Real life is a phrase used originally in literature to distinguish between the real world and fictional, virtual or idealized worlds, and in acting to distinguish between actors and the characters they portray. It has become a popular term on the Internet to describe events, people, activities, and interactions occurring offline; or otherwise not primarily through the medium of the Internet. It is also used as a metaphor to distinguish life in a vocational setting as opposed to an academic one, or adulthood and the adult world as opposed to childhood or adolescence.[ citation needed ]
When used to distinguish from fictional worlds or universes against the consensus reality of the reader, the term has a long history:
Authors, as a rule, attempt to select and portray types rarely met with in their entirety, but these types are nevertheless more real than real life itself.
In her 1788 work, Original Stories from Real Life; with Conversations Calculated to Regulate the Affections, and Form the Mind to Truth and Goodness , author Mary Wollstonecraft employs the term in her title, representing the work's focus on a middle-class ethos which she viewed as superior to the court culture represented by fairy tales and the values of chance and luck found in chapbook stories for the poor. [2] As phrased by Gary Kelly, writing about the work, "The phrase 'real life' strengthens 'original', excluding both the artificial and the fictional or imaginary." [3]
On the Internet, "real life" refers to life offline. Online, the acronym "IRL" stands for "in real life", with the meaning "not on the Internet". [4] For example, while Internet users may speak of having "met" someone that they have contacted via online chat or in an online gaming context, to say that they met someone "in real life" is to say that they encountered them at a physical location. Some, arguing that the Internet is part of real life, prefer to use "away from the keyboard" (AFK).
Some sociologists engaged in the study of the Internet have predicted that someday, a distinction between online and offline worlds may seem "quaint", noting that certain types of online activity, such as sexual intrigues, have already made a full transition to complete legitimacy and "reality". [5]
The initialism "RL" stands for "real life" and "IRL" for "in real life." For example, one can speak of "meeting IRL" an online acquaintance. It may also be used to express an inability to use the Internet for a time due to "RL problems". Some internet users use the idioms "face time" and "meatspace" in contrast with the term "cyberspace". [6] [7] "Meatspace" has appeared in the Financial Times [8] and in science fiction literature. [9] Some early uses of the term include a post to the Usenet newsgroup austin.public-net in 1993 [10] and an article in The Seattle Times about John Perry Barlow in 1995. [11] The term entered the Oxford English Dictionary in 2000. [12]
Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet. The term entered popular culture from science fiction and the arts but is now used by technology strategists, security professionals, governments, military and industry leaders and entrepreneurs to describe the domain of the global technology environment, commonly defined as standing for the global network of interdependent information technology infrastructures, telecommunications networks and computer processing systems. Others consider cyberspace to be just a notional environment in which communication over computer networks occurs. The word became popular in the 1990s when the use of the Internet, networking, and digital communication were all growing dramatically; the term cyberspace was able to represent the many new ideas and phenomena that were emerging. As a social experience, individuals can interact, exchange ideas, share information, provide social support, conduct business, direct actions, create artistic media, play games, engage in political discussion, and so on, using this global network. Cyberspace users are sometimes referred to as cybernauts.
Internet slang is a non-standard or unofficial form of language used by people on the Internet to communicate to one another. An example of Internet slang is "lol" meaning "laugh out loud." Since Internet slang is constantly changing, it is difficult to provide a standardized definition. However, it can be understood to be any type of slang that Internet users have popularized, and in many cases, have coined. Such terms often originate with the purpose of saving keystrokes or to compensate for small character limits. Many people use the same abbreviations in texting, instant messaging, and social networking websites. Acronyms, keyboard symbols, and abbreviations are common types of Internet slang. New dialects of slang, such as leet or Lolspeak, develop as ingroup Internet memes rather than time savers. Many people also use Internet slang in face-to-face, real life communication.
