Introduction This chapter will outline first, the terms of identity and avatar in the web 2.0 environment while looking mainly at psychological, cyberspace and social aspects of such. Second, the chapter will summarize what consequences and implementations the use of online identities or avatars has for the overall online communication in web 2.0 and specifically for the aspects of learning in online social media networks. Key questions or issues will be discussed, as well as potential solutions. The chapter will end with a brief summary of the discussion, followed by a list of references and Identities and Avatars, differences and communalities According to Altheide (2000), identity is a part of the self concept “by which we are known to others” (p.2). We can have different identities depending on our social environment whereas our personal identity in the end is that which makes us unique as a person. Avatars, in contrast, according to Peterson (2005) are “online manifestations of self in a virtual world” (p.30). From a learning standpoint we can differentiate between virtual environments that use avatars as “windows to collaboration” and identities that stay behind the avatar. Mead already in 1934 pointed out, identity is in part socially constructed and therefore can be seen as a form of a public process by which several environmental constraints affect the construction. In the online world “real life” norms are inhibited which can create a new mode of identity construction through anonymity and disembodiment with other communicators (Bargh, McKenna, & Fitzsimons, 2002). In completely anonymous online communities users often show their “true” selves (Bargh et al., 2002), the one they would hide in non-anonymous offline environments. Especially for stigmatized groups this can be an advantage (McKenna & Barg, 1998).On the other hand in non-anonymous online worlds social constraints again shoot in whereas forthright comparison is lacking. As a consequence, users express their “hoped for possible selves”, or wishful identities (Yurchisin et al., (2005), rather than their “true” identities. The hoped for identities are selves that an individual aspires to become, given the right circumstances (Higgins, 1987). Research on non-anonymous online dating sites for example corroborated this differentiation as users self-representation tended to be exaggerated in the way that they tried to present themselves in the best light (Yurchisin et al 2005). In sum (Zaho, Grasmuck and Martin, 2008) online self-presentations differ according to the nature of the setting, that is anonymous (like chartrooms or bulletin boards) or nonanonymous platforms. Whereas in anonymous platforms users are more willing to pretend to be someone else or even act out negative impulses (e.g. Turkle, 1995, Murray, 2000), in non anonymous sites, the “hope for selves” guide the representation of ones identity. For example, in Facebook, users mainly “let pictures speak” or let their group membership, friend lists and wall posts represent themselves rather than autobiographical descriptions. Their online identities are built implicitly, rather than explicitly (i.e. autobiographic descriptions of oneself) (Zhao et al, 2008). Furthermore, Zhao and his colleagues (2008) found that facebook user’s self-presentation was projected as being more socially acceptable as their real self. Thus, it seems that the social aspects of web 2.0 play an important role for identity construction and participation in especially non-anonymous online platforms. In web2.0 one can have different representations of one’s identity, depending on the context1. While in an online class my identity may mainly be a name and an email address (no visual features whatsoever, or autobiographical information), in social networks I can be represented by even a picture of myself or comic figure or actor with additional information about my interests, work and social networks (See figure 1 for an example). Figure 1. Profile example of a social network site linkedIn In contrast, Avatars are “computer generated visual representations of people or bots” (Nowak & Rauh, 2005, p. 1), “designed to enhance interaction in a virtual space” (Peterson (2005) p.30). 1 It is important to understand for this chapter than digital identities here are not refereeing to the actual persons IP address or underlying digital “identity” references, but actual manifestations of an individual electronically. Avatars can mainly be found on virtual environments such as Second life, simulation games such as the SIM series, online forum systems, or in specialists uses (Falloon (2010). Behind avatars stands the actual personal identity of the user but both not necessarily overlap. Avatars can be in form of only heads (Figure 2) or a full embodiment of a person (Figure 3) or can adopt a non human form (Figure 4). Depending on the environment users can select from various offered templates (e.g. also like in wii) or create the avatar individually (hair color, nose size, forehead small feet, big torso etc., see Figure 5). Also one can import a real picture of oneself as an avatar which is possible in second life for example (see Figure 6). Figure 2. Human avatars used in a study by Nowak and Rauh (2005). Figure 3 Full body avatars in second life (Retrieved from: http://secondlife.com/) Figure 4. Non human