Blog Post #4 Due 10/3
Is the online world a real place?
In Race in Cyber Space by Kolko et al. (2000) the idea that race and gender is a social construct is introduced. In this case, it is something that is created by society and implemented in the online world as well as real life. We can see these systems being carried over to digital spaces like video games and avatars. For example, the same racial systems which paint Black, Asian, Latinx and many people of color in a stereotypical negative light, are being reinforced in gamer worlds where one can role play what a certain ethnicity would act like according to the creator's narrative they want to push. The same issues we see in person are appearing online as well. In a more positive light, gender can be explored, and the discovery of new culture through online personas can be accessible (Kolko et al., 2000). In episodes like Nosedive by Netflix, we are shown examples of how the online world can become strong enough to dictate our real life. This happens when we immerse ourselves in what we want to present to the public versus who we really are in person (Jones et al., 2016).
How do gamers contribute to digital labor?
In the video game Shadow Warrior and 3D Realms, two examples of problematic role playing are mentioned in The Revenge of the Yellowfaced Terminator by Jeffrey A. Ow (2000).In one of the games, the player is an Asian character which commits sexist, offensive, and murderous actions while the other is a cyborg terminator with its violence barely differing. The creators of 3D Realms share their opinion of the game's creation, with their intention being to bait and draw in more players even if it means being offensive. This is all while mocking Asian culture and incorporating violence in their model (Ow et al., 2000). Here we are able to apply this perspective to many other forms of media which are fed to us, and question how we as consumers are contributing and/or are victims of digital labor. Not all games are made the same, yet it does bring up the question of how these spaces can be exploited and brushed off as “not that serious” when imitating real world violence through role playing.
What are some marketing strategies that we do not see?
In the real world, one example of where we as people are providing digital labor is in the beauty industry. It is not obvious, as the marketing sells beauty and confidence. We share posts, leave reviews on items, and even recommend them to our friends. By wanting discounts, free items, and participating in raffles we contribute to the cycle. Some brands will use real people's stories, Images, and even culture to appeal to certain groups. Most of the effort put into winning over customers is performative for their company's gain. This happens often with ads on social platforms and online stores trying to sell an ideal image in hope of us sharing and buying.
In which ways does hate show up online?
With the idea that an online world is not “real”, many people seem to openly share their racist ideologies as “freedom of speech.” Hate online like white supremacy can show up as disinformation as well, with ads spreading fake propaganda about specific groups of people. One thought to note is that behind the screen one uses, the intention is real. People have taken advantage of how easy and fast the internet is to hide behind anonymous personas and do harm to others (Daniels 2009).
Daniels, J. (2009) White Supremacy in the Digital Era: An Introduction by J. Daniels.
Jones, R., Schur, M., Brooker, C. (Writers) Wright, J. (Director). (21 October 2016) Nosedive. (Season 3, Episode 1) [Tv series episode] Black Mirror. Netflix.
Nakamura, L., & Rodman, G. B. (2000). Race in Cyber space: An Introduction by Kolko, Nakamura and Rodman. Routledge.
Ow, J.A. (2000). The Revenge of the yellowfaces Cyborg Terminator. Routledge.















