This thesis investigates if it is possible to speak about a virtual culture. If so, it seeks
to answers to the following questions: Is it possible to mention a culture peculiar to
cyberspace or virtual culture is just a mirror of real life culture? Where does the
body position? How have been identities experienced? What does fluid and
fragmented identity mean? Does it offer a space of opportunities? How has been
gender formed on cyberspace? Is removal of gender barriers possible? Answers to
all these questions have been explored through text-based virtual reality
environments on the Internet called MUDs in which creating alternative identities is
possible.
A survey and interviews as well as direct and participant observations for the
exploration of MUD environments have been conducted. Mostly, MUDs called,
LambdaMOO and Aardwolf, and then Cabü / lka Cabü / lsa have become central sites of
observations and interviews.
The findings show that cyberspace has its rules and limitations which are not
independent from the real world. Since gender is a key component indicating the
society interacts, culture of cyberspace cannot stay aside. Despite possibility of
gender switching, stereotypical gender performances continue to exist. However
cyberspace is a new and rich communication environment in respect of facilities it
offers and its future structure and form largely depend on the users.
Identifer | oai:union.ndltd.org:METU/oai:etd.lib.metu.edu.tr:http://etd.lib.metu.edu.tr/upload/3/12607564/index.pdf |
Date | 01 September 2006 |
Creators | Soyseckin, Idil Safiye |
Contributors | Kaya, Rasit |
Publisher | METU |
Source Sets | Middle East Technical Univ. |
Language | English |
Detected Language | English |
Type | M.S. Thesis |
Format | text/pdf |
Rights | To liberate the content for public access |
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