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Applications for studying human behavior
[A virtual world] is a place you co-inhabit with hundreds of thousands of other people simultaneously. It’s persistent in that the world exists independent of your presence, and in that your actions can permanently shape the world.
– Ultimate Online
“an attempt to understand and explain how the thought, feeling, and behavior of individuals are influenced by the actual, imagined, or implied presence of others”
Social psychology has blurred this distinction between actual, imagined, and implied presence
Vignettes vs. confederates and elaborate plots
Vignettes vs. confederates and elaborate plots
Cheaper Less Effort Higher Degree of experimenter
control
Multimedia e.g. Pictures Audio-recordings (Milgram, 1963)
Digital representation of the self in a virtual environment
Social networking site for pre-teens (age 8-14)
Virtual fantasy world for kids represented as penguins
Safe place to socialize, play games and interact
12 million registered users
MMORPG Fantasy game world 9 million users Users spend an
average of 22 hours a week interacting with other avatars
Average age 26 (range 11-68)
A 3D online persistent space totally created and evolved by its users
Users navigate, interact, and view the world through customized avatar
Communicate via typed chat and pre-recorded animations
Macro• Economics (Castranova, 2006)• Epidemiology (Lofgren & Fefferman, 2007)• Legal (Lastowka & Hunter, 2003)
Micro• Nonverbal behavior - transmission of
information and influence by an individual’s physical and behavioral cues
The study of the human use of space within the context of culture
People maintain personal buffer space around themselves and each other (Hall, 1959)
Distances• Intimate• Personal • Social• Public
a nonverbal cue signaling intimacy Eye gaze important in regulating
turn-taking behavior in conversations Gender differences in mutual gaze
• Female-female dyads more likely to exhibit mutual gaze than male-male and mixed dyads
Degree of intimacy within a dyadic interaction maintained by compensatory changes in gaze or personal distance
Balancing personal distance with eye contact
different nonverbal behaviors are sometimes highly correlated with each other
Virtual environment like Second Life allows you to look at a single behavior independent of others
How much are our identities in an virtual environment bound by real life rules/stereotypes and norms?
Yee (2007) looked at social norms of gender, interpersonal distance and eye gaze in Second Life
A script to collect information from avatars in the virtual world• Name• Coordinates (x, y) and yaw• Whether they were talking or not
Each time script was run it would take a “snapshot” of all avatars and their interaction within 200 virtual meters
Gender Interpersonal
Distance
Calculated a gaze sum, adding the gaze angles of both avatars
0 degrees = directly facing
180 degrees = facing away
Took 417 snapshots (8418 unique pairs) Applied Hall’s social distance of 12 feet
• 835 unique pairs Interpersonal Distance
• Mixed dyads stood closer than female-female pairs and both were closer than male dyads
• Gaze sum and distance were negatively correlated, the closer the avatars were, the less they maintained eye contact
Mutual Gaze• Male dyads less likely to look at each other than
mixed and female dyads• Talk sum and gaze sum were negatively correlated
Equlilibrium theory was supported• The closer two people were, the less likely
they were looking at each other Eye gaze regulated conversational
flow• The more they talked the more they looked
at each other
From the results of this study, it suggests people adhere to the same social rules in both the real world and the virtual world
It is possible to study social interaction in a virtual environment and generalize to social interaction in the real world
Only looked at a single virtual environment (Second Life)
Unable to take the context of the interaction into account
Observational study
Yee, N., Bailenson, J. (2007). The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments. Cyberpsychology and Behavior. 10:1, 115-121.
Bailenson, J., Blascovich, J., et al. (2001).Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments. Presence, 10:6, 583–598.
Hall, E. (1959). The silent language. New York: Doubleday. Argyle, M. (1988). Bodily communication, 2nd ed. London:
Methuen. Castronova, E. (2005). Synthetic Worlds : The Business
and Culture of Online Games. University Of Chicago Press. Lofgren, E. T. and Fefferman, N. H. (2007). The untapped
potential of virtual game worlds to shed light on real world epidemics. The Lancet Infectious Diseases, 7(9):625-629.