avatars used in a study by Nowak and Rauh (2005). . Figure 5. “mii editor” a software that enables creating your very own avatar for the wii console. Figure 6. import of web cam picture as an avatar in Second Life (retreived from: http://secondlife.com/whatis/avatar/) Nowak &Rauh (2005) point out that avatars not only are tools to help interacting in a virtual environment, but also that with avatars, users can have a greater range of experiences in the virtual environment than without them, which in turn has implications for interpersonal relationships (Biocca & Nowak, 2002), as well as for the educational context. Specifically, Nass, Steuer, Tauber & Reeder (1993) argue that avatars may constitute a social cue which changes the user’s perception of the social environment, leading to the ability to be more relatable to others. If avatars change the perception of the self in the virtual environment and also the perception of others, then implications for information processing follow (Nowak &Rauh, 2005). Avatars may change how people perceive information in virtual environments which especially for a learning context can have considerable implications. Research shows that depending on the type of avatar, user’s person perception varies (Nowak &Biocca, 2003). Just like we make judgments in real life of another person based on their physical appearance, avatars likewise are used for this initial evaluation, whereas the physical appearance of the avatar may also be attributed to the actual person behind (Rauh, Polonsky, & Buck, 2004). Avatars can be tailored in their appearance which can elicit a variety of impressions (Nowak & Rauh, 2005). For example, Nowak & Rauh (2005) showed that human avatars are preferred before non-human avatars, a female nonandrogynous avatar was seen as most credible (meaning an avatar that was clearly attributed of being a female), most homophilous (i.e. the extent to which one feels similar to the avatar) and most likely to be chosen as a representative for one’s own persona. In addition, in general avatars that were judged to be very attractive were also found to be more credible and perceived similar to oneself (homophilous) and were more likely to be selected to represent the person. Thus, similarly like in real life, attractiveness as a cue guides the credibility of a person or in this case the avatar. Additionally, avatars were selected to match according to the persons gender. These findings are in accordance with several others research results that show that avatars in virtual environments are mainly chosen in accordance with one’s own social gender reinforcing gender stereotypes rather than equalizing them (Yee, 2008, Vander Valk, 2008). Usually users select avatars similar to their offline identity while enhancing the positive attributes about themselves (Vander Valk, 2008).Thus, an online environment with “the prominence of stereotypically attractive attributes” (Vander Valk, 2008, p. 210) carries considerable implications for learning. Key Issues!–!What!are!the!key!questions!or!issues!facing!instructional! designers/teachers/learners!using!these!kinds!of!tools?!! Enhanced collaboration through identities and avatars With regard to the use of avatars or identities it has been claimed that they can be very useful to facilitate social interaction and connectedness in an online world especially for people who have trouble in intersocial communication in the real world (e.g.Martino, 2007, Katz & Aakhus, 2002). One element that comes with that is the fact of anonymity which helps individuals to express themselves in ways they are unable to do in reality, which in turn has some sort of therapeutic effect as it increases the users self confidence and social connection (Martino, 2007). Whereas it has been discussed that online social networks my facilitate a displacement effect (Nie & Hillygus, 2002) for real social networks, Woolgar (2002) argued that web 2.0 can act as a support for certain social activities and relationships, rather than a displacement. Interacting in an online community allows me to communicate in a manner that I don’t have to fear any immediate consequences for my input. Through local distance, I know I don’t have to fear any immediate real world implications from my participation. Furthermore, I am able to control my self-presentation and communication in a selective manner, as failing validation possibilities allow me to present myself in ways that not necessarily represent the reality (Walther, 1996). That is, I can present characteristics of myself that are not real, (e.g. having a female avatar that is very demanding and diva like, although in reality I am a male, that is rather shy) or enhance those characteristics I am especially proud of, and thus use the online world in a playful way to try out different identities and behaviors without fearing any consequences. I can present my “hoped for identity” which also will impact my way of communication in the community, which in turn will impact in which way I adopt information. Also, role play and showing a different self, with expressing different opinions compared to ones offline life not only supports the quality of the “learning product” itself but also contributes to the feeling of self efficacy of the individual behind. This becomes especially relevant for the shy students who