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Avatars Need Personal Space Too

Nicola Jones writes to alert us to a study showing that avatars need their personal space. Avatars in the virtual reality of Second Life act like real people in this way: boy avatars stand further apart than female ones, and characters tend to avert their gaze from each others' eyes when standing close together. This result holds whether the avatar is being played by a man or a woman. From the article: "The authors say this means that these online gaming environments are a goldmine of social data as well as a potential experimental research platform." Obviously not all behaviours translate from the real world to the virtual one, notes UIUC computer game researcher Dmitri Williams: "There is no research on what translates and what doesn't.... People's willingness to take risks in online worlds is radically different. Death is not permanent online."

127 comments

  1. Second Life Breach by Shakes268 · · Score: 0, Funny

    I wonder if it was a disgruntled avatar that caused the security breach

    1. Re:Second Life Breach by IflyRC · · Score: 2, Funny

      How nice, glad I have never played! I think this is one of the first security breaches of an online gaming system. Usually, people try to crack the system to get more "loot" - not credit card numbers and personal information.

      I guess subscribers just got a third life without knowing it (the identity thief)

  2. Yeah, whatever... by Jeian · · Score: 5, Funny

    The authors say this means that these online gaming environments are a goldmine of social data

    Uh huh. I've had a lot less people ask me "R U 4 SECKS CHAT???" in real life.

    1. Re:Yeah, whatever... by Anonymous Coward · · Score: 5, Funny

      Uh huh. I've had a lot less people ask me "R U 4 SECKS CHAT???" in real life.

      You don't hang out in the right bars.

    2. Re:Yeah, whatever... by eepok · · Score: 1

      Try being a female at a club, bar, or any other alcohol-related social scene. It's called "pick up lines" and getting "hit on".

      The spelling/iteration isn't too far off, either. ;)

    3. Re:Yeah, whatever... by ben+there... · · Score: 1
      Avatars in the virtual reality of Second Life act like real people in this way: boy avatars stand further apart than female ones, and characters tend to avert their gaze from each others' eyes when standing close together.

      Yeah, when I'm in 30-second warm up in Wolf:ET and I'm lying on top of my teammate knifing him in the thigh, I try to avert my gaze.

      I wouldn't want to act too gay, you know.
    4. Re:Yeah, whatever... by WilliamSChips · · Score: 1

      Or a female on Slashdot... (no, I am not one)

      --
      Please, for the good of Humanity, vote Obama.
  3. more than one similarity by User+956 · · Score: 3, Insightful

    Avatars in the virtual reality of Second Life act like real people in this way

    Avatars act like real people in almost every way. They're extremely materialistic, cliquish, and superficial. "Playing" a game like Second Life is like hanging around with a bunch of thriteen-year-olds. The only difference is the conversation is less intelligent.

    --
    The theory of relativity doesn't work right in Arkansas.
    1. Re:more than one similarity by UbuntuDupe · · Score: 4, Funny

      Looks like you didn't get as much as you could have out of Second Life. Try the following strategies:

      1) Script a device so it acts like a listening bug and plant it in people's houses. (Make sure to have it spawn a copy of itself every 10 hours so it doesn't get deleted!) Confront them when they talk smack about you, and blame any third parties in the room for ratting.

      2) Name a device after someone nearby and have it make offensive remarks. By default, objects have green text when they speak, while humans have white text, so be sure to have it preface its statements "Hey, check this out guys, I can make my text green!"

      3) Arrange to store your money with someone else before you get your "allowance" so it will think you're poor and given you more Linden Dollars.

      If you just did some of those things, I'm sure you'd have more fun.

    2. Re:more than one similarity by Lordfly · · Score: 1

      Er.

      1) is against the ToS, and would have you banned (in theory).

      2) Only a moron would fall for that, seriously... Then again....

      3) That, uh, doesn't work. :) Unless you'd like to give it to me...

      --
      hookers and grits.
    3. Re:more than one similarity by mikael · · Score: 1

      Does the game have a "virtual parrot"? That would be interesting....

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    4. Re:more than one similarity by Andrew+Kismet · · Score: 1

      Anyone can script a parrot, easily. I'm currently working on a dynamic 3D radar which collects all avatar info in a 100m radius...

