The unbearable likeness of being digital: The persistence of nonverbal social norms in online virtual environments

The unbearable likeness of being digital: The persistence of nonverbal social norms in online virtual environments
复制标题

DOI:
10.1089/cpb.2006.9984
复制
发表时间:
2007-02-01
期刊:
CYBERPSYCHOLOGY & BEHAVIOR
影响因子:
--
通讯作者:
Merget, Dan
Merget, Dan
中科院分区:
其他
文献类型:
--
作者:
Yee, Nick;Bailenson, Jeremy N.;Merget, Dan

文献摘要

被引文献

相似文献

每天,数百万用户通过在线环境中的化身进行实时交互,例如多人在线角色扮演游戏(MMORPG)。这些在线环境可能成为社会科学和临床治疗的独特研究平台,但首先必须确定虚拟环境中的社会行为和规范与物理世界中的社会行为和规范具有可比性。在一项对虚拟社区Second Life的观察性研究中,我们收集了化身的数据,以探索性别,人际距离(IPD)和眼睛凝视的社会规范是否转移到虚拟环境中,即使运动的方式完全不同(即,通过键盘和鼠标,而不是眼睛和腿)。我们的研究结果表明,IPD和眼睛凝视转移到虚拟环境中的既定结果:(1)男性-男性二元组比女性-女性二元组具有更大的IPD,(2)男性-男性二元组比女性-女性二元组保持更少的目光接触,(3)IPD的减少与平衡理论预测的凝视回避相补偿。我们讨论了网络游戏的用户以及寻求在虚拟环境中进行研究的社会科学家的影响。
Every day, millions of users interact in real-time via avatars in online environments, such as massively-multiplayer online role-playing games (MMORPGs). These online environments could potentially be unique research platforms for the social sciences and clinical therapy, but it is crucial to first establish that social behavior and norms in virtual environments are comparable to those in the physical world. In an observational study of Second Life, a virtual community, we collected data from avatars in order to explore whether social norms of gender, interpersonal distance (IPD), and eye gaze transfer into virtual environments even though the modality of movement is entirely different (i.e., via keyboard and mouse as opposed to eyes and legs). Our results showed that established findings of IPD and eye gaze transfer into virtual environments: ( 1) male-male dyads have larger IPDs than female-female dyads, ( 2) male-male dyads maintain less eye contact than female-female dyads, and ( 3) decreases in IPD are compensated with gaze avoidance as predicted by the Equilibrium Theory. We discuss implications for users of online games as well as for social scientists who seek to conduct research in virtual environments.