Digital toys CAN have digital identities

In a private thread on digital identity, the ever-witty Dave Kearns observes, ‘If anything screams ‘Please use another term for this!’, it's this review of a new computer game:

“***** Top Spin 2

“One of the top Xbox sports games, in both sales and popularity returns for another victory on Xbox 360. Everything you loved about Top Spin is back and made even better. The peerless player-creator is reborn with the powerful DigitalIdentity that truly puts you in the game. Experience the pro tour in venues that are alive and dynamic with environmental elements that react to your play. Characters are even more stunning with the addition of HD technology and the inclusion of the top players in the world like Maria Sharapova, Venus Williams, Andy Roddick, Lleyton Hewitt and Roger Federer. Put it all online and you once again have the greatest tennis game ever created.

“Digital Identity – Create realistic player models and customize them with the highest level of details. Hairstyles, shirts, shorts, shoes, etc. allow you to create a player with your look and your style. Coupled with the ability to taunt your opponents with different attitudes, Top Spin 2 truly gives your player his own Digital Identity ()

I'm fascinated by the line, “Coupled with the ability to taunt your opponents with different attitudes”. Could this technology have broad applicability to a number of professional uses???

Anyway, I think these player models – and all other virtual entities – are, in fact, examples of digital identities.

People learn a lot about the world by playing with toys. And its not just kids who learn this way.

The emergence of digital identity toys tell us that we are using the right name, not the wrong one. They represent an important step forward on the road to Craig Burton's “ubiquity”.

[tags: , , , ]

Published by

Kim Cameron

Work on identity.