    5. Re:more than one similarity by gad_zuki! · · Score: 1

      I love how the parent post is nothing but stuff 13 year olds would try in real life like snooping in on what the girls are saying and scamming dad for more allowance. What a perfect justification of the grandparent's criticism.

    6. Re:more than one similarity by Anonymous Coward · · Score: 0

      I see you have even less game in VR than you do in RL.

      Must suck, huh?

    7. Re:more than one similarity by Frogbert · · Score: 4, Funny

        *Woosh*
        -=(J)  <-- Joke

         ( )
         _|_  <-- You
          |
         / \

      Lameness filter

    8. Re:more than one similarity by CronoCloud · · Score: 1

      Materialistic, what do you mean by that?

      I mean, oh my god, have you seen the dresses at Dazzle, delish! And the gowns at Rebel Hope and Simone are to die for. Simone has a new gown called Salome that has matching Shiny Things "Lady" slingbacks available. Tres Chic!

      Actually the materialism is part of the fun, at least for me.

    9. Re:more than one similarity by l33t+gambler · · Score: 2, Funny

      >  *Woosh*
      >  -=(J)  <-- Joke
      >
      >   ( )
      >   _|_  <-- You
      >    |
      >   / \
      >
      >Lameness filter

      Can someone please explain this joke to me in detail?

      Thank you.

      --
      Teasing the nobles, and rightfully so!
    10. Re:more than one similarity by arose · · Score: 2, Funny

      Let me fix that:

        *Woosh*
        -=(J)  <-- Joke

      Lameness filter

         ( )
         _|_  <-- You
          |
         / \

      --
      Analogies don't equal equalities, they are merely somewhat analogous.
  4. Wow.. by ackthpt · · Score: 2, Insightful

    Nearly as original as putting up a DikuMUD, today.

    what?!?!? that waifish female elfen thief is really a 57 year old cost accountant named Roger? I think I'll be sick first, then kill his ass!

    --

    A feeling of having made the same mistake before: Deja Foobar
  5. in the real world... by frostilicus2 · · Score: 0, Flamebait

    People, Its time to step outside of your parent's basement.

    --
    Nothing sucks like a Vax, nothing blows like a PowerMac G4
    1. Re:in the real world... by ackthpt · · Score: 1

      People, Its time to step outside of your parent's basement.

      Uh. That's where I used to explode capacitors. I have such pleasant memories of it all.

      --

      A feeling of having made the same mistake before: Deja Foobar
  6. I don't read too much into this... by AdamTrace · · Score: 4, Informative

    First of all, the granularity for moving around seems to be about 1 meter. Getting into just the right position (conversational position, you perverts! :) can be somewhat difficult. Same with facing angle... it seems to be about 10 degrees.

    Trying to draw any sort of conclusions about subtle nuances of communcation seems, frankly, rediculous.

    Adman

    1. Re:I don't read too much into this... by ackthpt · · Score: 1

      rediculous

      As opposed to bluediculous or greendiculous..

      Seriously, you think there's no problem with people getting the wrong idea or trying to pervert things in a highly pixelated environment where they once got on just dandy with nothing but text?

      --

      A feeling of having made the same mistake before: Deja Foobar
    2. Re:I don't read too much into this... by Mattintosh · · Score: 4, Funny

      I hate it when I get bluediculous. I swear the ointment the doctor gives me itches more than the rash itself.

    3. Re:I don't read too much into this... by Millenniumman · · Score: 1

      No, you're thinking of reddiculous.

      Rediculous means to diculous again as opposed to dediculous, which means to remove diculous.

      --
      Stupidity is like nuclear power, it can be used for good or evil. And you don't want to get any on you.
    4. Re:I don't read too much into this... by lawpoop · · Score: 1

      Then how would you explain the discrepancy between the distance of male-male and male-female pairs? Why would pepople take such pains, either consciously or unconsciously, in such a grainy environment?

      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
    5. Re:I don't read too much into this... by Anonymous Coward · · Score: 2, Interesting

      And, it's 3rd person. In every 3rd person game I've seen, if you can see the guy on the screen, that's good enough. Actually pointing your avatar at someone else's avatar is very rarely done.

      In a first-person game, you'd see this more often. People would actually look at the person they were talking to out of habit rather than standing so they were looking out at the wall or what not.

