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The Role of New Media in the
Everyday Constructing of
Personal Identity
Роль ОВЫХ ИА в
пов ед ев о ко т у ова
л ч о де т ч о т
Ш ок о лек д о
Anna Shirokanova, PhD
shirokanova@bsu.by
XVI April Conference, April 8, 2015
Q: Media and Communications
The Problem
• New Media are
pervasive;
• Relying on them, we
have made them part of
the mechanism of
identity formation;
• We produce and
consume the mobile,
nomadic self with new
media
• о е ед
по е е т ;
• ол ,
п е т л т
е
о о
де т о т ;
• п о од
пот е л е
о л ое,
о д е кое «Я»
Research Question
• Which new media and
in which ways do inform
personal identity in
everyday life?
• К к е о е ед
к к по о
о де т у т
л у де т о т
по ед е о т ?
Personal Identity
• Our self-image used for
self-description;
• Result of exchange with
significant Others;
• Our image of the Self is
re-active to the Other’s
actions.
• Л. . – о е ,
пол уе дл
ооп ;
• Это е ул т т о е о
о
Д у ;
• о е
е кт е по
от о е к
де т Д у о о.
New Media in Everyday Life
• fro a y to a y ;
• The space of flows
(Castells);
• The simultaneous time
(Urry);
• o -demand media
consumption culture;
• Digital migrants and
aboriginals alike.
• «От о – о »
• о т т о потоко
(К тел );
• Од о е е ое
е У );
• Кул ту пот е ле
«по т е о »;
• т о ут о о
о е , т
Types of New* (social) Media
• Collaboration
• Blogs
• Content communities
• Social networking sites
• Virtual game worlds
• Virtual social worlds
• от уд е т о
• ло
• оо е т ко те т
• т о ете
• ту л е о е
• ту л е
о л е
Kaplan & Haenlein 2012
PRESENCE
Blogs vs. Virtual Game Worlds
• Blogs:
• Drawing an imagined
portrait of oneself;
• Recurring symptom of
self-neurotization (no
Other is necessarily
present)
• ло :
• оо е
по т ет е ке;
• пто
е от ет
Д у о о .
Mikheeva 2002
* , , ,…
Blogs vs. Virtual Game Worlds
• Virtual game worlds:
• Spontaneous
communication with the
Other;
• Role distance (Goffman)
• Discovering the Self :)
• ту л е о е
:
• по т
ко у к
Д у ;
• оле д т
о ;
• И ледо е «Я»
Prospectives
• Post-social cyborgs (no
thriller: cf. the
photographic
e ory ;
• Growing role of digital
objects in identity
construction (Crosbie
paradox);
• More individuals
seeking control over
their identities
• о т о л е к о
е п л е : п .,
« ото е к
п т »;
• ту ол о
о екто
ко т у о
де т о т *К о ;
• о к ко т ол д
о т е о
де т о т
Knorr-Cetina 1999; Crosbie 1998
Prospectives
• Self as an image for
consumption;
• Growing life expectancy->
longer youth -> constant
self-re-construction;
• Audiences more active
and creative in using and
adapting media to their
needs;
• Neurotized search for the
Other.
• «Я» к к о дл
пот е ле ;
• тет п одол тел о т
-> дл о т ->
по то «пе е о к
л о о»;
• уд то олее кт о
к е т о пол у т
п по л т ед
под о ел ;
• е от е к по к
Д у о о.
10 sec for self-promotion:
a collaborative reference book on
New Media research (in press, 2015)
п о е!
Thanks for your attention!

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The role of new media in the everyday contructing of personal identity

  • 1. The Role of New Media in the Everyday Constructing of Personal Identity Роль ОВЫХ ИА в пов ед ев о ко т у ова л ч о де т ч о т Ш ок о лек д о Anna Shirokanova, PhD shirokanova@bsu.by XVI April Conference, April 8, 2015 Q: Media and Communications
  • 2. The Problem • New Media are pervasive; • Relying on them, we have made them part of the mechanism of identity formation; • We produce and consume the mobile, nomadic self with new media • о е ед по е е т ; • ол , п е т л т е о о де т о т ; • п о од пот е л е о л ое, о д е кое «Я»
  • 3. Research Question • Which new media and in which ways do inform personal identity in everyday life? • К к е о е ед к к по о о де т у т л у де т о т по ед е о т ?
  • 4. Personal Identity • Our self-image used for self-description; • Result of exchange with significant Others; • Our image of the Self is re-active to the Other’s actions. • Л. . – о е , пол уе дл ооп ; • Это е ул т т о е о о Д у ; • о е е кт е по от о е к де т Д у о о.
  • 5. New Media in Everyday Life • fro a y to a y ; • The space of flows (Castells); • The simultaneous time (Urry); • o -demand media consumption culture; • Digital migrants and aboriginals alike. • «От о – о » • о т т о потоко (К тел ); • Од о е е ое е У ); • Кул ту пот е ле «по т е о »; • т о ут о о о е , т
  • 6. Types of New* (social) Media • Collaboration • Blogs • Content communities • Social networking sites • Virtual game worlds • Virtual social worlds • от уд е т о • ло • оо е т ко те т • т о ете • ту л е о е • ту л е о л е Kaplan & Haenlein 2012 PRESENCE
  • 7. Blogs vs. Virtual Game Worlds • Blogs: • Drawing an imagined portrait of oneself; • Recurring symptom of self-neurotization (no Other is necessarily present) • ло : • оо е по т ет е ке; • пто е от ет Д у о о . Mikheeva 2002 * , , ,…
  • 8. Blogs vs. Virtual Game Worlds • Virtual game worlds: • Spontaneous communication with the Other; • Role distance (Goffman) • Discovering the Self :) • ту л е о е : • по т ко у к Д у ; • оле д т о ; • И ледо е «Я»
  • 9. Prospectives • Post-social cyborgs (no thriller: cf. the photographic e ory ; • Growing role of digital objects in identity construction (Crosbie paradox); • More individuals seeking control over their identities • о т о л е к о е п л е : п ., « ото е к п т »; • ту ол о о екто ко т у о де т о т *К о ; • о к ко т ол д о т е о де т о т Knorr-Cetina 1999; Crosbie 1998
  • 10. Prospectives • Self as an image for consumption; • Growing life expectancy-> longer youth -> constant self-re-construction; • Audiences more active and creative in using and adapting media to their needs; • Neurotized search for the Other. • «Я» к к о дл пот е ле ; • тет п одол тел о т -> дл о т -> по то «пе е о к л о о»; • уд то олее кт о к е т о пол у т п по л т ед под о ел ; • е от е к по к Д у о о.
  • 11. 10 sec for self-promotion: a collaborative reference book on New Media research (in press, 2015)
  • 12. п о е! Thanks for your attention!