• Summary
  • Contents
  • Subject index

Like its predecessor, the best-selling CyberSociety, published in 1994, Cybersociety 2.0 is rooted in criticism and analysis of computer-mediated technologies to assist readers in becoming critically aware of the hype and hopes pinned on computer-mediated communication and of the cultures that are emerging among Internet users. Both books are products of a particular moment in time, and serve as snapshots of the concerns and issues that surround the burgeoning new technologies of communication. After a brief introduction to the history of computer-mediated communication, each essay in this volume highlights specific cyber societies and how computer-mediated communication affects the notion of self and its relation to community. Contributors probe issues of community, standards of conduct, communication, means of fixing identity, knowledge, information, and the exercise of ...

Text as Mask: Gender, Play, and Performance on the Internet1
Text as mask: Gender, play, and performance on the internet

The mystique of the mask is powerful One immediately feels different behind it. When an actor is responding to the commands of the mask, he experiences a sense of wholeness, relaxation, and well-being. There is a calm sensation of being taken over by it. If he is improvising he finds himself doing unexpected things, feeling impelled to obey the choices suggested by the mask.

—Bari Rolfe (1977, p. 14)
Part I: Gender, Mask, and Masquerade in Virtual Culture

It is a remarkable fact that many people who have never before been interested in cross-dressing as a member of the opposite gender are experimenting with gender identity in typed encounters ...

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