A sysop is an administrator of a multi-user computer system, such as a bulletin board system (BBS) or an online service virtual community. The phrase may also be used to refer to administrators of other Internet-based network services. Sysops typically do not earn money, but donate their activity to the community.
In computer technology and telecommunications, online indicates a state of connectivity, and offline indicates a disconnected state. In modern terminology, this usually refers to an Internet connection, but could refer to any piece of equipment or functional unit that is connected to a larger system. Being online means that the equipment or subsystem is connected, or that it is ready for use.
John Perry Barlow was an American poet, essayist, cattle rancher, and cyberlibertarian political activist who had been associated with both the Democratic and Republican parties. He was also a lyricist for the Grateful Dead, a founding member of the Electronic Frontier Foundation and the Freedom of the Press Foundation, and an early fellow at Harvard University's Berkman Klein Center for Internet & Society.
An internet relationship is a relationship between people who have met online, and in many cases know each other only via the Internet. Online relationships are similar in many ways to pen pal relationships. This relationship can be romantic, platonic, or even based on business affairs. An internet relationship is generally sustained for a certain amount of time before being titled a relationship, just as in-person relationships. The major difference here is that an internet relationship is sustained via computer or online service, and the individuals in the relationship may or may not ever meet each other in person. Otherwise, the term is quite broad and can include relationships based upon text, video, audio, or even virtual character. This relationship can be between people in different regions, different countries, different sides of the world, or even people who reside in the same area but do not communicate in person.
Computer addiction is a form of behavioral addiction that can be described as the excessive or compulsive use of the computer, which persists despite serious negative consequences for personal, social, or occupational function. Another clear conceptualization is made by Block, who stated that "Conceptually, the diagnosis is a compulsive-impulsive spectrum disorder that involves online and/or offline computer usage and consists of at least three subtypes: excessive gaming, sexual preoccupations, and e-mail/text messaging". Computer addiction is not currently included in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) as an official disorder. The concept of computer addiction is broadly divided into two types, namely offline computer addiction, and online computer addiction. Offline computer addiction is normally used when speaking about excessive gaming behavior, which can be practiced both offline and online. Online computer addiction, also known as Internet addiction, gets more attention in general from scientific research than offline computer addiction, mainly because most cases of computer addiction are related to the excessive use of the Internet.
Online chat is any kind of communication over the Internet that offers a real-time transmission of text messages from sender to receiver. Chat messages are generally short in order to enable other participants to respond quickly. Thereby, a feeling similar to a spoken conversation is created, which distinguishes chatting from other text-based online communication forms such as Internet forums and email. Online chat may address point-to-point communications as well as multicast communications from one sender to many receivers and voice and video chat, or may be a feature of a web conferencing service.
A virtual community is a social work of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are online communities operating under social networking services.
LOL, or lol, is an initialism for laughing out loud, and a popular element of Internet slang, which can be used to indicate amusement, irony, or double meanings. It was first used almost exclusively on Usenet, but has since become widespread in other forms of computer-mediated communication and even face-to-face communication. It is one of many initialisms for expressing bodily reactions, in particular laughter, as text, including initialisms for more emphatic expressions of laughter such as LMAO and ROFL or ROTFL.
Internet culture is a quasi-underground culture developed and maintained among frequent and active users of the Internet who primarily communicate with one another as members of online communities; that is, a culture whose influence is "mediated by computer screens" and information communication technology, specifically the Internet.
RAS syndrome, where RAS stands for redundant acronym syndrome is the redundant use of one or more of the words that make up an acronym in conjunction with the abbreviated form. This means, in effect, repeating one or more words from the acronym. For example: PIN number and ATM machine.
In computing, an avatar is a graphical representation of a user, the user's character, or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons. Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games, or an imaginary character with no graphical appearance, as in text-based games or worlds such as MUDs.
