Psychology+of+Cyberspace

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 * The Psychology of Cyberspace** is an evolving theoretical and philosophical concept that aims to understand the effects that computer and internet usage have on human motivations and behaviors. Also referred to as, **Cyberpsychology**. It also considers the effects on mental health concerning the increased use of technology in our society, and may also include topics such as virtual reality and artificial intelligence.

=Elements of the Cyberpsychology Model=

=Presence and Transitional Space=
 * Reduced Sensations
 * Texting
 * Identity Flexibility
 * Altered Perceptions
 * Equalized Status
 * Transcended Space
 * Temporal Flexibility
 * Social Multiplicity
 * Recordability
 * Media Disruption

As people continue to grow into modern networking technologies such as the internet, they begin to describe their interactive experiences in terms of spatial metaphors. For example, one may 'travel' through cyberspace, 'get lost' in it, 'surf to' a webpage, open or close 'windows', put 'files' on the 'desktop', and so forth. There is said to be at least five queues for the perception of presence within an environment: What these characteristics describe is that firstly, the more sensation one perceives within an environment, the more 'real' it will seem. Also, there is always change in the environment – cyberspace is not static – there is continuous growth and movement, therefore it is alive in some form. Its interactivity allows one to travel within, explore, and leave the environment. Familiarity within the cyberspace environment allows a user to feel in place and comfortable within this environment – anxiety occurs in new environments through which a person has no idea what to expect. Alas, interactivity with other users also adds a sense presence and comfort within cyberspace.
 * 1) Sensory stimulation from the environment
 * 2) Change in the environment
 * 3) Interactivity with the environment
 * 4) The degree of familiarity

In addition to the perception of cyberspace as a physical space, it can also be regarded as a 'transitional space' – an extension of ones mind. It is a space that one may personalize and interact with in such a way that it becomes a part of them. Through interaction with the computer, ones mind seemingly merges with that of its mechanical counterpart, essentially working together in performing certain tasks and functions in a input-output or stimulus-response type relationship.

=Transference=

In a more general sense of the term, transference is the tendency for people to revert back to a typical pattern of thought, feeling, and behavior through the establishment of new relationships. For example, one person may exhibit certain behaviors within a new relationship that may be reminiscent of the type of relationship they have with their mother or father. If in this case, the person often played a subordinated role in relation to his or her parents (which may create fear of rejection and the need for acceptance), the individual may in turn reinact these same roles within future relationships, and this may extend well beyond this into the choices we make and how we react to things that are not even human – including computers.

Because computers are designed by humans, they tend to act and perform in human-like manners. What makes computers a prime target for transference is the fact that users are able to program them in whatever way they like – through things such as customization, what tasks one wants it to perform, and how it affects an individuals life, and so forth.

John Suler provides several cases of the types of relationships an individual may have with their computer, many of which are quite suggestive of Freudian theory: The psychological reactions people have towards their computers are paradigmatic of the occurrence of transference. People may feel anger towards it if it is not working properly, or perhaps even intimidated. They may treat it with extreme care, or minimal. It can also serve as an outlet to fill in a void in peoples lives – a void which may never be satisfied through the computer.
 * You as You, Computer as Parent
 * You as Parent, Computer as You
 * You as You, Computer as Wished-For Parent
 * You as Wished-For Parent, Computer as You
 * You are Me, I am You, We are All Together
 * Adult and Machine
 * Online Others and the Machine

Transference may be exhibited through gaming as well. The Sims is a perfect example of where transference may occur. The first thing often done within the game is the recreation of oneself and his or her life. Also, this game has been said to be used as a coping strategy for those expecting dramatic changes in their lives. For example, a woman expecting a baby started playing the Sims in order to help her get through the pregnancy.

=Avatars=

Cyberspace provides the individual with the opportunity to explore and change their identities within seconds. Different identities may reflect different moods, or perhaps aspects of ones personality. Avatars – symbols or icons representative of a user in cyberspace – are often used to exhibit some aspect of oneself in cyberspace. The subconscious mental processes within the user that affect the choice of an avatar are said to the the same as those that produce dreams.

Dissociation – personality aspects of a person that divide and become seperate entities – seems to occur through the representation of avatars. Through the use of avatars in cyberspace, one personality aspect of an individual is strengthened and exaggerated, while others are minimized or disappear completely. This creates a dualistic self – the person in cyberspace, as well as the person behind the computer.



