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Expressing Yourself or Acting like Someone Else: How the online gaming community fosters the creation of a second social identity


Abstract

This paper supports the idea that online gaming communities foster the creation of a second social identity that differs from their offline social identity, and how this second identity is not expressing yourself, but acting like someone else. This paper addresses this through Roblox, an online game and Discord, a social network commonly used by gamers. Much like presenting yourself in a more positive light on social media, those involved in online games like to present themselves in a certain way. The way that users can create this second social identity on Roblox is the avatar customisation feature, which allows them to present themselves to look a certain way, and the in-game chat which allows users to act and behave a certain way. Usually when players present themselves in a certain way, they keep up this act in online gaming communities on Discord in which they are a part of.

Introduction

The online gaming community fosters the creation of a second social identity, but is this second social identity expressing yourself, or acting like someone else? The way in which a second identity is allowed to form is through self-presentation. Self-presentation can be defined as the act of constructing and modifying the way in which one presents themselves, to appeal to a certain audience (Yenilmez Kacar, 2023). Social networks mainly Instagram allow users to present themselves in a certain way online, by showing what they want to show. This is relevant to a second social identity due to the online gaming communities, as users may present themselves in a certain way on games such as Roblox, and Discord communities attached. This paper addresses how the online gaming community allows for the creation of a second social identity through defining what a second social identity is, discussing online personas and their impact, how Roblox and Discord personify a second identity, and the advantages and disadvantages of a second social identity. While members of online gaming communities do not always have an online identity, differing from their offline identity, there is a large amount of people who do. Majority of people in online gaming communities like to keep their real identity private, or want to present themselves in a different way, which forms the creation of a second social identity.

Online Gaming Communities Allow for the Creation of a Second Social Identity

The online gaming communities foster the creation of a second social identity. Roblox is an online game which allows for this creation of a second social identity. Roblox allows users to have fully customisable avatars, meaning they can express themselves to look however they may desire. While sometimes users may try and make their avatars look like them and dress like them, users may also make their users look how they want themselves to look. To understand what a second social identity means, we must first understand social identity. Social identity refers specifically to those aspects of a person that are defined in terms of his or her group memberships (Deaux, 2001). Using this definition of social identity, someone’s social identity is not just the way in which they are presenting themselves online, but also to do with their interactions, and groups they may be a part of. The online gaming community on Roblox allows for this creation of a second social identity as it allows users to change the way they are perceived in both how they make their avatar look, and groups they are a part of and users that they interact with. Roblox has a feature allowing its users to join and create a large variety of groups. The communities page on Roblox states that users may connect with people of shared interests through joining a Roblox community (Roblox, 2025). You could probably find a group for just about everything and anything on the Roblox communities’ page. Having such a large variety in groups, every user is bound to find something that is interesting to them. Using the previous defined definition of social identity, one’s social identity is defined by groups one is a member of. In order to fabricate one’s own second social identity to fit the type of person a user is trying to be, they could join groups of certain clothing groups, and those with certain interests on Roblox to further represent themselves the way they would like to be perceived. The ability to join these different groups on Roblox, in combination with the ability to customise an avatar supports the idea that users can present themselves in a different way online, which is not true to their offline selves.

How Online Personas are Allowed to Thrive on Roblox

The online gaming community, and specifically Roblox allows for the creation of online personas to thrive. The ability to change the appearance of your Roblox avatar, join different groups, and act in a certain way are all aspects of an online persona. You can hide behind a screen and present yourself in any type of way you would like even if it were not accurate to your real-life identity. An environment where an online persona can be customised, allows for it to thrive. An online persona is an expansion of your real-life identity. It is based on what you publish online, and it can shape other people’s perceptions of you (Balula & Vasconcelos, 2021). An online persona may be very different from one’s real persona, and how they represent themselves online. When creating an online persona, you are starting off with a blank slate and have the ability to completely be in control of how you are presented. Starting a Roblox account is like starting that blank slate, you are given an avatar that is a blank canvas, you are able to customise this however you like, you’re given the opportunity to start from new to create a persona that may not be who you are, but who you would like to become. Online personas being able to thrive on Roblox reinforces the idea that online gaming communities foster the creation of a second identity, where users are not acting as their true selves, but as someone who they are trying to be.

