The aim of this study is to reveal the relationship between the alternative identity and the virtual site (The Second Life’s game) and its impact on the identity of Algerian youth, by analyzing the identity of twelve (12) users chosen deliberately; using the on-line ethnographic approach, and the following tools: observation of participation and interview online. The study revealed that there is a problematic relationship between the real identity and the second life, And a correlation between personal motivations and motives related to the use of avatars, to satisfy personal needs and loneliness and psychological emptiness, through chat, entertainment, attention and interest in the avatar. The most important recommendation of this study is to raise the awareness of young people and students in the field of mental health and psychological counseling and their composition in the field of effective social communication in educational institutions, secondary schools and universities or through the so-called 'Youth to Youth Awareness' in order for them to interact with their peers, so they can warn them of the dangers of these sites, especially in deepening the gap between the real and alternative personality or what’s called the psychological term schizophrenia.
"The Alternative Identity (Avatar) in the Second Life Game: A Virtual Psychological Ethnographic Study on a virtual Person’s group,"
Journal of Al-Quds Open University for Educational & Psychological Research & Studies: Vol. 8:
24, Article 5.
Available at: https://digitalcommons.aaru.edu.jo/jaqou_edpsych/vol8/iss24/5