It is important to point out that these technical underpinnings exist in what could be called a sociodata ecology , in which technical infrastructure, specific data-structures and algorithms, and specific code is looked at as it relates to issues such as embodied experiences, subjective interpretation, power relationships, and cultural values. The goal is not to reduce socio-cultural issues to technical ones, but rather to be able to clearly describe how specific technical features bear upon human experience. I highlight computational components because the many brilliant insights of cultural theorists and critics often fail to address the specificities of how systems are engineered; in short, I am attempting to fill a gap. This is important for those of us who want to build, and empower diverse groups to build, new technologies customized to their epistemologies and values. This type of research compliments study of the many practices that users engage in that nonetheless treat computing applications as landscapes upon which to operate rather than as technologies that users can produce and alter. Manipulating these computational aspects, especially the relationship between formal semantic annotation and modular graphical models, can enable dynamic and context-sensitive models of social identity in computational environments. The following uses examples from computer gaming, online communication, and social networking to explicate this model. The examples are presented to simultaneously reveal not only the influences and affordances of their technical bases, but also to highlight the complicated ways that they interact with social practices in a sociodata ecology.