The
Virtual Ego: A Theoretical Discussion
We have formed the
idea that in each individual there is a coherent
organization of mental processes; and we call
this his ego. It is to this ego that consciousness
is attached; the ego controls the approaches to
motility - that is, to the discharge of excitations
into the external world; it is the mental agency
which supervises all its own constituent processes,
and which goes to sleep at night, though even
then it exercises the censorship on dreams.
Sigmund Freud's words, first
appearing in the 1923 edition of The Ego and the
Id, clearly described the essential processes
of the ego. Seventy-five years later the same
words can be used to describe a psychotechnological
construct called the virtual ego.
Consider the nature of "I"
in cyberspace. "I" exists only when the computer
or machine is turned on. Turn off the machine
and "I" ceases to exist. "I", which is a multiple,
dissociated phenomenon in cyberspace can exist
only through the mediation of a computer. In other
words, in the electronic environment one ceases
to "be" without mechanistic intervention. Digital
existence is totally dependent on cybernetics
- the merging of living organism and machine.
All netizens are, by definition, cyborgs.
Extrapolating Freud's ideas
into internet concepts, one can define the virtual
ego as a coherent organization of virtual processes.
It is the psychotechnological structure that mediates
the metaphor of virtual consciousness. Freud's
description of the state of consciousness as "characteristically
very transitory; an idea that is conscious now
is no longer so a moment later, although it can
become so again under certain conditions that
are easily brought about", accurately depicts
the virtual state of being. Virtual consciousness
constantly shifts, postmodern identities are recycled
through the click of a mouse, and digital environments
are regularly reconstructed as the netizen moves
through the morass of electronic geography. The
metaphor is further strengthened by Freud's discussion
of the ego as "the representative of the external
world, of reality, reason". The ego exemplifies
"reason and common sense", holding the passions
of the id in abeyance. The super-ego balances
it all, "ultimately reflect[ing] the contrast
between what is real and what is psychical, between
the external world and the internal world".
In a like manner, the virtual
ego mediates between the psychical pressures of
very un-virtual forces rooted in reality and the
diminished virtual super ego. Clearly, the virtual
ego presents an intriguing conundrum. M. Strangelove
calls it the "uncensored self", observing that
a new type of human being is emerging from computer-mediated
communication. The uncensored self is characterized
by its accessibility, its lack of individual or
social censorship, the ability to indulge equally
in synchronous or asynchronous communication,
its involvement in mass participation, and its
ability to be multi-directional. Consistent with
these ideas, the virtual ego has often been viewed
through psychodynamic constructs to understand
and interpret human behavior in an electronic
environment.
Essentially, the virtual ego
is able to free associate in an environment that
welcomes fantasy, dependency, removal of boundaries,
and regression. The mediating entity - the computer
-- functions as both parent and child; the netizen
as both machine and human (cyborg); and the individual
simultaneously enters and receives. Simply put,
the computer becomes a virtual self-object serving
the virtual ego.
In order to accomplish this,
the computer is personified by the user. Consider
the research by Scheibe and Erwin, conducted in
1979 before the World Wide Web and The Internet
were widely available. Using forty male and female
undergraduates, they investigated the tendency
for subjects to personify computers. Subjects
were instructed to play specific computer games
while their spontaneous verbalizations were recorded.
Scheibe and Erwin found that nearly two verbal
comments per minute were made, with an average
of nine pronoun references per subject. The most
frequently used pronouns were "it", followed by
"he", "you", and "they". They classified subject
verbalization into four categories: direct remarks
to the computer, exclamations (including expletives),
commentaries, and questions. They concluded that
people easily personify the computer -- casting
it in a human role. "It is a mistake to regard
the computer as a neutral agent in socialization"
they wrote. ". . .One can envisage, then, the
emergence of a personality type which is the human
reciprocal of the computer as a component of the
generalized other".
Similarly, Dr. Sherry Turkle
(1995) wrote in Life on the Screen that "experimental
studies of people and computers show that people
don't want to insult a computer they have used
'to its face'". Perhaps the best example of computer
personification was in ELIZA, a popular computer
program first published in 1966. Joseph Weizenbaum,
a professor in the Department of Electrical Engineering
and Computer Science at MIT, author of ELIZA,
had written it to see how far the computer could
go in emulating conversation. ELIZA was a "psychotherapist"
who could answer "questions". Conceptually, the
program was based on mirroring patient response
to simulate standard English.
Technically, the program had
two parts. The first part extracted information
from the material typed into the program by the
patient. The second part used a script that formulated
an appropriate reply. Weizenbaum used Rogerian
psychotherapy as a model to reflect statements
back to the patient in an attempt to encourage
continued communication. The program had no innate
knowledge - it merely recognized strings of characters
and turned them into a response.
