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What does Turke mean when she suggests that the computer is an "evocative" or "marginal" object?
Objects that make us think about ourselves and understand identity
What is the computer meant to evoke as it enters social and psychological life?
Provoke emotional and contemplative responses
What are the two toys that the young children interact with?
Merlin (tic-tac-toe), speak and spell (toy that can talk)
For children, the computer is a marginal object at the boundaries of the…?
animate and inanimate, the physical and psychological
Turkle argues that different objects shape how children understand the world, T or F?
True
Computers are not just tool, they are objects that help children what?
Think about thinking, minds, and what it means to be human
When computers are evocative or marginal objects, they are machines, but also seem?
Human-like and intelligent, creates a blur
Through interacting with computers, children define?
What a mind or thought is, figuring out what makes humans different from machines
Why is it that they are seen as "child philosophers"?
They need to ask deep questions about the computer in order to understand humans
When kids used to learn from physical objects like rocks, nature, and animals, what differs?
Computers are a new object that reshapes how they think about life and mind
How do traditional objects help children develop a "physical understanding of life,"?
Visible and physical traits, often has movement or change
In contrast, computers push children to think in psychological terms, why is this?
Whether something can think, behave, and act with intention
Children are often disturbed or curious about computers, what's an example Turke gives?
A little girl who became upset and curious when her speak and spell was glitching
Because computers create confusion and discomfort, how do children respond?
Developing new theories about minds, intention, and psychology
When toys glitch or act in unexpected ways, how do kids feel or react?
Scared/unsettled, but curious and fascinated
Computers are lifelike, can respond and play, but?
clearly not alive, creates contradiction
How do the kids respond by building psychological theories?
They start thinking about intention, awareness, thought, and mind
What are the three development stages of the "cheating"?
Physicalist, behaviourist, and psychological
What is first stage of physicalist?
Cheating requires physical body and action, computers cannot cheat
What is second stage of behaviourist?
Computer behaviour seems "tricky", maybe it cheats "from inside"
What starts to happen in the second stage of behaviourist?
Children start to suspect computers can cheat
What is third stage of psychological?
Cheating becomes intention and self-awareness
What do children ask in the third stage of pscyhological?
Does the computer understand or know what it's doing?
Why does Turkle also characterize computers as "special"?
They can think, reason, and seem intelligent
They are "special" and that's new to Turkle, why?
Machines/computers are doing things we used to think only humans could do
So… what's "special" about humans according to children?
They say humans are different from emotion/feeling
Computers are just thinking and logic while humans can experience what as they think?
Feel and experience emotion
What is the "romantic reaction"?
Children value what is "most unlike" the computer
What does it mean to value "most unlike" the computer?
Because computers are logical, children value emotion/feeling/humanity
Why is Turkle concerned about this dangerous split between thinking vs feeling?
Oversimplifies humans, also think/reason, thinking is not cold/lifeless
Computers push children to define humans in opposition to machines, but?
Creates a too simple, "dichotomized" view of human nature
What does Turkle discuss about the internet and how it creates virtual spaces?
People can experiment with identity, relationships, and selfhood
Examples of these virtual communities?
What is the rise of virtual communities newly seen as?
New social worlds, not just rools
Online, people can create avatars, be anonymous, choose their identity, so what happens to identity?
Becomes something you can experiment with
In Second Life, "you can be whoever you want", interact freely without real-world constraints, what does this mean?
Gives a sense of freedom and control over identity
What is this "Therapeutic function" that Turkle argues?
Virtual spaces can help people explore themselves safely
Examples of the therapeutic function
try new identities, explore relationships, work through fears
Some people feel their online self is more "real" than their real-life self, what does this challenge?
What a real identity is, a fixed/flexible identity, life online as less real
What does Boellstorff build onto Turkle's argument about virtual worlds?
They are not "fake" but real social spaces that reshape identity, relationships, what it means to be human
Online spaces are not taken seriously as real social worlds, T or F?
False
What is "cybersociality" and why is it meaningful?
The difference between real/virtual life, but the gap is not a problem, creates meaning
What is "virtual selfhood"?
People actively creates themselves online
Identity becomes something you build intentionally
through avatars, choices, and interaction
What does he mean by the quote "It is in being virtual that we are human"?