will find it easier to find a way to express themselves through their online identities and contribute more to a discussion in an online environment than offline. It’s the opportunity to step out of their offline identity and role as “the shy student” and explore a new identity in this new online world. Identities (as may used in blogs or social networks) as well as avatars (as used in VE) thus, enable something that is unique to an online learning environment, that is, they make community support possible and help to create social relationships (Bruckmann, 1998) in a way people would not be able to in an offline learning environment. Avatar based learning environments (such as Second Life for example) create a learning support system that differs from offline educational environments and other non virtual online learning communities, in the way that collaboration once more is enhanced through other “avatars”, that is online students, respectively. As studies show, collaboration within these virtual environments can enhance learner engagement which in turn supports knowledge building and overall skill development (Antonacci & Modaress, 2005; Foreman, 1999). A study by Falloon (2010) showed that using avatars in a learning environment assisted students (classes grade 7-8) communicating their understanding of the learning subject manner in a way “ which they saw as less intimidating or embarrassing than ‘fronting up’ personally to an audience, and that this gave them confidence to get their message across accurately and completely” (p. 115). Thus, we can see that in terms of online learning environments avatars are basically the door through which “learning” can take place. With avatars, the learner can actively participate in the environment and communicate ideas so that knowledge building is facilitated. Additionally, the way a user is presenting him/herself as an avatar has in turn implications of how they are evaluated by others in the virtual world and in turn interact with possible “collaboration” partners. Interestingly, when using avatars in an online environment social constraints of how to interact with another are very much similar to interactions in the offline world. Jeffrey & Mark (1998) found that avatars that got into each other’s “comfort zone” in a VI (virtual environment) expressed verbal and nonverbal discomfort in moving their avatar away. Behaviors that can be observed in the offline world likewise. AVATARS AND SOCIAL PRESENCE Furthermore, avatars are the basis to create social interaction and the feeling of social presence, which is a concept that describes “the presence of other people (in the form of avatars) in a virtual learning environment (VLE) [which in turn] provides evidence that the VLE actually exists” (Anetta, Klesath & Holmes, 2008, p.2). Research has shown that avatars create a feeling of social presence and therefore contribute to a greater group commitment (Rourke, Anderson, Garrison, and Archer, 2001), and better performance in individual as well as group tasks, when a user experiences a positive self presence within the online community (Richardson and Swan, 2003). A case study by Annetta and Holmes (2006) demonstrated the effects of freedom of selection of avatars in a synchronous online science education class has on student self perception, self presence and mood. Student in this online class frequently changed their avatar in adoption to represent different roles they went through in this class, depending on their task demand, and students in general indicated to prefer a greater avatar selection within the virtual learning environment. Anetta, Klesath and Holmes (2008) summarize these results stating that “providing multiple avatar choices can help students establish themselves in the online community as unique individuals” (p. 2 ¶5). Dickey (2002) stated: “[u]nique identities contribute greatly to both trust and accountability, both of which are important in developing learning communities” (p. 155). It is important to form a positive identification with ones online community to build a platform of trust before knowledge sharing is enabled (Chiu, Hsu, and Wang, 2006). In this respect, having the ability to trust a coherent other identity, either in the form of an avatar or an online persona, that the user experiences as being present in the environment actively engaging in activities, is crucial to build this trust and positive feeling towards the online community. Further research has shown that “the degree to which a person is perceived as “real” in mediated communication” (Richardosn and Swan, 2003, p. 70), which is the degree of social presence of a communication medium, has been found to be related to perceived learning and satisfaction with the instructor (Richardosn and Swan, 2003). This may apply to the representation of an identity through an avatar or through an online identity representation, but it points out how important teacher interaction and the perceived presence of classmates is for any successful online class. Avatars support the feeling of presence in a virtual environment and thus increase not only the motivation to learn but actually make learning fun (Bouras, Giannaka, & Tsiatsos, 2010). Identity management and the effects for learning in web2.0 The way and ability of how users can represent their identity or online