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Faculty Seminar on Virtual Worlds Episode 4 - Behavior - 3/11/08 cory ondrejka - [email protected] dmitri williams - [email protected]

USC Faculty Seminar 3.11.2008

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Page 1: USC Faculty Seminar 3.11.2008

Faculty Seminar on Virtual WorldsEpisode 4 - Behavior - 3/11/08

cory ondrejka - [email protected] williams - [email protected]

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what are people doing?

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this is an important discussion

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because...

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certain behaviors over-reported

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certain behaviors over-reported

“sex in second life”

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research gets duplicated

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research gets duplicated

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(uncritically duplicated)

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change happens

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change happens

“You are standing in the middle of a foreboding great room.” !=

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not to mention

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how does behavior here

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how does behavior here

impact life out here

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how does behavior here

impact life out here

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before we talk to the expert

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four stories that might help to provide context for why more

research is needed

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first, let’s talk about sex

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because everyone else wants to

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because everyone else wants to

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and everyone opines on how prevalent it is online

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or, in Second Life, for example:

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Information Week: 30%

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James Au: 5%

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Wired: “No one will know”

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we study sex in the real world

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and there are a host of questions about how avatars

impact real-world

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trust

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trust

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identity

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identity

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doesn’t this merit serious study?

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two, the new

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want to know a secret?

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a secret never before revealed?

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sometimes, when people are online they pretend to be

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a different gender

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ZOMG! Alert the President!

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“Mr. President, something freaky is going on...”

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hope he can keep us safe

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but, in all seriousness

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online community research has happened before...

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not to harp on this paper

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but, let us, it’ll be fun...

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(plus, it will let me mention Richard Bartle)

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this paper says:

“Results revealed that the majority of gamers (57%) had gender swapped their game character. This included over half of all males (54%) and

more than two-thirds of females (68%).”

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now, it’s not their fault that

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turned that into:

“Up to 70% of female players said they chose to use male identities

while inside internet games”

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which, in turn,

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further modified into:

“The study discovered that 68% of women who played computer games online have chosen male characters, often to ward off

unwanted attention from men or to gain the upper hand over

opponents.”

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leading to:

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Richard Bartle has traced through this nicely on his blog

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but it raises a host of points

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including storypropagation and accuracy

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what impact this has on virtual world and game research in general

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but more importantly

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what about Nick Yee’s work

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or, for that matter, Richard’s

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online gender swapping has a long history of study

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how do their results fit into this history?

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which brings up the third point

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if this is true

“You are standing in the middle of a foreboding great room.” !=

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or this, actually

“You are standing in the middle of a foreboding great room.” ==

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how have behaviors changed

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(or not changed)

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as a result of differing representations

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it seems unlikely that

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text

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cartoons

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3d cartoons

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would have the same

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emotional

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cognitive

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community

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impact

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after all, no one would argue

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“Seals are killed for fur”

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would be nearly as impactful as

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which all impacts the most important question

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how does behavior here

impact life out here

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so, let me turn it over to Dmitri

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(sadly, don’t have Dmitri’s slides yet, so imagine a very compelling

talk inserted here)

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so, what’s next?

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march 25th:government,

national security,legal,and

regulatory issues

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stop talking now