Human are always imagining and creating with identity, virtual just makes this more visible
Relationships change in virtual spaces, how?
People connect through text only, information private
What does the relationship change in virtual worlds result in?
Faster intimacy and "spiritual" connections
Broadly, why do virtual worlds matter so much socially?
Help marginalized people or with niche identities
Virtual worlds provide access to community that may not exist offline, T or F?
True
What is the study of online worlds called?
Digital ethnography
Who studied second life like an anthropologist and treated it like a real culture?
Boellstorff
Virtual worlds don't hide your real self but they can actually help?
Reveal and transform it, have freedom to define your own role
When Boellstorff says virtual worlds let people access a "true" or inner self, what does it mean?
Real life is shaped by constraints, but online they are removed
What is the paradox between online and real life? And even though avatars are "fake"?
They can reveal something more real about you, what you choose to be=who you feel you truly are
What does it mean when boundary becomes "permeable", what happens to the line between real and virtual self?
Becomes blurry, online life can influence real identity and how you see yourself
Why are virtual spaces especially important for gender, sexuality, and identity exploration?
Allows safe experimentation to convert into real-life change
The takeaway from virtual life if people may feel more confident, authentic, and closer to their "true self"?
Virtual life doesn't replace reality, it reshapes it
What is the shift in Turkle's argument?
She becomes critical of digital technologies
Why does Turkle become critical of technologies?
She argues they create shallow connection, psychological dependency, weakened relationships
Turkle's tone shifts from hopeful about freedom and empowering to what?
Concern about the effects of constant connectivity
How do "networked technologies" like phones, social media, and constant messaging, reshape life?
Affect identity, relationships, and development
More connection is better connection, T or F?
False
What does "growing up tethered" where young people are always connected/reachable mean?
Less independence, less separation
Turkle argues that constant connectivity disrupts psychic development, and specifically harms
solitude, privacy and self-reflection
What does she suggest by "alone together"?
People are physically together but emotionally disconnected
"Too connected but not connected enough"?
People are always online but lacking deep relationships
Why does Turkle say that identity becomes a performance for young people?
Too much curating and managing, instead of developing a stable inner self
What's the final concern makes about Turkle?
Reduced autonomy, dependency on validation
What does Turkle mean by the "Goldilocks Effect"?
People are too far, nor too close
What's the final concern argued by Turkle about technology?
Reduced autonomy, dependency on validation, narcissistic forms of relating
In psychoanalytic terms, what does Turkle mean by narcissism?
Fragile self that needs constant support, cannot handle real, complex relationships
What are people like if they're a narcissist according to Turkle?
Simplify and control relationships and only take what they need emotionally
The narcissistic avoids vulnerability and complexity, and prefers
safe, controlled interactions and "made-to-measure representations" of others
Technologies always have specific "affordances" and "constraints"
courage certain uses and actions and discourage others
What do technologies often reflect in the ways they are designed?
The intentions and priorities of their makers, economic systems
Turkle argues that gambling addiction is not just about addicted or weak individuals
It is designed and produced through interaction with machines
Gambling machines are intentionally designed to make people addicted because?
The system is built to keep you played, engaged, spending money
What is this "relational understanding"? and of addiction?
Addiction happens in the relationship between human and technology
What happens in "The Zone" that she discusses about?
Gamblers are in state of continuous play detached from the environment (calm, dissociation, trance-like)
What's "affective self-management"?
People use gambling machines to escape stress, emotions, finance
She says it's "co-produced" and who does she argue is more at fault or responsible?
Created by both the human and machine, she argues the gambling industry is more responsible
How are machines engineered to optimize?
Speed you up, keep you longer, and make you spend more
How is the machine designed in a "player-centric design"?
Match the player's psychology in the tiny details like sounds, ergonomics, design
What are technologies of financial flow?
Systems that make it easier and faster to keep spending money
What are TITO Systems?
Ticket in, ticket out systems
Examples of technologies of financial flow?
Cashless systems, TITO, ATMs inside casinos, embedded machine systems
Technologies such as ATMs in the machines and ticket-in and out systems transform, what does it say about money?
Real money into play money
Why is "The Zone" harmful for gamblers or people that Turkle discusses about?
People disengage from emotions, stress, constraints of the real world