identity has serious implications for their collaborative actions in the online community and consequently for learning. As with the interactive ability of Web 2.0, identity management is not only about how to present yourself as an identity or avatar, but also how to manage your impression formation in an environment of computer mediated communication (CMC). That is, users learn through the online social cues what the norms are in a particular environment and represent themselves accordingly. Whereas in online communication some social cues for communicative exchange as well as impression management are restricted, according to the social identification/Deindividuation model (SIDE model, Spears & Lea, 1994), other social heuristics and inferential processes become more relevant. The main argument of the SIDE model (Spears & Lea, 1994) is that through the limited social cues available in computer mediated communication (raning from anonymous online chat to synchronous communication in a VLE) , the user is more inclined to rely on few remaining cues an identity or avatar is providing. Thus, as stated above, users are likely to construct more stereotyped and exaggerated impressions of their counterpart through cues like social status, group membership, gender or certain use of language or communication styles (Lea & Spears, 1991, 1992). Furthermore, social categorization processes also lead to a certain impression formation of a possible communication and collaboration counterpart. That is, in an environment with highly reduced social cues, such as anonymous chat rooms, forums or in online classes (using blackboard as the main tool of interaction), the individual identity becomes salient which means that the users points out the differences of the others to him/herself and accentuates unique characteristics of their counterpart, such as use of a certain language, or appearance, or group affiliations. Thus the user feels more different to others which makes him/her rather withdraw from community participation or collaboration in any sort, which however is a requirement for any knowledge building within the framework of web 2.0. In contrast virtual environments and non-anonymous platforms where more social cues are variable to judge from, group identity becomes more likely salient, which means that users are likely to attribute other participants of that group as more similar to themselves and more positive feelings to the partner or group develop. Consequently, groups collaboration (and therewith the likelihood for collaborative learning) is enhanced. In sum, according to SIDE, the limited cues from a computer mediated communication environment lead to exaggerated positive or negative impressions of the counterpart, depending on the social context and salience of identity which has consequences for collaborative actions and finally learning. Furthermore, Walther argues (1996) that due to the limited cues available for impression management or forming ones identity, users engage in selective self-presentation. That is, they selectively display characteristics they want to present and selectively hide cues, such as actual physical appearance, they don’t want anybody to notice. This becomes especially apparent for identity representations in non-anonymous online platforms, but also when it comes to the creation of avatars on VE. Walther (1996) furthermore claims that due to the lack of cues, cognitive resources can be allocated to other things such as message creation or use of language as impression management. Consequently, computer mediated communication is rather more intense than actual face to face communication because resources are relocated to other aspects than back-channeling responses (Clark, 1996) or nonverbal signal exchange. Thus, because more effort is put into the messages and also there is more time to think about a message, the learning processes follow another path than learning with face to face communication. Not only the learning process is different but assessment of learning outcomes also changes with the reduced cues that can be transmitted in online classes. Richardson and Swan (2003) point out that omitting racial or sexual cues and identities in general enable a more fair ability assessment. The consequences of physical appearance for collaboration in VE Physical appearance or quickly accessible perceptive information about inline identities are the cues users rely on when they make their judgment about a possible communicative counterpart. In facebook as a non-anonymous environment, groups, friends, pictures and network affiliations are an important factor for identity management so is physical appearance in the use of avatars. Whereas in anonymous online communities reduced social cues prevent gender or racial discrimination and stereotyping, in virtual environments, avatars reflect stereotyped gender traits rather than racial free identities (Vander Valk, 2008). Females and males accentuate their gender in an articulated way therefore interaction patterns are likewise impacted. For example, in a study by Lee and Hoadley (2007), students observed and described their experiences in second life using avatars with different gender and general different physical appearance (ugly, pretty etc). The students concluded that interaction patterns were dependent on gender and