      Since I'm a nerd, that's part of the reason I've been trying to get developers to make first-person MMO's. I think it would help with the interpersonal communication and the immersion involved with that.

    6. Re:I don't read too much into this... by grammar+fascist · · Score: 1

      Then how would you explain the discrepancy between the distance of male-male and male-female pairs? Why would pepople take such pains, either consciously or unconsciously, in such a grainy environment?

      Wouldn't it be fun if it's the game doing it?

      --
      I got my Linux laptop at System76.
    7. Re:I don't read too much into this... by CronoCloud · · Score: 1

      I don't think so, I've moved my avatar myself subconsciously and then realized what I had done.

    8. Re:I don't read too much into this... by CronoCloud · · Score: 1

      SL is different than other online games, the players tend to react in more realistic ways. I've seen players turn towards other avatars that they're talking to. I've done it myself, not just in Second Life but in EQOA and FFXI too.

      As for first person MMO, SL FFXI and EQOA have first person modes.

    9. Re:I don't read too much into this... by geminidomino · · Score: 1

      Loreanulous? Is that you?

    10. Re:I don't read too much into this... by argStyopa · · Score: 1

      Not to mention that it's entirely possible there is a variability in 3rd-party avatar locations.

      Play 2 accounts on 2 separate computers, and it's possible that while YOU think you are standing only 3' fromthat avatar, they see you as being 6+ feet away.

      Common in all but a few MMOGs (WW2OL being one of the few where 3rd party and 1st person representations are tracked to a high resolution, IMO).

      So this 'data' is valueless unless the researchers are ALWAYS looking at the first person data.

      --
      -Styopa
    11. Re:I don't read too much into this... by Kouroth · · Score: 1

      Not only would that be great I'd like to see them work more on the first person experience. In Anarchy Online when in first person view you could still see your characters body. I wish more MMOs would do this. Not only does it add more to the feeling of actually being the person you are playing but it also feels more natural. It's nice to see where your feet are on the ground and what your hands are doing. Also, as annoying is it can be to have your screen filled with a weapon or what not it sure makes playing in first person much more interesting. At least that way you can see that you are doing things unlike in WoW. In WoW it's hard to tell if you're attacking or doing much of anything in first person.

      --
      Thermal depolymerization - Lazy recycling.
  7. Contradiction? by Anonymous Coward · · Score: 0
    People's willingness to take risks in online worlds is radically different. Death is not permanent online.


    Isn't that a kind of a contradiction? If death isn't permanent, it's not really a risk, is it? I find comments such as this stupid.
    1. Re:Contradiction? by ackthpt · · Score: 2, Interesting

      Isn't that a kind of a contradiction? If death isn't permanent, it's not really a risk, is it? I find comments such as this stupid.

      Oh, there's a risk alright. You'll lose all your 1337 EQZ if you don't get back to your virtual remains quick enough. (I've always wondered when someone would institute virtual insurance policies, where your junk would be saved for so many minutes from anyone getting their mitts on it before you can recover it.)

      lalala jejejeje mi lykes =)

      gee, i miss it so much...

      --

      A feeling of having made the same mistake before: Deja Foobar
    2. Re:Contradiction? by Anonymous Coward · · Score: 0

      The risk is still lower than IRL. The statement is completely unwarranted. But then again, who am I to care...

  8. Anonymity by IflyRC · · Score: 2, Funny

    I think avatars actually act differently than the controller (player) would in a similar real world social situation.

    With the internet things like chat rooms or online games shield the person from most of the social or psychological repurcussions for certain behavior. 30 year olds act like 15 year olds. Accountability goes out the window. The moral boundaries are also changed. How many people do you know that would cheat in an online game but would not cheat on an exam?

    1. Re:Anonymity by Anonymous Coward · · Score: 1, Interesting

      I recently started using Second Life. I haven't noticed myself behaving differently in social situations. In fact, the first thing I did in SL was find a quite corner, sit down and start playing with the building tools and scripting language. I'm as socially inept in SL as I am in RL. Pure geek.

      I have noticed myself throwing myself off roofs for kicks though... which is not something I'd even consider in real life -- but you said "real world social situations".

    2. Re:Anonymity by raehl · · Score: 1

      30 year olds act like 15 year olds

      Sounds just like the real world to me.

