If you visit this blog, or any facet of my website, I can identify the IP addresses that have been here. From there I can backtrack and identify the geographic location(s) that my visitors are from and, if I really desire, can spend the time to trace individual computers. This means that I can identify a visitor to the terminal that they access the computer from; I can bridge the ‘divide’ between digital environments and the analogue environment that we eat and breathe in.
Dynamic Identity and Static Info-Requirements
There is a common myth that you can be anyone that you want on the ‘net, that identity is effectively infinite, that identity is mutable insofar as people can assume a multitude of identities that deviate from their analogue identity. Some argue that this degree of mutability persists online, and often identify Massively Multiplayer Online (MMOs) environments such as Second Life (SL), Guildwars (GW), and World of Warcraft (WoW) as prime examples of this mutability, but such assertions are misleading at best. Players in these digital environments assume command of avatars that are created during the character generation phase of the MMO experience. During this phase you can choose your avatar’s gender, race, and basic ‘geographical’ starting locations.