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Making efriends and influencing people in Second Life

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And speaking of social networking applications, the same principles work in-world too ... Offline communication contributes the most to the estimate of General Trust. ... – PowerPoint PPT presentation

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Title: Making efriends and influencing people in Second Life


1
Making e-friends and influencing people in Second
Life
  • Aleks Krotoski
  • University of Surrey
  • SPERI

2
Game Goal-oriented Play Eventual outcome
Not a game Second Life Play Non-directed
3
What Ill talk about
  • Interpersonal relationships in cyberspace
  • How I measure relationships in Second Life
  • How relationships are defined

4
Before 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?

5
Online 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

6
Online 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

7
Online 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.

8
Trust 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

9
Trust 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

10
How measure friendships? Social Network Analysis
studies social relationships as a series of
interconnected webs. focuses on
inter-relationships rather than individuals
attributes
11
Asking 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?"
13
Results
  • N (respondents) 33
  • N (total network) 650

14
Picking apart communication network closeness
  • But what does it mean in Second Life if someone
    in this community is rated close or distant?

15
Results 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.

16
Single 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.

17
In 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
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