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Haro, Guillermo

English 114b
Annotated Bibliography
Hu, C, L Zhao, and J Huang. "Achieving Self-congruency? Examining Why Individuals
Reconstruct Their Virtual Identity in Communities of Interest Established Within Social
Network Platforms."Computers in Human Behavior, 50 (2015): 465-475.
In the article, Achieving Self-congruency? Examining Why Individuals Reconstruct
Their Virtual Identity in Communities of Interest Established Within Social Network Platforms,
The author describes how people tend to have a different virtual identity than their physical
identity. He then describes why people tend to change and decides to prove that. Using a
qualitative approach, this study investigated 47 community members through interviews or
questionnaires to explore the reasons for reconstructing virtual identity in communities of
interest established within the second largest social network platform of the world: QQ. The
participants all answered and the results were due to vanity, disinhibition, enjoyment, access to
new social networks, escape from old social networks, privacy concern, and avoidance of
disturbance. They give valid reasoning because nowadays many people tend to have no
confidence so they escape into the virtual world hoping to start something new,
Koles, Bernadett, and Peter Nagy. "Virtual Customers Behind Avatars: The Relationship
Between Virtual Identity and Virtual Consumption in Second Life." Journal of Theoretical and
Applied Electronic Commerce Research, 7.2 (2012): 87-105.
In the article, Virtual Customers Behind Avatars: The Relationship Between Virtual
Identity and Virtual Consumption in Second Life, the authors talk about the relationship
between virtual identity and virtual consumption in Second Life. Second Life is a virtual reality
based game where many people interact as avatars. The authors connect both worlds through the
form of identity. The authors then describe how the population of Second Life was mixed. There
were some just playing for a purely virtual experience as well as some playing for realism. With
the use of these games many tend to create a different identity and even so lose their real identity
to create a virtual one. The author then continues to talk about how business has been evolving in
the virtual world and with many people having anon identities, the marketing place is built
around trust.
Strom, Paris, and Robert Strom. "Growing Up with Social Networks and Online
Communities." Education Digest: Essential Readings Condensed for Quick Review, 78.1 (2012):
48-51.
In the article, Education Digest: Essential Readings Condensed for Quick Review, the
author examines child and adolescent social networking with an emphasis on how this
unprecedented form of communication can be used to contribute to healthy growth and
development. The author then describes how children's vocabulary have expanded due to the

communications they have online. In response to this, I believe that kids are learning more due to
social media. Social media is a place of communication and with many kids having social media,
they are growing up having one on one conversations where back then we relied on meeting
each other in classes or at a location,Overall kids are turning out to be more knowledgeable then
kids were 10 years ago.

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