    3. Re:Anonymity by Andrew+Kismet · · Score: 1

      Look for "New Citizens Incorporated" in Kuula. Great place to build, hang out, and generally chill. Look out for Locke Traveler - that's me. The sandbox is good and the classes are better. Just pretend it's not lagging as much as it is. XD

    4. Re:Anonymity by visgoth · · Score: 1

      The only difference between 15 year olds and 30 year olds is the price of their toys.

      --
      My patience is infinite, my time is not.
    5. Re:Anonymity by fithmo · · Score: 0
      "How many people do you know that would cheat in an online game but would not cheat on an exam?"

      Most of them. Programs like Steam/Vale-Anti-Cheat and Warden for World of Warcraft are making cheating much more technical than, say, editing your locally stored Ultima Online info. Cheating on an exam, however, continues to be as easy or as hard as it ever was, all based on your professor's level of absent mindedness.

      Cripple Windows APIs and run bots via remote code using cryptic keyboard commands to control an invisible application..... or writing some cryptic mnemonics on my hand right before a test. Both are cheating, but I think for most people one is significantly easier.

    6. Re:Anonymity by Anonymous Coward · · Score: 0

      Alternately many other things are true,

      I've been in guilds that only accept people older than 18 with mature attitudes, I've also discovered that throughout repeated guilds with similar policies many of the most mature players tend to be some of the youngest (though they won't be caught dead admitting their age first - clues exist like taste in music, the times they play for their time zone, and the reasons they give for going afk) - they have to act mature because they are at risk of being removed if they slip up, where as - as you pointed out - the most immature online person I ever met was a monk in EQ, who turned out to be a 45 year old man with a wife and kids - but who acted like an 8 year old in every respect (and threw tantrums).

      Accountability goes way up in guilds, especcially ones people fight to get into and ones that have frequent dramatic events (being, someone does something stuipd and gets kicked out as consequence, such things prevent apathy to accountability). However I've also known people from incredibly respectable guilds act like total buffoons in on other characters, or when they are in a group of no particular social power (typically visible when I'm on an alt or a friends' char, I've grouped with people from guilds I was in to find them wipe groups, accuse other people, and/or leave without explanation or replacement (a social norm in EQ, not so much in more recent MMO's). One of my favorite examples was, I was an officer for a raid guild on my merchant alt, and had a main character from my guild attempt to scam me for a very large amount of money, he logged to switch chars (part of the scam), I logged to my main and deguilded him. Examples like this are more indicative of real life than most people wish to believe, people are willing to be assholes in real life (even otherwise highly accountable people), if and only if they think they have no chance of seeing a reprocussion.

      Morality in online games is incredibly different, first off, in games it is not only common place, but it is the very point of the game, to kill thousands if not millions of mobs and people (depending on your pvp/pve preference) as sport, for the property they may or may not have, or because they get in your way - always because they have something to offer you. This by itself makes for radically different morality - therefore it is necessary to recognize video games as not reality, and apply a different moral code to them as part of a mental excercise - or fantasy. This means that you expect to have different morality by it's very nature - which makes it very difficult, and definitely futile to compare one with the other on any reasonable measure. Real world morality is not worth creating a fantasy world for, even things as simple as The Sims employ subtle shifts in morality to liven things up, though they purport to be life simulators.

    7. Re:Anonymity by AcidLacedPenguiN · · Score: 1
      Jesus Christ, why the hell are you an AC. That is more insightful than most non-AC's I've read in a long time.
      the most immature online person I ever met was a monk in EQ, who turned out to be a 45 year old man with a wife and kids - but who acted like an 8 year old in every respect (and threw tantrums).
      I think I met that guy before. . . he was the Admin for a CS clan server I was in probably 6 years ago, I found out he was cheating on the server when clanmates weren't around. Told everyone what happened and was promptly kicked out of the clan and banned from the server.
      Morality in online games is incredibly different, first off, in games it is not only common place, but it is the very point of the game, to kill thousands if not millions of mobs and people (depending on your pvp/pve preference) as sport, for the property they may or may not have, or because they get in your way - always because they have something to offer you. This by itself makes for radically different morality - therefore it is necessary to recognize video games as not reality, and apply a different moral code to them as part of a mental excercise - or fantasy. This means that you expect to have different morality by it's very nature - which makes it very difficult, and definitely futile to compare one with the other on any reasonable measure. Real world morality is not worth creating a fantasy world for, even things as simple as The Sims employ subtle shifts in morality to liven things up, though they purport to be life simulators.
      I'd just like to say to that, I would actually enjoy a MMO where you could be held accountable for your actions, I think the easiest way to do this is to make death count for something. Say for instance, if your character dies in the game that's it. Game over. Start a new character. I know it sounds harsh but maybe after a certain level you could start a family lineage or something, and select a certain number of your items to get passed down to the next in your family or something, everything else gets dropped as loot. If the consequence of death or jail is harsh enough, I think it will cause a fair percentage of people to smarten up. This might pose a problem with veterans just killing all the lowbies, but if there is a decent law/bounty system involved (possibly nerfing people with bad karma), a mob of lowbies could then cause justice to run its course.
      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
  9. "Second LIfe"? by Tarlus · · Score: 5, Funny

