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Using CMC for Cybersex was perceived as the ultimate safe sex method to fulfill sexual urges without fear of disease such as AIDS or herpes. Further, Cybersex allowed Dependents to explore the mental and subsequent physical stimulation of acting out forbidden erotic fantasies such as S&M, incest, or urination. Unlike 900 numbers which can be traced or risking being seen at an adult bookstore, Dependents viewed Cybersex to be completely anonymous and unable to be traced. They felt free to carry out illicit sexual impulses and were able to act in ways that differed from real life conduct without fear of repercussion. In general, de-individuation among users or "the process whereby submergence in a group produces anonymity and a loss of identity, and consequent weakening of social norms and constraints" (e.g., Zimbardo, 1969) facilitated such sexually uninhibited behavior among Dependents. The ability to enter into a bodiless state of communication enabled users to explore altered sexual states of being which fostered emotions that were new and richly exciting. Such uninhibited behavior is not necessarily an inevitable consequence of visual anonymity, but depends upon the nature of the group and the individual personality of the on-line user.
Finally, for those Dependents who felt unattractive or maintained few dating opportunities, it was perceived easier to "pick up" another person through Cybersex than in real life. As one Dependent who used the handle "The Stud" explained "I am a 49 year old balding overweight man. But I tell young ladies in Cyberspace that I am 23, muscular, blonde hair and blue eyes. Otherwise, I know that they aren't going to want to have sex with an old, fat guy."
Recognition and Power
Personas allow individuals to virtually obtain recognition and achieve power most saliently through the creation of MUD characters. Character forces exist which consist of ranking creating the illusion of leadership roles and subordinates. MUD players begin at the lowest rank and move to the next highest rank by collecting points, strength, powers, and weaponry within the game. Dependents desire to become more potent in their characters which leads to recognition as a powerful leader among subordinate players.
Dependents closely identified with their characters such that they personally experienced this sense of recognition, gaining self esteem with each virtual encounter. Turkle (1995) states how "the virtual reality becomes not so much an alternative as a parallel life." That is, an on-line player can project an altered identity and act "in character" amongst other on-line players also acting "in character." Indeed, Dependents experience a meshing of boundaries between the virtual role and self. In particular, MUDders blur the distinctions of their own personality and the personality of their character. By reconstructing oneself, a MUDder is able to develop personal attributes not displayed in daily life. A weak man can become strong, a fearful man can become courageous (Turkle, 1995).
For example, Mark admitted, "All I do is play MUDs. I was on it 24 hours a day, every day, for a solid week. My grades fell because I skipped all my classes, never slept, and certainly never studied. But I didn't care. All that mattered to me was MUDding." Socially, Mark had not dated much on campus and didn’t participate in any social clubs. He was from a small town and had never traveled much outside of it. This 19 year old college sophomore immediately made it clear why he played MUDs, as he constructed a life that was more expansive than his own. Through MUDding, Mark was able to learn about European culture, command troops, and even marry a female player named "Heron" - the ceremony of course took place by the captain of one of the sea vessels.
Turkle (1995) describes a MUD as a kind of Rorschach Ink Blot in that players can project a fantasy. But unlike a Rorschach, it does not stay on the page. Virtually, Mark had achieved a position of ultimate status as "Lazarus" in the game Mega Wars. He lead the war in several attacks as Admiral of the Empire. Troops from the Coalition feared Lazarus and made that clear. Mark said "I had become a legend as I was the best leader most had seen." Achieving a powerful position bolstered his self esteem as he earned recognition by becoming a legend in this MUD. However, upon return to his real life, Mark was still an awkward sophomore with low grades, few friends, and no date on Saturday night.
DISCUSSION
These findings suggest that information protocols are the least utilized among Dependent on-line users while two way interactive functions such as chat rooms and Multi-user Dungeons are the most utilized. This study also showed that anonymous interactive functions afford Dependents a mechanism to seek out social support and sexual fulfillment directly. Furthermore , the cultivation of new personas through the creation of fictitious handles inspired Dependents to discover repressed personality traits and heighten their experience of recognition and power. The mood states derived from such on-line stimulation ranged from reduced loneliness, improved self-esteem, and euphoria which acted as positive reinforcement for excessive Internet use.
CMC was able to comfort Dependents who were able to replicate the unmet need of confidential social support. However, on-line relationships often times are not integrated into real life situations due to the limitations of geographic disbursement among users. As Turkle (1995) notes "computers offer the illusion of companionship without the demands of friendship." Therefore, the temporary support fix available through the Internet does not succeed the long lasting commitment formed among real life maintenance of interpersonal relationships. Furthermore, as Young (1996) noted, impairment to relationships in the form of social withdrawal, marital discord, and divorce were the leading consequence of PIU. Therefore, while Dependents maintained satisfying on-line relationships, these highly interfere with proper socialization of real life relationships. Finally, while the ability to create on-line personas provide users with a safe outlet to achieve unmet psychological needs, the mental absorption into a new character role negatively impacted real life interpersonal and familial functioning.
Young (1997) found that 83% of addicts had utilized such technology for less than one year, concluding that new comers were more vulnerable to developing PIU. In a recent survey conducted by IntelliQuest, an Austin-based research firm, Snider (1997) reported that an estimated 11.7 million plan to venture on-line within the next year. With the rapid expansion of the Internet into new marketplaces, mental health practitioners and academicians should direct more attention into the development of effective treatment protocols to handle the increased risk of PIU among the growing population of Cyberspace inhabitants.
Future research should examine accurate diagnosis of PIU and develop a uniform set of clinical criteria, such as the modified DSM-IV criteria introduced in prior research (Young, 1996). Effective evaluation of each diagnosed case should include a review of prior psychiatric and addiction history to examine the overlay of a dual diagnosis. The treatment protocol should emphasis the primary psychiatric symptoms if present because effective management of a primary psychiatric condition may indirectly correct PIU. Clinical assessment should also include the extent of use, specific on-line functions being utilized, level of impairment, current social support, interpersonal skills, and family dynamics to help determine what unmet psychological needs are being fulfilled through CMC. Lastly, a behavioral modification protocol should be implemented that best assists patients to achieve those psychological needs being met through CMC in real life.
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