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代寫assignment Cyberworld Faculty of Arts and Social Scienc

    1: Online and face-to-face class participation
    Weighting: 20%
    You are required to attend 80% of classes. Your participation mark will reflect the degree to which you
    have attended the class and, more importantly, taken part in tutorial activities and positively
    contributed to the learning of the class. Information on weekly tutorial questions and activities will be
    posted on the eLearning website. The best way to provide us with a guide on your class contribution
    and your responses to weekly topics and readings is to post your comments in your Blog in the
    eLearning website and regularly contribute to Diigo.
    2: Online Identities Essay
    Due date: 28 January 2014
    Length: 2,000 words
    Weighting: 40%
    Reflective Writing and Analysis
    Erving Goffman (1959) argues that we construct and perform different identities or versions of
    ourselves in different social contexts and that we groom these identities to optimise how others
    perceive us. What factors (personal, social, technical) determine how you express your identity in
    online environments? How do you construct, groom and manage your online identities? How close
    are your online identities to your offline self?
    Address these questions by comparing and contrasting one or more of your online identities with your
    offline identity:
    your avatar identity (from an online role-playing game or virtual world)* and/or
    your online identity a social networking site such as Twitter, Facebook, Flickr, Blogger
    your offline identity
    Use specific examples from your personal experience and online practices to illustrate your points.
    You may also include screenshots in your essay to visually illustrate your online and offline identities.
    You need to use academic references to support your argument (minimum 3 sources in addition to
    the ones included in the reader).
    * No prior experience with virtual worlds or games is necessary for this essay. You may either discuss
    your experiences as a newbie or as an existing participant.
    Submit a hard copy to the School Office, and upload as a file to Blackboard.
    Recommended Reading:
    Weekly readings for Week 3 Online Identities and Week 4 From Virtual Reality to Augmented Reality.
    Bell, D. (2001). An introduction to cybercultures. London: Routledge. [See “Identities in Cyberspace”,
    Blascovich, J., & Bailenson, J. (2011). Infinite reality: avatars, eternal life, new worlds, and the dawn
    of the virtual revolution (1st ed.). New York: William Morrow.
    danah boyd (2002). Faceted Id/entity: Managing Representation in a Digital World. Cambridge, MA:
    MIT Master's Thesis. August 9, 2002.
    Cheung, C. (2004) Identity Construction and Self-Presentation on Personal Homepages:
    Emancipatory Potentials and Reality Constraints (pp. 53-68). In D. Gauntlett and R. Horsley (Eds.)
    Web.studies: Rewiring Media Studies for the Digital Age, London: Arnold.
    Coleman, B. (2011). Hello avatar: rise of the networked generation. Cambridge Mass.: MIT Press.
    Cooper, R., Dibbell, J., & Spaight, T. (2007). Alter ego: avatars and their creators. London: Chris
    Gee, J. P. (2004). What video games have to teach us about learning and literacy. NY: Palgrave
    Waggoner, Z. (2009) My Avatar, My Self: Identity in Video Role-Playing Games. Jefferson:
    Thomas, A. (2007). Youth online: identity and literacy in the digital age. New York: Peter Lang.
    Turkle, S. (1995). Life on the screen: identity in the age of the Internet. New York: Simon & Schuster.
    Turkle, S. (1995) Who Am We? (pp.236-250). In Trend, D. (ed.) (2001) Reading Digital Culture,
    Malden, Mass: Blackwell.
    Yee, N. and Bailenson, J. N. (2009) The Difference Between Being and Seeing: The Relative
    Contribution of Self-Perception and Priming to Behavioral Changes via Digital Self-Representation.
    Media Psychology, 12:195–209.
    Yee, N. et al, (2009) The Proteus Effect; Implications of Transformed Digital Self-Representation on
    Online and Offline Behavior. Communication Research, 36 (2) 285-312


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