    Why do they call it "Second Life" if it's for MMO people who don't even have a primary life?

    --
    /* No Comment */
    1. Re:"Second LIfe"? by ackthpt · · Score: 1

      Why do they call it "Second Life" if it's for MMO people who don't even have a primary life?

      Because they can get the kind of life they want in, oh a few days or less online, where they can try for years to get the kind of life they want IRL and still end up where they started, if not worse off?

      660,000 people online. Says something about dissatisfaction with that status quo, perhaps.

      --

      A feeling of having made the same mistake before: Deja Foobar
    2. Re:"Second LIfe"? by IflyRC · · Score: 1

      660,000 people online. Says something about dissatisfaction with that status quo, perhaps.

      It also could mean that some of these individuals have self esteem issues, be physically challenged, or might just be lazy in the real world. If you tell me I can be a rock star in a game in a few hours or weeks great! Tell me to that to be a rock star in the real world that I have to have talent (talent is for sake of argument - we all know you don't REALLY need talent ie. Ashley Simpson), work a day job/play clubs at nights for years, live in a loft, actually practice, etc...I might not be so quick to jump into it.

      I don't think it says much about people being unhappy in their real world First Life, I think it is a means for some people to live out a fantasy life for fun.

    3. Re:"Second LIfe"? by ackthpt · · Score: 1

      I don't think it says much about people being unhappy in their real world First Life, I think it is a means for some people to live out a fantasy life for fun.

      Right, where in real life they're not necessarily accepted into any group or don't have a lot of friends.

      Online: Hi, I'm Bobasaurus. Hi Bobasaurus, how's it going? Great, can I hang with you? Sure. etc.

      --

      A feeling of having made the same mistake before: Deja Foobar
    4. Re:"Second LIfe"? by ABoerma · · Score: 2, Funny

      Isn't WoW a primary life?

    5. Re:"Second LIfe"? by Frogbert · · Score: 2, Funny

      Because it's at least four times better then Half-Life.

    6. Re:"Second LIfe"? by arose · · Score: 1

      This also works about the same offline, but the people it works with just aren't the ones a shy geek would like to spend much time with.

      --
      Analogies don't equal equalities, they are merely somewhat analogous.
    7. Re:"Second LIfe"? by jandrese · · Score: 1

      I'd take that 660,000 figure with a grain of salt. Lindon Labs (the SL developers) are pretty loose with what they consider a "user". While it's not hard to find people online (there's a giant worldmap that shows where everybody is in the world), it doesn't take long to realize that even the people who are "online" are often AFK and just sitting in camping chairs. I seriously doubt they've ever had 660,000 online at once too, I think that's a count of the registered (and it's free to register!) accounts.

      --

      I read the internet for the articles.
    8. Re:"Second LIfe"? by The+Kryptonian · · Score: 1

      Pretty much right. On average, no more than about 9,000 people are online at once, though this number is up significantly over just a couple of months ago. Only about 260,000 people have logged in in the last 60 days, so that's probably closer to the real number. It's growing fairly fast, though. When I first signed on, they had 400,000 registered users, so they're gaining about 50,000 registrations a month on average. Using the above proportions, that comes out to about 20K or so actual new users a month on average, if it's even that high. And many of those are alternate accounts. Most people I know have one or two, so a guess would be that perhaps 10% to 15% of the registered userbase is actually just the same people with extra accounts.

