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Online Games, offline selves: A possible selves approach to offline self-concept negotiation by wheelchair users of Virtual Worlds. Aleks Krotoski Julie Barnett, Evanthia Lyons SPERI University of Surrey

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AoIR 7.0 (Brisbane, September 2006)

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Page 1: Online games, Offline Selves: A possible selves approach to offline self-concept negotiation of wheelchair users of virtual worlds

Online Games, offline selves: A possible selves approach to

offline self-concept negotiation by wheelchair users of Virtual

Worlds. Aleks Krotoski

Julie Barnett, Evanthia LyonsSPERI

University of Surrey

Page 2: Online games, Offline Selves: A possible selves approach to offline self-concept negotiation of wheelchair users of virtual worlds

Overview

• Disability and the internet

• Theoretical approach: Possible Selves

• Context

• Method

• Results

• Discussion

• Conclusions

Page 3: Online games, Offline Selves: A possible selves approach to offline self-concept negotiation of wheelchair users of virtual worlds

Disability and the Internet

• Freedom of access (Houlihan et al, 2003)– The internet “…has the potential to mediate the

impact of impairment on social isolation and assure a higher level of social participation” (p. 422)

– Physical and social access engenders a sense of self-efficacy, independence and control

• A “level playing field” (Bowker & Tuffin, 2002)– The online environment promotes anonymity, which

encourages the presentation of an “un-marked” self– Agency over self-identity– Control over power dynamics– BUT Passing = “Normalisation” of the internet?

Page 4: Online games, Offline Selves: A possible selves approach to offline self-concept negotiation of wheelchair users of virtual worlds

Possible Selves (Marcus & Nurius, 1986)

• People develop through imagined notions of who they want to become, who they are afraid of becoming and what they believe about their potential

• Multiplicitous• Motivational• Symbolic representations• A link between self-concept and behaviour

– Self concept: “a complex and dynamic phenomenon perpetually in-progress through the adoption and rejection of possible selves”

• Formed through social comparison• “Tried on”• Assimilated into identity structure through trial and error

Page 5: Online games, Offline Selves: A possible selves approach to offline self-concept negotiation of wheelchair users of virtual worlds

An example -the context

• Online games• Identity• Physical ability

Page 6: Online games, Offline Selves: A possible selves approach to offline self-concept negotiation of wheelchair users of virtual worlds

Aims, RQs and hypothesesResearch Questions• In what way do wheelchair users develop possible selves online?• What kinds of possible selves are created?• How do possible selves present themselves?• What are the offline effects of the online possible selves?

Hypotheses:• Game-designed mastery and reward or failure and punishment will

enhance the adoption or rejection of online possible selves into offline self-concept.

• The social interaction element of the online game context will encourage the adoption or rejection of possible selves.

• The goal-oriented design of online games will encourage users to try on possible selves in a “safe” space

• The absence of physical restriction will encourage online users in wheelchairs to adopt possible selves that emphasise access, physicality and control.

Page 7: Online games, Offline Selves: A possible selves approach to offline self-concept negotiation of wheelchair users of virtual worlds

Method

• Interpretative Phenomenological Analysis (Smith, 1996)– Experiential– Holistic– Non-problematic

• Semi-structured interviews

• Highly structured analytic process

Page 8: Online games, Offline Selves: A possible selves approach to offline self-concept negotiation of wheelchair users of virtual worlds

Participants

• 5 wheelchair users with severe physical disabilities (C5 or C6 spinal cord injuries)– 1 = since birth– 2 = 10+ years– 1 = 5-10 years– 1 = 2-5 years

• 3 current online game players• Age 19-42 years• Playtime = 26-40 hours per week• Length of time = 2+ years

Page 9: Online games, Offline Selves: A possible selves approach to offline self-concept negotiation of wheelchair users of virtual worlds

Results: Themes

• Development of in-game roles related to out-of-game possible selves– Ways in which possible selves are negotiated in-

game – Online role choices and social histories

• Social representations of physical disability

• The medium’s effect on the possible selves that were developed– Flexibility– In-game feedback for goal-directed actions– Social feedback– Multiple characters

Page 10: Online games, Offline Selves: A possible selves approach to offline self-concept negotiation of wheelchair users of virtual worlds

Ways in which possible selves are negotiated in-game

You do get this thing, you know, that you are the one walking down the stairs, you are the one pointing the gun, you are the one turning left, even if you can’t in real life. If you want to turn left you can turn left. (Marcus)

I've been imagining myself being able to walk, fly, pilot a starship for a long time. Being in a virtual world, able to walk or fly, isn't too new a concept for me. I'd say, for me, my experience in a wheelchair probably makes it as difficult to reorient my view of walking as it is for someone who does walk -- I'd like to think I have an edge in the "no preconceived mindsets of...how to work in strange, difficult environments." (Aaron)

Page 11: Online games, Offline Selves: A possible selves approach to offline self-concept negotiation of wheelchair users of virtual worlds

The medium’s effect on the development of possible selves

• In-game feedback for goal-directed actions– Success of developing an online character shows me

that I can do anything I want, if I try. (Jon)– it’s a challenge to control the game with the controls

that I use and I think that when I do that I think there are other things I can be persistent at. (Marcus)

• Social feedback– I suppose just thinking that I can do things, yeah. You

know, you start to be able to play a game and you think, well I can play that as well as someone else can. So, yeah, that, that does help. A positive attitude, I suppose, it does make you feel more positive in general, definitely. (Marcus)

Page 12: Online games, Offline Selves: A possible selves approach to offline self-concept negotiation of wheelchair users of virtual worlds

Discussion

• Fabricate implausible possible selves resulting in diffuse affective results in offline self-concepts– Self-efficacy (Bandura, 1977)– Support for Social Model of Disability

• Exploring (their own and) others’ understandings of physical disability

Page 13: Online games, Offline Selves: A possible selves approach to offline self-concept negotiation of wheelchair users of virtual worlds

Conclusions and Future Research

• Researchers cannot assume that crossover between online and offline occurs in a general way, but that it is driven by the aspects of offline identity that are brought to the medium by individuals

• Explore different “Nationalities”

Page 14: Online games, Offline Selves: A possible selves approach to offline self-concept negotiation of wheelchair users of virtual worlds

Thanks!

Aleks Krotoski

SPERI

[email protected]