There are several ways of categorizing different types of avatars. The psychoanalytic system (as used by psychoanalysts to define personality types) uses the following categories, each containing thematic representations: Another simpler system of avatar classification is as follows.
 * **narcissistic** (power, status)
 * **schizoid** (indifference, interpersonal detachment, intellectual)
 * **paranoid** (distrust, isolation)
 * **depressive** (gloomy, dark, lack of self-esteem)
 * **manic** (energetic, impulsive, happy)
 * **masochistic** (self destructive)
 * **obsessive/compulsive** (serious, perfectistic)
 * **psychopathic** (antisocial, superficial)
 * **histrionic** (dramatic, emotional, vain)
 * **schizotypical** (superstitious)
 * [|Animal]
 * [|Cartoon]
 * [|Celebrity]
 * [|Evil]
 * [|Real Face]
 * [|Idiosyncratic]
 * [|Positional]
 * [|Power]
 * [|Seductive]
 * [|Other]
 * Odd/shocking
 * Abstract
 * Billboard
 * Lifestyle
 * Matching
 * Clan
 * Animated

=**Effects of Spam**=

Spam is as an invasion of a internet users personal space. It is unwanted mail sent by other users of the internet, either attempting to advertise or infect a persons computer with viruses. It is also in most cases untraceable (refer to the Black Hole of Cyberspace). Senders of spam may affect the average users psychologically by simply using different tactics which strive to trick the user into opening and reading the message. These tactics, as suggested by John Suler, are outlined below:


 * Activate Cultural Preoccupations**: concerned with things such as weight loss, saving/making money, penis size, etc.
 * Activate Archetypal Concerns**: attracts a user by suggesting issues that apply to everybody (pain, pleasure, happiness, life transformation, etc.
 * Activate Sexuality**: involves romantic themes such as dating, as well as seductive.
 * Activate Anxiety**: e-mails contain titles that cause the reader to question what it may be about.
 * Fake a Personal Touch**: e-mails that address the users name, or use 'spoofing' software which gathers information from the users address book and uses peoples names as the sender.
 * Fake Replies/Interactions**: senders add 're:' to the subject line of the e-mail to suggest e-mail that had been sent by the user.
 * Snatch Quotes**: subject line text is stolen from webpages a user may visit and used.
 * Fake Informality/Acquaintance**: subject lines of the e-mail give the impression that the user knows the sender.
 * Attention Grabbing**: messages that may not have a subject leave the user curious to see what is inside.

Some examples of e-mail subjects and senders:


 * Justin || I'll keep this short... ||
 * carlandhelen || message from Anna, Mary's mother ||
 * Britney || re: your request ||
 * Matt || re: help ||
 * success || We Guarantee your success ||
 * cruising23@msn.com || Make IT big... FOREVER ||
 * Raplph Jinkins || IT WILL CHANGE YOUR LIFE ||
 * drgrv@msn.com || Eat pizza, watch TV ... and lose 22 pounds ||
 * pershaxa@msn.com || Make your Penis Huge ||
 * a0351mshw@hotmail.com || Want to make $ in the market? Easy... ||

=Online Disinhibition Effect (ODE)=

The "Online Disinhibition Effect" is a psychological occurrence which involves human expression without limits. In cyberspace, ones identity is more often concealed than not, and thus one is more able to express themselves without fear of rejection or negative responses. There are many interlinking factors that suggest reasoning for the occurrence of ODE:


 * You Don't Know Me (dissociative anonymity)
 * You Can't See Me (invisibility)
 * See You Later (asynchronicity)
 * It's All in My Head (solipsistic introjection)
 * It's Just a Game (dissociative imagination)
 * We're Equals (minimizing authority)

The disinhibition effect has a tendency to make people believe that everything that humans inhibit – such as repressed and suppressed feelings and emotions – is exactly what would define who they really are (a Freudian/Psychoanalytic view). This then suggests that when people use the internet, their true selves are revealed. This is not necessarily true, as their online behavior may conceal as much as it reveals. People will behave differently in different environments, and thus a form of behavior in one environment cannot account for the entirety of a persons self.

=Online Identity Management=
 * [[image:https://ccit205.wikispaces.com/space/showimage/disinhibit.gif]]

Internet users have various "identities" online and this causes an issue when it comes to accountability in various situations. An online identity is usually not perfectly matched to the individual behind it, various people in large numbers of groups and corporations can represent one identity. This is not the issue; the issue arises when management of this identity comes into play. Online communities are now struggling with the issue of forged identities that people create in order to get away from a previous negative reputation. It becomes very hard to monitor these people. Online corporations such as eBay, that deals with millions of "identities" everyday are overcoming this issue by creating a feedback system where buyers rate their sellers and make comments about the sale and vice versa. Cyber psychology investigates the reasons behind why people mask themselves behind various identities and the emotions this "identity theft" can create within a person.

=Online gender-switching=

There is often an issue of trust when it comes to interactions in cyberspace. We are often unaware of the actual gender, age, religion, occupation, etc. of the individual(s) we are interacting with. Regardless of the reason for interaction, be it pleasure or business if is very hard to accurately determine these characteristics of a person. Unfortunately, we are never able to know due to protection under laws guaranteeing freedom. Therefore, cyber psychology studies the underlying reasons behind why people misinform others about their age or gender. It could possibly be for privacy needs or because the person may be expressing personal opinions that they can only do virtually, within cyberspace.

Related Articles
Identity in Cyberspace The Sims
 * Black Hole of Cyberspace
 * Video Game Communities