  10. Obligatory meme reference by cunina · · Score: 1

    "People's willingness to take risks in online worlds is radically different. Death is not permanent online."

    All right, chums, I'm back, let's do this. LEEEEEROY mnmJENNNNNKINNNNS!

    1. Re:Obligatory meme reference by ZeroExistenZ · · Score: 1
      --
      I think we can keep recursing like this until someone returns 1
    2. Re:Obligatory meme reference by dnoyeb · · Score: 1

      I have to disagree totally. Risk taking is very much in line with the real world. It all depends on what is at stake. People in eve-online dont go around shooting people willy-nilly. You can loose a lot of stuff which translates into real world time which translates into real world money if you are not careful.

    3. Re:Obligatory meme reference by mikael · · Score: 1

      On the nethack discussion groups, players would bitch and complain about the fact that unknown potions could prove to be fatal if consumed in the game, yet they would not drink from an unlabelled bottle in the real world.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    4. Re:Obligatory meme reference by Thorwak · · Score: 0

      They might be more willing to try out random bottles IRL if the chances were decent it could be a Potion of Gain Ability, Gain Level, Full Healing etc though :)

      --
      Connection closed by foreign host.
  11. Death is not permanent online. by PlusFiveTroll · · Score: 1

    Death is not permanent online.

    Need to read your copy of Neuromancer again, fuck with the wrong black ice, and death online is infact, permanent.

    Oh, wait I guess I'm about 20 years ahead of reality.

    1. Re:Death is not permanent online. by Dorothy+86 · · Score: 1

      Or watch Lain.... *shudders from confuion*

    2. Re:Death is not permanent online. by Tackhead · · Score: 1
      > > Death is not permanent online.
      >
      > Need to read your copy of Neuromancer again, fuck with the wrong black ice, and death online is infact, permanent.
      >
      > Oh, wait I guess I'm about 20 years ahead of reality.

      And wouldn't it be great if it was...

      Any doubts on the size of the market for software capable of killing a fucktard over TCP/IP can be resolved by spending 20 minutes in any MMORPG. 10 if the MMORPG is SWG and you're talking about Jedi.

    3. Re:Death is not permanent online. by Mattintosh · · Score: 1

      he market for software capable of killing a fucktard over TCP/IP

      Obligatory bash.org quote here.

    4. Re:Death is not permanent online. by Molochi · · Score: 1

      Such is the penalty only for noob hackers using "trusted" hardware. It is easy to snip the 120v lead that fries your brain when the black ice says "boo."

      --
      "The Adobe Updater must update itself before it can check for updates. Would you like to update the Adobe Updater now?"
  12. *Game Over* by Stanistani · · Score: 1

    >...Death is not permanent online."

    No proof it's permanent offline either. Could be we have much longer respawn time. Or that "afterlife" thing... might be available for a small price... your immortal soul!

    1. Re:*Game Over* by geminidomino · · Score: 1

      Screw that. I'm not giving up my soul until I can respawn with a sniper rifle.

    2. Re:*Game Over* by Allison+Geode · · Score: 1

      true. we very well could respawn. but the save system is broken: you have to start over at the beginning with a new character every time, and you don't get to keep the benefits of your previous run, other than the fact that you may have made a mark on the world.

      or, alternately, maybe we die several times in everyday life... but the 'player' saves every so often. to the character, reloading the last save would be imperceptible, so thats why we don't remember getting hit at the intersection on our way to work: game was reloaded, it never happened, and the "player" knew to give us the urge to look both ways before crossing.

  13. Second Life by celardore · · Score: 2, Insightful

    I tried out Second Life for the first time today, and was sorely dissapointed. I'd read the BBC News article about it so I thought I'd see what the fuss was about.

    It was really laggy, maybe my housemate was killing my bandwidth with downloading again. That made it pretty much unplayable, but the fact it crashed no less than ten times (something my computer never does) in about 30 minutes turned me right off it.

    What I did observe though was a lot of confused characters running around and telling each other to "get lost" and then LOLing heartily. Reminded me of school in some small way.

    1. Re:Second Life by Tony+Hoyle · · Score: 0

      You need some serious hardware and graphics to drive it - I couldn't get it to a playable level on less than an X2 processor and fast nvidia card.