The following is an example
of an exchange on ELIZA:
Patient:
I am angry
Eliza: How
long have you been angry?
Patient: Six
months
Eliza: Please
go on
Patient: I
lost my job
Eliza: Do
you have other reasons not come to mind?
Patient: I
was fired
Eliza: Why
do you tell me you were fired right now?
Weizenbaum was dismayed at
the responses. He believed that ELIZA's limitations
would discourage people. Instead, the program
was extremely popular. Psychiatrists contacted
him for its potential in therapy. People became
emotionally entangled with ELIZA, personifying
her, often requesting to be "alone" with the program.
Without intending its effect, Weizenbaum had encouraged
people to accept machines as being capable of
human understanding and compassion. "On an even
deeper level," writes Turkle, "Weizenbaum felt
that the culture as a whole was in the process
of being diminished by its dependence on computers
and the mode of thought embodied in them". As
a refugee of Nazi Germany, Weizenbaum felt that
the idea of people readily accepting the words
of a computer psychotherapist reflected the same
moral insensitivity that led to the Holocaust.
According to N. Holland "people
almost instinctively think of computers as other
people". He suggests that this blurring of boundaries
between human and machine leads to "internet regression".
This virtual regression begins with a series of
fantasies people have about their computers. For
example, computers foster fantasies of power and
dominance. The machine expands brain power far
beyond present conscious human capabilities. It
is constantly growing, swelling with greater memory,
greater speed, greater power. Holland likens this
to the male phallic fantasies, suggesting that
just as a driver identifies himself with the potency
of his car, the computer "driver" can be aggressive
and competitive in digital safety and anonymity.
He notes that women "drivers", in cars and computers,
think of their machines more as vehicles to be
used rather than phallic competition. Perhaps
this is why men seek to compete with bigger disks,
enlarged memories and more potent chips.
Fantasies
of power and dominance raise issues of object
relations. Not surprisingly, Holland maintains
that a persistent computer fantasy is the machine's
role as "good enough" parent - awarding good behavior
with a successful program, and bad behavior with
a gentle "error" message. The child (user) is
not "bad"; thus the computer waits patiently for
another input to reward. Ultimately, the anonymous
machines protects the child, offering an illusion
of safety.
Byron Reeves, Ph.D. and Clifford
Nass, Ph.D., media researchers in communications,
concretize the virtual ego into a concept they
call "the media equation." They suggest that media
engages a brain that evolved in a pre-electronic
world where only humans had the ability to maintain
complex social behaviors. Simply put, the basic
assumption is that whatever looks human and whatever
acts human is, in fact, human. Generalizing the
metaphor, the brain was designed to automatically
assume that what appears real is real. This has
effectively guided Homo Sapiens through two hundred
thousand years of evolution. As we move into the
new millennium we still use the designs of an
old brain for negotiating daily life. The introduction
of simulated humans in media continues to engage
human brains designed for the old assumptions.
"People can't always overcome the powerful assumption
that mediated presentations are actual people
and objects," writes Reeves and Nass. "There is
no switch in the brain tt can be thrown to distinguish
the real and mediated worlds". The end result,
"the media equation - media equal real life -
applies to everyone". Media simulates real life
so well that automatically and unconsciously we
respond in a social and natural manner. That is
why a movie can be frightening, a sitcom can be
funny and a news broadcast can be heart wrenching.
Or a computer can be "he". Humans can think through
this response and intellectually differentiate
between what seems to be real and what is actually
real. However, if the intellectual effort is not
made to establish the differentiation, the automatic,
natural response is to assume it's real. "We have
found," Reeves and Nass conclude, "that individuals'
interactions with computers, television, and new
media are fundamentally social and natural, just
like interactions in real life".
List of References
Eliza
[Online]
Available: http://www-ai.ijs.si/eliza/eliza.html
[1997, March 31]. Freud, S. (1960).
The ego and the id
New York: W.W. Norton & Company. Holland, N. N.
(1996).
The internet regression:
Psychology of Cyberspace [Online]
Available: http://www.rider.edu/users/suler/psycyber/index.html
[1997, March 3]. Reeves, B. and Nass, C. (1996).
14 pp.
The media equation:
How people treat computers, television, and new
media like real people and places.
Stanford, CA: CSLI Publications. Scheibe, K.E.
and Erwin, M. (1979).
The computer as alter. The Journal of Social Psychology,
108,103-109. Strangelove, M. (1994).
Cyberspace and the
changing landscape of the self. The Geography
of Consciousness [Online]
Available: http://www.clas.ufl.edu/users/seeker1/cyberanthro/cybgeog.html
[1996, November 20]. Turkle, S. (1995). 3 pp.
Life on the screen:
Identity in the age of the Internet.
New York: Simon & Schuster.
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