deception generally involves messages and information knowingly transmitted to create a false or misleading conclusion” (Zhou & Zhang, 2004). This paper will argue that the costs of deception affect not only other people, but also the party involved in the deception.

Before the advent of the World Wide Web, identity deception was difficult to accomplish. Our identity was anchored by our body, which provided a convenient and hard to overcome definition of our selves (Donath & Boyd, 2004, p.4. and Donath, 1999). Yet in the previous decade, with the exponential growth seen in users of the World Wide Web and in particular the widespread popularity of social networking tools and virtual communities (Indvik, 2010), there has been a dramatic increase in the prevalence of identity deception for a variety of reasons.

These reasons can be as varied as the social networking communities we can join. Some people use a form of identity deception in the desire to maintain privacy in an environment where information can be accessed from anywhere at any time, others will change their identity for the deception of others for monetary or emotional gain.

Identity deception can take many forms; Donath (1999) divides these into three types, including category deception, as our perception of others is based more on a set of social categories rather than a unique individual. Category deception can include things such as gender deception, or status enhancement. Impersonation, deceiving people into believing you are someone else, often a celebrity or professional figure, and Identity concealment, or the act of omitting information for the purpose of maintaining privacy. Identity concealment also includes the use of pseudonyms when communicating online.

This paper will focus on the effects of building multiple personas for the achievement of personality ‘tweaking’ rather than the more destructive uses of identity deception. It will examine some of the reasons for category deception and identity concealment and how these types of deception can adversely affect real life situations and be detrimental to the growth of an individual.

While multiple personas are continually being developed in the online world, these personas do have one unifying factor, the individual who created them (Donath, 1999). This paper will examine the reasons why people feel the need to partake in identity deception and question how the creation of these multiple personas affects an individual’s definition of the self. It will explore the roles played by community in the development of identity and how involvement in these communities can affect the construction of the self. It will argue that new media and in particular social networking and virtual communities are integral in the reconstruction of identity within an individual.

Before entering into a discussion on the negatives of multiple personas, it is important to also examine the benefits that creating a different personality provide. Many studies have been completed on the effects of role-playing as therapy, an example of this is psychodrama (Moreno, 1946). Turkle discusses the benefits of virtual communities, in particular Multi User Dungeons (M.U.D.s) as offering adults the opportunity to “work and rework unresolved personal issues and more generally, to think through questions about the nature of self” (Turkle, 1994. p.159).

Another example of virtual communities offering escape from reality is in instances where the user changes their character to experience things not possible in real life. This can be seen in instances where the user is disabled in some form, or suffering from a disease which prevents physical contact. Allowing these people to experience mobility or personal communications in a way which is most comfortable for themselves.

A group of social psychologists from the Australian National University, including the key researcher Penny Oakes, has developed a theory called the self-categorisation theory where identity and a sense of self are developed through the groups we belong to and those that we don’t. During an interview with ABC Radio, Oakes discusses the implications of belonging to a group and how these groups encourage change within the definition of self.

“They involve lots of information about how you should behave in situations, what you value, what you don’t value, what’s right, what’s wrong. Because we use the groups we identify with, to inform us about reality” (Hughes & Oakes, 1996).

Through real life we tend to become a part of many groups, but some of the most prevalent are friends and family, and business or employment. These days, many of our offline relationships continue over into our online lives.

Friends and family have a mental image of our identity before communicating with us online. We have no requirement to change our personalities to suit the situation. In fact, changes to our identity when communicating with people we know in real life can have a negative impact on our relationship with that person, leading to confusion and a distorted mental image of our identity.

On the other hand, quite often through business and employment dealings, we are required to portray a personality, which is contrary to that of our friendship network. Mixing these two personalities in either an online or offline situation could be detrimental to both sides of the equation (Donath & Boyd, 2004, p.9). We therefore begin to create multiple personalities to cope with the separation of personal and working life. Another situation, which requires identity ‘tweaking’ in real life is when we meet someone new for the first time, we attempt to present our best features while playing down any personal shortcomings that we see within ourselves.

This is normal behaviour and something that most people do on a daily basis. This separation of personalities occurs within the real life environment, but this is generally where the separation ends. When living in an online world this is simply where it begins for many people.

Each virtual community has its own set of rules and regulations, most require users to complete some form of registration, including submitting profile information and to create a character or avatar by which others view them. When we move away from the areas of offline friends and work, we have the opportunity to become anonymous and create an image of ourselves, which can be viewed as an extension, or as a conflicting image of our real life personality.

This anonymity along with the ease of creating a new persona has seen many people, who would not consider changing their physical traits in real life, begin to play a multitude of different characters in as many different virtual worlds. Often creating multiple personas within one world.

Virtual communities come in many shapes and forms including gaming environments such as massively multiplayer online role playing games (M.M.O.R.P.G.s), social networking sites and forums or discussion boards. M.M.O.R.P.G.s often not only require the creation of a character, but quite often require a change of species. Social networking sites include sites such as such as dating sites where identity deception is very prevalent and those communities where people who follow a common interest gather to discuss that interest and learn from each other.