Internet identity (IID), also online identity, online personality, online persona or internet persona, is a social identity that an Internet user establishes in online communities and websites. It may also be an actively constructed presentation of oneself. Although some people choose to use their real names online, some Internet users prefer to be anonymous, identifying themselves by means of pseudonyms, which reveal varying amounts of personally identifiable information. An online identity may even be determined by a user's relationship to a certain social group they are a part of online. Some can be deceptive about their identity.
Online ethnography is an online research method that adapts ethnographic methods to the study of the communities and cultures created through computer-mediated social interaction. As modifications of the term ethnography, cyber-ethnography, online ethnography and virtual ethnography designate particular variations regarding the conduct of online fieldwork that adapts ethnographic methodology. There is no canonical approach to cyber-ethnography that prescribes how ethnography is adapted to the online setting. Instead individual researchers are left to specify their own adaptations. Netnography is another form of online ethnography or cyber-ethnography with more specific sets of guidelines and rules, and a common multidisciplinary base of literature and scholars. This article is not about a particular neologism, but the general application of ethnographic methods to online fieldwork as practiced by anthropologists, sociologists, and other scholars.
The online disinhibition effect refers to the lack of restraint one feels when communicating online in comparison to communicating in-person. People tend to feel safer saying things online that they would not say in real life because they have the ability to remain completely anonymous and invisible when on particular websites, and as a result, free from potential consequences. Apart from anonymity, other factors such as asynchronous communication, empathy deficit, or individual personality and cultural factors also contribute to online disinhibition. The manifestations of such an effect could be in both positive and negative directions; thus, online disinhibition could be classified as either benign disinhibition or toxic disinhibition.
Cyberformance refers to live theatrical performances in which remote participants are enabled to work together in real time through the medium of the internet, employing technologies such as chat applications or purpose-built, multiuser, real-time collaborative software. Cyberformance is also known as online performance, networked performance, telematic performance, and digital theatre; there is as yet no consensus on which term should be preferred, but cyberformance has the advantage of compactness. For example, it is commonly employed by users of the UpStage platform to designate a special type of Performance art activity taking place in a cyber-artistic environment.
TL;DR or tl;dr, short for "too long; didn't read", is internet slang often used to introduce a summary of an online post or news article. It is also used as an informal interjection commenting that a block of text has been ignored due to its length.
Technoself studies, commonly referred to as TSS, is an emerging, interdisciplinary domain of scholarly research dealing with human identity in a technological society focusing on the changing nature of relationships between the human and technology. The self is a key concept of TSS. The term "technoself", advanced by Rocci Luppicini (2013) aims to avoid ideological or philosophical biases inherent in other related terms including cyborg, posthuman, transhuman, techno-human, beman, digital identity, avatar, and homotechnicus- though Luppicini acknowledges that these categories "capture important aspects of human identity". Technoself is further elaborated and explored in Luppicini's "Handbook of Research on Technoself: Identity in a Technological Environment".
Internet metaphors provide users and researchers of the Internet a structure for understanding and communicating its various functions, uses, and experiences. An advantage of employing metaphors is that they permit individuals to visualize an abstract concept or phenomenon with which they have limited experience by comparing it with a concrete, well-understood concept such as physical movement through space. Metaphors to describe the Internet have been utilized since its creation and developed out of the need for the Internet to be understood by everyone when the goals and parameters of the Internet were still unclear. Metaphors helped to overcome the problems of the invisibility and intangibility of the Internet's infrastructure and to fill linguistic gaps where no literal expressions existed.
Beyond this world, in real life – a/k/a what Second Lifers refer to as "meatspace," where your body is made of flesh, not bytes…
Current meatspace coordinates, hot from the GPS receiver card in my laptop: ...
On the Internet the gloves come off and people say things they'd never say in meat space.
Meatspace update (quick rundown on where/how to interact with net.folks in meatspace, i.e., regular events, social gatherings, restaurant hangouts, etc.)
John Perry Barlow is multitasking between cyberspace, meatspace and parentspace about as well as a mere mortal can do.