How Roblox and Discord in Combination Personify a Second Social Identity

Together Roblox and Discord personify ones second social identity, often the way in which a certain Roblox user acts on Roblox would be the same or similar as on Discord as they are interacting with the same people and want to keep up with this second social identity. Using both Roblox and Discord together can further assist in personifying a second social identity, as using this persona across multiple platforms can help to solidify second social identity. Using the same second social identity across both of these platforms can help make it appear to others that this is not a persona, but your true self. Most games on Roblox have a discord community which is linked in the description of the game. An example of a game with a discord community is the game Outlaster, which is based on the television show Survivor. Outlaster is created by Peak Precision Studios on Roblox, the Peak Precision Studios discord server relates to Outlaster, as well as other games produced by the studio. The Roblox game and its Discord community go hand in hand to personify ones second social identity as users who create an online persona and second identity which they use on Outlaster, are going to keep up this persona and second identity on Discord so the players they interact with believe this persona to be their true selves. An online Roblox game such as Outlaster is an especially relevant game to use as an example as this game is known to have dedicated players, who know each other and have formed friendships with one another. Therefore, users would want to keep up their online personas so these players would not suspect that the online persona is just that, and not the user’s true identity. Discord and Roblox go hand in hand to create a second social identity, it allows for users to act like someone else, or who they want to be online.

The Advantages and Disadvantages of a Second Social Identity

There are both advantages and disadvantages to the creation of a second social identity as a result of the online gaming communities. There are advantages in the way that creating a second social identity allows people to feel more comfortable with themselves and express their true self. However, there is disadvantages through the way people can hide behind their second social identity, can have negative consequences. Of a survey done by Mashable 40% of those surveyed answered that they find it easier to present their true selves on Roblox than in person (Mashable, 2023) Online communities allow user to express their true selves in terms of their gender identity and sexuality. Creating a platform which allows users to be able to feel comfortable and confident online, can help them feel comfortable and confident with themselves in real life by embracing who they are. Roblox gives users the opportunity to express their true self through an online avatar, these avatars allow users to present themselves how they may want to in real life. Users are able to try out fashion styles, experiment with different looks and even see how others respond to this. Individuals are able to make decisions through a separate entity, which can result in disconnection, lack of judgement and harmful consequences (Macdonald, 2020). One main disadvantage of the creation of a second social identity through online communities is that hiding behind a Roblox avatar allows for an environment where bullying can thrive. Users may see this digital identity, or avatar as a place where they can express themselves differently, or as a mask they can hide behind. This second social identity is disconnected from one’s real social identity; therefore, users may see this a space where they could bully or mistreat other players with a lack of real-world consequences. While this second social identity, fosters a place for expressing one’s true self, it can also foster a place for cyberbullying to thrive. While the advantages to this are plenty, the disadvantages can have detrimental negative impact.

Conclusion

This paper was addressing the question of how the online gaming community fosters the creation of a second social identity but is this expressing yourself, or is it acting like someone else? Through using Roblox and Discord as the prime examples of online gaming communities and platforms, I have concluded that these sites certainly allow for the creation of a second and social identity, but it allows users to both express themselves and act like someone else. I was able to come to that conclusion through understanding that while some users act like someone else through the way they express and present themselves on Roblox, some users may present themselves differently but present their most true selves.

References

de Luna, E. (2023, November 11). Roblox avatars are helping Gen Z embrace their “authentic selves.”

Mashable; Ziff Davies. https://mashable.com/article/genz-roblox-avatars-metaverse-research

Deaux, K. (2001). Social Identity. In Encyclopedia of Women and Gender: Sex Similarities and Differences and the Impact of Society on Gender (pp. 1–9). Academic Press.

Macdonald, C. (2020). The Avatar Effect: The harmful consequences of decision-making through a “separate” entity.. Open Science Journal, 5(3), 1–9. ResearchGate. https://doi.org/10.23954/osj.v5i3.2380

Peak Precision Studios. (2025). Welcome to Peak Precision Studios. Discord. https://discord.com/channels/304864209328406538/761794420089290762

Roblox Corporation. (2025). Communities – Roblox. Roblox. https://www.roblox.com/search/communities?keyword=

Vasconcelos, S. V., & Balula, A. (2021). Pitch This. Handbook of Research on Contemporary Storytelling Methods across New Media and Disciplines, 100–115. https://doi.org/10.4018/978-1-7998-6605-3.ch006

Yenilmez Kacar, G. (2023). Instagram as one tool, two stages: self-presentational differences between main feed and story on Instagram. Atlantic Journal of Communication, 32(1), 1–16. ResearchGate. https://doi.org/10.1080/15456870.2023.2202401

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15 responses to “Expressing Yourself or Acting like Someone Else: How the online gaming community fosters the creation of a second social identity”

  1. Benn van den Ende Avatar

    Hi Sascham,

    Thanks for this interesting paper!

    As you note, the curation of a second identity in gaming spaces is similar to how individuals use social media to create additional personas.

    I wonder if you think there is a difference between gaming communities and broader social media communities that leads to different methods, forms or outcomes in second-identity formation, and what it is specifically about gaming communities that differs from other kinds of online communities.

    Thanks!

    1. sascham Avatar

      Hi Benn,

      Thank you for reading my paper!