These communities each have their own reason for an identity change. Gaming environments such as World of Warcraft and AdventureQuest are based in mythical realms with creatures such as elves and trolls as well as humans (Carr, 2007, p.172), giving the opportunity to become a different species and gender or to have no gender at all. These changes not only require a change of name or physical characteristics, but require the user to immerse themselves within a new personality. Game play could become quite boring if the troll spoke and acted like an accountant.

Dating sites have been used by many people to find their perfect match. While in real life many people change certain aspects of themselves to appear more desirable to a potential mate, never before have so many people changed not only personality traits such as mood and demeanour but also physical appearance to attract possible partners. While essentially counter productive, as potential mates will eventually meet in person, users tend to exemplify their positive traits and play down or completely remove their negative traits (Ellison, Heino and Gibbs, 2006).

While seemingly innocent, virtual communities, which have been created to cater to special interest groups have the opportunity to adversely affect the real life interactions of users. Without the requirement for personal responsibility, users can instantly become experts in a field, offering advice and opinions, often with no basis in fact, to other users without concern of consequences if things go wrong (Donath, 1999).

While deception may initially appear to affect the deceived in the most profound way, and quite often does in any individual instance, it is also important to consider the effects that this deception has on the deceiver over a period of time.

There are many stories of people being deceived by another individual, both online and offline. The most common themes for this include monetary gain and emotional or psychological superiority. Some examples of online deception include an intentionally deceptive portrayal of individual qualities to lure potential mates into a physical meeting, creating possible emotional reactions in those being deceived. The advertisement of miracle cures for an ailment coming from seemingly genuine experts within a field with the sole purpose being the sale of questionable goods, which could result in potential harm to the user, and the use of multiple personas for the purpose of emotional leverage within a relationship.

While most people must maintain separate personalities when considering friends and employment, by introducing the World Wide Web into the mix, people have the opportunity to not only have two often conflicting personalities but multiples of each. When considering the implications of conflicting personas between different communities, we must examine the number of communities an individual is involved with. In the online world, an individual may be involved in a community which supports their friendship network, another which helps with the finding of a mate, another community involved in a gaming scenario, another to do with work, another considering a part time business the user is venturing into and still more concerned with the users personal interests such as sport, hobbies and health. “One can have, some claim, as many electronic personas as one has time and energy to create” (Donath, 1999).

All these instances of identity ‘tweaking’ and the many different ways in which the identity can be changed slightly in different online environments begs the question, what happens when these different identities mix together or become confused? How then does the use of multiple personas and deception of identity adversely affect the deceiver? Constant tweaking and reconstruction by creating multiple personas removes that sameness and continuity with which a person thinks and acts.

“Yet, such a plurality is a source of stress and contradiction in both self-representation and social action. This is because identity must be distinguished from what, traditionally, sociologists have called roles, and role sets.” (Castells, 2010. p.6)

The news shows many examples of instances where a user has lost touch with their understanding of what is right and wrong, what qualifies as important and what does not. Some examples from the gaming community include that of the Korean gamer Lee who reportedly died after playing Starcraft for 50 hours with few breaks in 2005 (BBC News, 2005) and more recently a Korean couple has been imprisoned for allowing their child to starve to death while raising a virtual child in internet cafes (Tran, 2010). While extreme cases, these two examples illustrate the loss of rational thought and action and the possibility for the loss of understanding of priorities.

Each of these communities requires the user to complete a profile and registration before communication or participation, and each has its own special requirements for the information shared (requirements made both from the user and the website concerned) and each offers the opportunity for deviation from the identity the user has built for themselves through their formative years.

If users deviate from the identity the have built for themselves, do they retain the ability to make a coherent connection to the sameness and constants they have constructed and from which their identity is formed. Do the personas inherit the qualities of the creator? Or does the creator inherit the qualities of the persona?

We spend our formative years developing a sense of self. We become part of communities, which encourage us to grow and develop our identity. We then use this identity of ourselves to build and nurture friendships and relationships, which are in line with our understanding of self. The past decade has seen the exponential growth of the World Wide Web and virtual communities and also the prevalence of identity deception for a multitude or reasons.

Throughout this paper, discussion has revolved around the anonymity of the World Wide Web and how this has offered users the opportunity to create new and multiple identities within different virtual communities. By examining the opportunities offered and how each of these has the ability to affect an individual’s real life identity, we can see that virtual communities are integral in the reconstruction of the identity, which we developed through our formative years. The groups that we belong to and those that we don’t, help to shape our understanding of the self and how we think and act in all situations.

Along with the problems caused to the community through the deception of others including emotional pain and monetary loss, deception in virtual communities is also a cause of stress, anxiety and guilt within the individual at the heart of the deception. Also the confusion that can be created by trying to maintain multiple personas across different networks in the individual, and the possibilities of these personalities becoming mixed, lead to the conclusion that multiple identities are a cause for concern within the online environment.

Whether playing online in a gaming environment, looking for the perfect mate, or discussing or learning about an area of interest, users must be careful not only to confirm that another is really who they say they are, but also to be sure that they stay true to themselves. While it is easy for a user to create another persona online, it can have detrimental effects on that person’s real life identity and further investigation is required into the long term effects of this deceptive behaviour.

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