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Protect and Project
- Source :
- Proceedings of the ACM on Human-Computer Interaction. 5:1-19
- Publication Year :
- 2021
- Publisher :
- Association for Computing Machinery (ACM), 2021.
-
Abstract
- Video game players face a fundamental challenge in managing their competing desires for both privacy and publicity, for being both apart from, and a part of, the communities in which they play. In this paper, we argue that "gamertags" are important tools for protecting gamers' privacy as well as creative outlets for expressing meaningful aspects of identity. Based on 30 semi-structured interviews focused on players' usernames, we find through the pseudonyms under which they play, gamers both hide identifying information such as their offline names and addresses while bringing attention to information that is deeply meaningful to them, such as their family nickname or favorite music. By deemphasizing some parts of their identity and by emphasizing others, players not only shape how they are perceived by other gamers, but they also attempt to preclude accidental disclosure of more identifying information. We argue that gamertag practices thus constitute an important form of boundary work through which gamers actively seek to draw lines between their offline and multiple online worlds in the ways that they wish. We argue that gamers use these names to both protect and project aspects of their identities--at times even seeking protection through projection--as a way of addressing their competing desires to both conceal and reveal different aspects of their identities. As boundary work, players' efforts to carefully protect personally-identifying information and intentionally project personally meaningful information to their communities help them better manage their online identities, relationships with others, and overall data privacy.
- Subjects :
- Information privacy
Computer Networks and Communications
business.industry
media_common.quotation_subject
Internet privacy
ComputingMilieux_PERSONALCOMPUTING
Identity (social science)
Identity management
Human-Computer Interaction
Negotiation
Boundary-work
Sociology
business
Video game
Publicity
Personally identifiable information
Social Sciences (miscellaneous)
media_common
Subjects
Details
- ISSN :
- 25730142
- Volume :
- 5
- Database :
- OpenAIRE
- Journal :
- Proceedings of the ACM on Human-Computer Interaction
- Accession number :
- edsair.doi...........6eff9129154f87b38cb3a022808fe262