Title: Making efriends and influencing people in Second Life
1Making e-friends and influencing people in Second
Life
- Aleks Krotoski
- University of Surrey
- SPERI
2Game Goal-oriented Play Eventual outcome
Not a game Second Life Play Non-directed
3What Ill talk about
- Interpersonal relationships in cyberspace
- How I measure relationships in Second Life
- How relationships are defined
4Before I get ahead of myself
- The differences between online and offline
- Anonymity
- Physical appearance
- Physical proximity
- Greater transience (more weak ties)
- Absence of social cues
- So how can we expect community to grow?
5Online community I
- In traditional definitions of community,
thered be no such thing in cyberspace - Tied to place
- To misquote AOL ads, how can you fall for someone
youve never met? - But we know thats not true
- Chatrooms, forums, MySpace, Craigs List, London
Memorial - These virtual worlds are the places which the
online communities are tied to
6Online Communities I (cont)
- Transient and formal communities
- London Memorial in the virtual world Second Life
- Between 12-1pm on 7 July 2005, over 150 Second
Life residents visited. It was open for 7 days
and racked up thousands of visitors - Fewer than 10 claimed any British ties
- Makers motivations were altruistic and purely
community-driven
7Online community II
- Form for the same reasons offline communities do
- Make friends, provide motivation, offer support,
meet like-minded others - Whatever role trust plays in offline communities,
it plays in online communities because these
interactions are human-bound - What we know about online relationships
- Proximity and frequency of contact
- Similarity
- Self-presentation
- Reciprocity self-disclosure
- Consistency
- Perpetuity dont mess with the orc if youve
already POd the governor.
8Trust in virtual communities I were all in it
together
- Returning to Anonymity
- Perceived similarity (levelling the playing
field) - No social cues, so lots of uncertainty
- Expectations of openness and honesty engenders a
culture of mutual sharing - Relevant Social Psychological dimension of trust
- Similarity of goals and values
- Expectations of future interaction
9Trust in virtual worlds III Rep (cont)
- Trust is based upon
- past experience
- which is either based upon functional goals or
pre-existing social relationships - or some kind of disinterested third party (e.g.,
Craigs List or MySpace) - And speaking of social networking applications,
the same principles work in-world too - Finally, you must comply
- A non-official policing force in a space where an
official police is absent - The emphasis is on friendship and dedication to
the group - Rejection is cruel
10How measure friendships? Social Network Analysis
studies social relationships as a series of
interconnected webs. focuses on
inter-relationships rather than individuals
attributes
11Asking personal questions
- Surveys
- Who do you know?
- Who do you communicate with?
- Who do you trust?
- Define your relationship
- Whos trustworthy? (Poortinga Pidgeon, 2003
Cvetkovich (1999) Renn Levine, 1991) - Whos credible? (Renn Levine, 1991)
- Who do you compare yourself with? (Lennox
Wolfe, 1984) - Whos the most prototypical?
12"who the hell does she think she is?"
13Results
- N (respondents) 33
- N (total network) 650
14Picking apart communication network closeness
- But what does it mean in Second Life if someone
in this community is rated close or distant?
15Results Single explanatory variable (General
Communication)
- The greatest prediction comes from general trust
followed by credibility, which is not surprising,
as this is proposed in Sherifs (1981) contact
hypothesis.
16Single explanatory variable General Trust SNC
categories
- Effect of interpersonal closeness on mode of
communication (e.g., Garton et al, 1997) - Offline communication contributes the most to the
estimate of General Trust. Online public
communication contributes the least.
17In Sum
- Closeness has implications for influence and
persuasion, even in the virtual environment - Virtual communities operate in very similar ways
to other communities both on and offline - They bring together distributed individuals based
on common experience, motivations and reputation - This is particularly true for virtual world
participants because of the explicit social
design of the software - Trust varies according to communication medium
- Trust is paramount
18- Thank you!
- Aleks Krotoski (Mynci Gorky)
- A.Krotoski_at_surrey.ac.uk