physical perception, rather than their individual merits and the “cooler” your avatar, the more respect you would get from others. It becomes apparent that learning is affected by stereotyped social experiences like that. It is important for educators to be aware of the fact that stereotypes are likely to be imported into the virtual environment from real life (Kendall, 2002). After all, it seems that the interaction patterns in a virtual environment are not that different from our real life social experiences and there is nothing like a “neutral” stereotype free learning environment. Besides these more negative implications educators have to be aware of, the apparent importance of physical appearance can also be used in advantage for social interaction. Nowak & Rauh (2005) showed that attractive avatars also were found to be more credible. For the educational context in online communities or virtual realities it implies that avatars need to be attractive in order to fulfill their role as an educational mentor and receive credibility in what they try to teach. Additionally, this means if visual characteristics seem to be the guiding principal in the perception of the online avatars, than designers should provide users with several options to choose from. Even more, if user’s choose avatars in accordance with their gender and according to several perceived characteristics similar to their own, avatars can provide the user with a lot of valuable information about their counterparts. Designers should take respect to that fact and should provide “rich” avatars with as many visual characteristics as possible for the user to choose from. This can enhance the social perception of the counterpart, credibility, as well as impact relatedness, retention and perception processes, as Nowak and Rauh (2005) pointed out. As humans we want to reduce uncertainty of the people we interact with. When we select avatars in the way that they are very similar to ourselves than we also derive the best uncertainty reducing cues when other avatars provide us with the same social cues we would expect due to the way we would present ourselves. Thus, again, for the educational context, it is important to be able to select an avatar that reflects the learners values and his physical characteristics (Dieckey, 2000). Only then the user feels comfortable which can be seen as a prerequisite for any educational collaboration. “Experiencing” the learning objectives through avatars Antonacci, Bartolo, Edwards, Fritch, McMullen, & Murch-Shafer (2008) pointed out that educational virtual learning platforms can support role playing as well as actually working with and physically touching the object of learning through an avatar, and thus “high levels of cognitive functioning such as interpreting, analyzing, discovering, evaluating, acting and problem solving” can be created (Antonacci et al, 2008, p.4). The avatar is thereby the necessary tool through which the learner can actively engage in the online environment, which has been shown to increase learning outcomes (e.g. Markwell, 2007). Learning in web 2.0 through the use of avatars is facilitated because the environment makes it possible to simulate, create, experiment and physically (through the avatar) manipulate the object of interest. Thus, a more practical experience with the “learning object” is created which in addition to collaborative group exchange of knowledge, can yield in highly elaborated cognitive constructs. According to constructivist theories of learning (Duffy & Cunningham, 1996) directly interacting (exploring from all sides, “touching” it through the avatar, assessing its physical abilities) with the learning material is essential for knowledge building. Besides simulation, virtual environments also provide the perfect environment to build and design things (e.g. cloth, vehicles, houses, newspapers), explore history, art, physics (e.g. weightlessness), earth science and more (Antonacci et al., 2008). Instead of learning about romans art with a book in a traditional classroom, virtual environments enable the student to actually walk through a museum or the Duomo in Milan and thus get a first hand learning experience through actual exploration. In addition to learning about a particular subject matter through avatars in virtual environment, avatars also foster the exploration of one’s own identity through role playing and playful social interactions which in turn greatly affects experiential learning (Lee and Hoadley, 2007). Lee and Hoadley (2007) tested this claim in a 5 week case study in which they wanted to see what role avatars play in a virtual environment to enable students to learn about their own identity, cultures, stereotypes and prejudices in a first hand experiential context. Among other measures, the authors assessed pre –post measures of students perceived learning about diversity, stereotyping and cultural issues as well as motivation to learn in a massively Multiplayer Online game (MMOGs). They found significant increase in all post test measures, concluding that “MMOGs promote learning by motivating and engaging students through the direct leverage of identity enactment and role play” (Lee & Hoadley, 2007, p. 5). The authors also point out that learning from “traditional” learning games fail to have a considerable impact because they don’t