      I definitely believe that there is a huge difference between the formation of a second identity on gaming communities, and on social media communities.

      On social media, though it can be more complex generally the different persona portrayed by users is a glorified version of themselves. However on online gaming communities, this persona seems to be extremely different to the users real identity.

      In my opinion online gaming communities allow for the creation of a second identity more than social media communities.

      Using Roblox as an example, the creation of avatars is extremely customisable. Users treat their avatars as almost a character, this character is not just created to play one game, but is used across games on Roblox. In a way, this personifies the second identity.

      I would be interested to hear your opinion on this!

      Thank You,
      Sascha

      1. 20515539 Avatar

        I think the other big difference is that it’s much more possible to craft a very specific persona on gaming platforms versus a lot of different forms of social media, which, whilst they’ve become much more anonymous over time, have a lot more remnants of real world connections (it’s particularly hard to do this in places like Instagram or Facebook).

  2. maxf Avatar

    Hi Sascham,
    I really enjoyed going through your paper.

    The way people present themselves online has always been fascinating to me, not only in anonymous spaces like Roblox but also on social media, as you mentioned.
    When it comes to Roblox specifically, do you think that the visual avatar creation is more influential to second identity creation or are the community creation tools/ features more influential? I ask this because a lot of games allow for the creation of avatars, but it doesn’t always lead to the strong identity/ community creation that you discuss.
    In my paper I discuss platform accountability, so I found your point about bullying interesting. Given the anonymity of the platform, what role do you think Roblox plays in protecting users? It seems like a complex issue since a lot of the communication between users happens on Discord and not on the Roblox platform.

    Thanks!

    1. sascham Avatar

      Hi Maxf,

      I’m glad you enjoyed reading my paper!

      I completely agree with you, it is insanely fascinating how differently people like to present themselves in online spaces like social media or a place like Roblox.

      I believe the visual avatar creation in collaboration with online gaming communities on discord fosters the creation of a second identity. When users create an account, and customise their avatars this gives them a mask to hide behind, they act a different way and this carries on in online gaming communities they may be a part of. I also do not believe this is specific to a game like Roblox, but other games with a large social aspects and extremely customisable avatars.

      I thought Roblox would be good to focus on as it is a unique example. You’re not creating an avatar to play a certain game, you’re creating an avatar which represents yourself across all different games that Roblox has to offer. This fosters a place where you can create a second identity more than other customisable games.

      What do you think about this?

      Referring to the fact Roblox may foster a place for bullying to thrive, Roblox’s report function, seems to be the only feature to protect users from bullying. They do have chat filters in place to block out inappropriate messages but users usually find their ways around this. Roblox definitely should put some more protection in place for its users. It is quite concerning that this bullying can carry on to Discord which would not sensor any cyberbullying messages.

      This is definitely a complex issue with no easy fix.

      I am interested to hear your opinion on this.

      Thank You, Sascha.

      1. maxf Avatar

        Hi Sascha!

        I have always found the topic of moderation around platforms like Roblox to be interesting. I’ve never played the game myself, but have nephews who have. With them, most of the communication they have with other users/ their friends is through Discord. So, while it feels like Roblox should have some responsibility for the communities they create, since a lot of the abusive communication probably happens outside of their platforms, it seems almost impossible to moderate. With a large percentage of the player base being children, the issue just becomes more complicated. I wouldn’t want to be in charge of finding solutions.

        Thanks, Max.

  3. OliviaM Avatar

    Hi Sascha!

    I found your paper to be very interesting and insightful. I really enjoyed reading about “second social identities” and how they allow users to become/ act as someone that is different from themselves on online games specifically.

    We often hear about people hiding behind anonymity in comment sections to leave hate comments and bully real life individuals online and I wonder what your thoughts are on the occurrence of this in online games/ people’s use of a secondary online identity to bully others as it remains anonymous/seperate from their primary identity.

    Thank you!

    Olivia

    1. sascham Avatar

      Hi Olivia,

      Thank you for your comment!

      I definitely believe a game like Roblox allows users to create a second identity. This second identity allows them to hide behind a mask. The way in which Roblox Avatars are extremely customisable, and the way Roblox functions usually see’s one’s avatar almost like another person, who wears different outfits and accessories.

      Because of this, it definitely leads users to feel comfortable participating in cyber bullying as they almost see their avatar as a different person with a different personality or a second identity.

      I would love to hear your opinion on this.

      Thank You,
      Sascha

      1. OliviaM Avatar

        Hi Sascha!

        Thank you for your response.

        I agree with your opinion – that it makes users of Roblox feel more comfortable participating in cyber bullying.

