메타버스 이용자의 자아정체성 인식에 관한 연구 : 상징적 상호작용이론 관점
초록
메타버스의 개념과 특징을 밝히고, 상징적 상호작용이론을 바탕으로 메타버스 내에서의 자아정체성과 그 특징에 관해 탐구했다. 선행연구에 따르면, 이용자는 가상공간에 현실의 삶을 투영하고, 현실을 넘어 또 다른 삶의 모습을 구현하기도 한다. 그렇다면 새로운 가상공간 유형인 메타버스에서 이용자는 자아정체성을 어떻게 인식하고 표현하고 있는가에 대한 물음을 제기할 수 있다. 이에 ‘메타버스 이용자는 메타버스를 하나의 무대로 생각하고 자아정체성을 구성·수정·유지하고 있는가?’, ‘메타버스에서 자아정체성을 구성하고 있는 이용자는 메타버스를 ‘연극의 전면과 후면’ 중 어떤 곳으로 인식하고 행동하는가?’, ‘메타버스의 ‘인간 커뮤니케이션 효과’ 특징이 메타버스에서의 자아정체성 표현과 인상관리에 정적 영향을 미치는가?’, ‘메타버스의 ‘아바타를 통한 상호작용’, ‘샌드박스 극대화’ 특징이 메타버스에서의 자아정체성 표현과 인상관리에 정적 영향을 미치는가?’라는 연구문제를 설정하고, ‘제페토’ 이용자 15명을 대상으로 심층인터뷰를 실시했다. 연구 결과, 대부분의 이용자는 메타버스에서 자아정체성을 형성하고 있었고, 그 유형은 ‘이상향의 나’와 ‘현실의 나’, ‘제3의 인물’ 유형으로 구분할 수 있었다. ‘이상향의 나’ 범주의 대상자는 현실에서 실현하고 싶은 모습이나 행동을 제페토에서 실현함으로써 이상적인 자아정체성을 구성하고 있다고 답변했으며, ‘현실의 나’ 범주의 대상자는 제페토에서 현실공간과 거의 차이가 없는 자아정체성을 구성하고 있다고 답변했다. 반면, ‘제3의 인물’ 범주의 대상자는 제페토에 자아정체성을 구성한 적이 없으며, 인형 놀이처럼 자신과는 전혀 다른 대상물로 생각한다고 답변했다. 메타버스에서 자아정체성을 형성하고 있는 이용자를 대상으로 메타버스를 연극의 전면과 후면 중 어떤 곳으로 인식하고 행동하는지 살펴본 결과, ‘전면-후면’, ‘전면’, ‘후면’의 유형으로 구분할 수 있었다. 이러한 차이는 ‘지속해서 소통하는 타인’의 유무에 따른 것으로 추측할 수 있었다. ‘전면-후면’, ‘전면’ 범주의 대상자는 친구, 팔로워 등 지속해서 소통하는 대상이 있었지만, ‘후면’의 대상자는 그러한 사람이 없었다. 한편, 메타버스를 자기표현과 인상관리 수단으로 활용하고 있었다. 다수의 이용자가 메타버스의 ‘인간 커뮤니케이션 효과’와 ‘아바타를 통한 상호작용’ 특성이 자기표현과 인상관리에 도움이 된다고 답했다. 제페토에서는 언어적 소통뿐 아니라 비언어적 소통을 할 수 있으므로, 자기표현과 인상관리를 하는 데 다른 가상공간보다 훨씬 쉽다고 답변했다. 또한, 아바타의 얼굴과 체형, 스타일 등을 자유자재로 꾸미고 표현할 수 있다는 점에서 자아정체성 표현이 용이하다고 공통으로 말했다. 나아가 현실의 제약을 초월할 수 있어 더욱 진실한 자아정체성을 발현하고 있다는 답변도 있었다.
Abstract
This study clarifies the concept and characteristics of the metaverse, and explores self-identity and its characteristics within the metaverse based on symbolic interaction theory. According to previous studies, users project their real lives into virtual spaces, and sometimes implement another aspect of life beyond reality. Then, in the metaverse—a new type of virtual space—a question can be raised about how the user recognizes and expresses his or her identity. Four research questions were set: “Do users view the metaverse as a stage, and construct, modify, and maintain their own identities?”; “Do users who constitute their self-identity in the metaverse perceive and act on the metaverse as the front or the back of the play?”; “Do 'human communication effects' of the metaverse have a positive effect on self-identity expression and impression management?”; and Do 'interaction through an avatar' or ‘maximization of sandbox' have a positive effect on self-identity expression and impression management?” As a result of the study, most users were found to form their own identities in the metaverse, most of which could be categorized into three types: ‘ideal self’, ‘real self’, and ‘third person’. Subjects in the 'ideal self' category answered that they constitute the ideal self-identity they want to become by realizing the image or behavior they want to realize in reality. They answered that they constituted a self-identity with little difference. On the other hand, the subjects of the ‘third person’ category answered that they had never constituted their identities in ZEPETO and thought of them as objects completely different from their own, as if playing with dolls. As a result of examining whether the metaverse was recognized and acted on as frontstage or backstage for users who are forming their identities in the metaverse, the three types of 'front-back', 'front', and 'back' were identified. It could be inferred that this difference was due to the presence or absence of continuous communication with others. Subjects in the 'front-back' and 'front' categories had subjects with whom they continuously communicated, such as friends, acquaintances, and followers. But subjects in the 'back' did not have such people.
Meanwhile, metaverse users were using the metaverse as a means of self-expression and impression management. A large number of users answered that the metaverse's 'human communication effects' and 'interaction through an avatar' characteristics were helpful for self-expression and impression management. They answered that ZEPETO was much easier for self-expression and impression management than other virtual spaces because verbal and non-verbal communication was possible. In addition, the subjects shared that it was easy to express their self-identity in that they could freely decorate and express the face, body type, and style through their avatars. Furthermore, some answered that it was possible to transcend the constraints of reality and express a truer self-identity.
Keywords:
Metaverse, Self-identity, Virtual reality, Symbolic Interactionist Theory, Goffman키워드:
메타버스, 자아정체성, 가상공간, 상징적 상호작용 이론, 고프만References
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