require the user to explore things from their own identity. “[The} identity adoption process trains student to solve problems from the point of view of the roles they are assuming, opening them up to new perspectives and challenging them to think in new ways” (p. 5). Virtual (gaming) environments facilitate the exploration of other possible selves that are competent in solving practical issues in the learning context which shows the learner a bigger picture of the learning context instead of just failing or passing an exam. This, in turn also keeps learners motivated, which is a very important aspect for any successful learning. Figure 7 Discussion group of the Knowledge Media Researc Center, University Tuebingen, Germany, in second life (http://www.iwmkmrc.de/www/en/projekte/projekt.html?name=WissenskonstruktionvirtuelleOnlinewelte n&dispname=WissenskonstruktionvirtuelleOnlinewelten ) Solutions!–!How!might!the!key!issues!be!addressed?!What!tools,!techniques,! and!processes!might!we!use?!Describe!them.!Give!examples.!= It is important to let students select their avatars to present their role within their learning community. Instructors have to be aware of this fact when they think about implementing a class in a virtual environment. Community members need these social cues to make inferences about their communication partner, reduce uncertainty and thus build trust into the learning relationship. From a design principle standpoint in order to support online learning it is important to create social presence, meaning easy ways for people to interact and to experience the other users. In a virtual world this can be done by making tools available that enhance communication (chat window, video calling, avatar gestures, see figure8 ) or in a document focused web tools as used in online classes, enabling communication through discussion boards, whiteboards or forums so that participants get an idea about the other “classmates” and the instructor as well. Furthermore, in virtual worlds space is an important aspect as your avatar is the window with which you see what is around you. Thus, creating objects that the user can play with close by is important to engage the user in active exploration of the environment. If nothing to explore is provided nothing will be explored (Bouras, Giannaka, & Tsiatsos, 2010), and learned respectively. Also it is important to increase the users representation and awareness about others and things that are going on in the learning community. Whereas avatars can help to show each other representation of who is active at the moment, in their visually they also share their activity in their activities and nonverbal to others (e.g. saying hi and moving the hand in a greeting gesture, see figure 8). Sharing objects (in form of uploading documents or links for others to see or using pictures, video or audio as a tool of communication) enables the user to share their view and thus part of their identity and on the other hand makes others aware of what is going on (see table with “objects” in figure 8). Again, an avatar facilitates these principles of representation and creating awareness through visualizing his/her actions. Figure 8. Graphic used from Bouras, Giannaka, & Tsiatsos, 2010, p.32, showing the various tools that enhance user representation and awareness about learning activities that are going on in a collaborative virtual environment with the use of avatars. Summary(–!a!chapter!summary,!listing!key!points,!recapping!considerations! for!use,!etc.! It seems that identity construction in Web 2.0 is not dependent in particular on the individual itself, but rather on the social environment in which it is created. Thus online identities can be different depending on the context. Whereas in anonymous environments people may tend to present their “true selves’ because they are free from social constraints but also may use that as a platform to show deviant behaviors, in non-anonymous environments they may present their wished for self, while being able to “bypass physical gating obstacles and are able to create the hoped for possible selves they are unable to establish in the offline world” (Zhao et al, 2008, p. 1831). As Zhao et al (2008) point out these digital selves also impact the identity and self concept of the user in the real world and thus might impact social interactions in the real world. Making use of an avatar in a virtual environment give the identity construction again another level. Avatars in a virtual environment enable a tool of for actively learning, interacting and collaborating, while fostering role playing and the exploration of one’s own identity. Through the use of avatars, learning can makes more sense to the user, motivates the student and yields practical knowledge acquisition. References Joey J. Lee and Christopher Hoadley’s presentation (2007)“Online identity as a leverage point for learning in massively multiplayer online games (MMORPGs),” delivered at the 6th IEEE International Conference on Advanced Learning Technologies (ICALT06).] Annetta, L., M. Klesath, and S. Holmes. 2008. V-learning: How gaming and avatars are engaging online students. Innovate 4 (3). Kendall, L. (2002). Hanging Out in the Virtual Pub: Masculin University of California Press. Richardson, J., and K. Swan. 2003. 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