        I think it’s interesting that cyberbullying in comment sections, for example, is usually one anonymous person bullying a ‘real life’ person (that is, a person thats identity is known) while the cyberbullying that occurs on Roblox is one anonymous person, through their ‘second identity’ bullying another anonymous person’s ‘second identity’. It almost feels like a world of its own.

        I would love to hear your thoughts on this!

        I would also love to know your thoughts on what Roblox is currently doing to tackle cyber bullying and what you think they could do.

        Thank you!

        Olivia

        1. sascham Avatar

          Hi Olivia,

          Your take that it feels like a world of its own is very fascinating to me, and I agree with that completely.

          People definitely through a second identity feel more comfortable in cyberbullying, however it is a shame that while the cyberbullying may be from one second identity to another the victim will still be affected by this.

          I believe that Roblox is currently doing a lot to tackle cyberbullying, with having their platform still accessible. However, of course they could do more. They do censor words in chat but quite often users find ways around this, it does seem though that these work arounds do eventually get censored out. But theres no way to completely eliminate bullying and harassment on Roblox.

          I do believe more moderation on the platform could help get users violating their terms and conditions off the platform quicker.

          What’s your opinion on measures Roblox could take to tackle cyberbullying?

          1. OliviaM Avatar

            Hi Sascha,

            I think creating a second identity is such a cool thing and it’s a shame that people choose to use it so negatively. I see it as a form of creative expression that allows people to seperate themselves from their real life for a period of time and enjoy games and friendships without the constraints and judgement of those in the real world.

            This reminds me of third places, which I mentioned in my paper. Do you think that online second identities on Roblox/Discord could be considered third places?

            I also believe Roblox has a strong chat moderation system, censoring words in the messaging feature and I think they are generally pretty good at picking up inappropriate language on voice chat. I also agree people have found ways to work around this but they do usually pick up on it after a while.

            I think the best way to tackle cyber bullying on Roblox is to report behaviour you see and block individuals.

  4. Erin_McGrory Avatar

    Hi Sascham!

    I am quite an enthusiast about games. I love playing them and being apart of their communities. I found this paper super interesting with how you went into detail about people becoming different versions of themselves. I find this a positive aspect when it comes to gaming and creating avatars as it feels I can achieve my dream fantasy or version of myself. I found you captured the main essence of gaming and why people play them as well.

    It captured another thought to me as well, people who are not active or can’t do much physical activities can give them the space to do that too! It almost gives another life.

    It is interesting to see when it comes to identity, people will tend to gravitate more towards the dream life or dream circumstance they would like to be apart of. I find it amazing how everyone will choose different games and why!

    This was a great paper and I enjoyed connecting to it! 🙂
    If you are into cars, I recommend you check out my paper too! It is about the car community Distortion and how they use social media to enhance attendance.

    1. sascham Avatar

      Hi Erin,

      Thank you for reading my paper, I am glad you found it to be interesting!

      I do agree being able to express yourself to the full potential on games through avatar customisation is a very positive thing. It is amazing that it gives people the opportunity to express their pure and true selves!

      It is indeed fascinating how everyone expresses themselves so differently and enjoy all different sorts of games.

      Thank you again for reading!
      Sascha

      1. Kyle Vasquez Avatar

        Hi sascham,

        I wanted to add in to this discussion after reading your paper, as it did resonate with me quite well.

        Do you also believe that games also allow you to explore new identities beyond how you feel or how you want to express yourself? I found in role-playing games, I would often make multiple characters with different backgrounds, playstyles and appearances to experiment how I would immerse myself as them beyond the mechanics. Especially in fantasy games where how you are treated is determined on those factors.

        Do you think games offer a safe space to explore new identities beyond what we wish to be or strive for?

  5. Kai_Armstrong Avatar

    Hi Sascha,

    You’ve done a great job unpacking the dual nature of second identities within online gaming communities through platforms like Roblox and Discord. What stood out to me most was how the same features that enable self-exploration and creativity (like avatar customization and persona-building) can also open the door to toxic behaviour.

    The idea that users can hide behind a second identity to act in ways they wouldn’t offline is both powerful and concerning. While anonymity can give people the courage to express parts of themselves they suppress in real life, it can also act as a shield from accountability, allowing bullying or harmful behaviour to go unchecked. Do you think platforms like Roblox and Discord have a responsibility to limit this kind of abuse without restricting identity exploration? What could that look like?

    I also liked your discussion on the psychological implications of maintaining a second identity. While it can be empowering, especially for those experimenting with self-image or gender expression, it might also lead to identity fatigue or fragmentation when users feel the need to uphold a consistent persona across multiple spaces. Do you think having a strong second identity can eventually help someone integrate that self into their offline life, or does it risk widening the gap between online and offline self identity?

    Your paper raises some really valuable points about the tension between freedom and responsibility in digital identity. I’d love to hear more about where you see that balance heading in the future.

    Cheers,
    Kai