    2. Re:Second Life by Anonymous Coward · · Score: 0

      I've got an old radion and an AMD xp2000, runs great as long as I stay away from the busy spots... which is fine for me since all I like to do in SL is look at all the neat things people have built...

    3. Re:Second Life by Andrew+Kismet · · Score: 1

      Unfortunately, Second Life requires a LOT of processing power, video memory, and bandwidth. Also, the initial Help Islands aren't always the best place to get an impression - after them, the wheat generally gets filtered from the chaff. Like the real world, there are a lot of places you wouldn't wanna spend time in, and there are some truly great places that everyone loves.
      *shrugs* Second Life isn't for everyone. You really have to get a feeling for it.

    4. Re:Second Life by headonfire · · Score: 1

      I play around on SL a few hours a month, maybe. Let me tell you - the hardware requirements are -obscene-, and to get it to run without lag is impossible, even on a fat pipe. If you tweak the settings, you can make things a bit more tolerable - unless you're in a "Welcome area", which is where I bet you landed. Those places are the default starting point once you get off the 'newbie island'. They're festering lag pits full of AOL-style chatter (OMG NO RLY? ME 2!!!)

      If you want to see more of SL, I recommend getting out of there ASAP and going wandering. I find the thing that keeps me going back is in cruising around solo. I check out the free-build sandbox areas to see what people are working on, or just fly around until i bump into someone or a group and say hey. I visit the lands that they've custom-made, I find the shops that people have built. I try to stay away from the perverts, of which there are TONS - sex SELLS on SL, and it sells well. I stumbled into a virtual whorehouse the other day.

      I can get away with playing SL on an athlon 64 3200+, with a 64mb radeon 9200 mobile video(this machine is a laptop, no kidding) and 512 mb RAM. Just barely.

      Anyways, just saying. I really don't think second life is for everyone in its current state, good hardware or no. I get a kick out of it for a few hours a month.

    5. Re:Second Life by CronoCloud · · Score: 1

      A fat pipe does help....somewhat. The newest clients are much better lagwise than 1.11 and earlier.

      I have graphical settings turned up (being a fashionista in the game) so it's always slow for me. I can speed it up some by running it at 800x600 rather than the full window size.

      I'm on a laptop too, 2.2 GHz Mobile Celeron, i852/855 integrated graphics, 512MB RAM. The newer clients seem to handle themselves better, I can actually run a web browser or notepad with 1.12 and not crash.

      My homepoint is in a Welcome area, but I don't stay there long.

    6. Re:Second Life by headonfire · · Score: 1

      yeah, i agree about the new clients being much faster. I also run in a 800x600 windowed mode. I just upgraded today to 1.25gb ram, and I have to say that while it's still not perfect, it's still made a HUGE difference. (not just with SL, either, of course. -everything- is significantly better.)

  14. Less than human by The+Dalex · · Score: 1

    From what I've read, an avatar in Second Life can be anything from a walking flowerpot to a polka-dotted dragon. I really don't see how avatar interaction can be used to glean any useful information.

  15. Second Life Sucks... by Aelcyx · · Score: 3, Funny

    It would be cool if your character could get a job in this game. Unfortunately, the game is retarded. They need a way to buy guns in the game so you can mug people.

    Or better yet, just make GTA into a MMORPG.

    1. Re:Second Life Sucks... by jejones · · Score: 1

      I take it that you haven't actually tried Second Life, or didn't ever click Edit>Search and select Classifieds, and then under categories, select "Employment."

    2. Re:Second Life Sucks... by Aerokii · · Score: 1

      GTA already ahs an MMORPG. Its called "L.A."

      Comment aside, I'd have to agree and say that you should play the game before badmouthing it, since the game does have jobs, and not everything needs to have guns to be cool.

      Swords work just as affectively.

    3. Re:Second Life Sucks... by Aelcyx · · Score: 1

      I did try it and maybe I joined too early because no one knew anything about jobs or whatnot. I think they wanted me to pay real money to play or something. I'm too cheap for that.

      And I already live in the "Real GTA".

    4. Re:Second Life Sucks... by Anonymous Coward · · Score: 0

      I'm gonna make my own theme park... with hookers, and blackjack. On second thought, screw the theme park!

    5. Re:Second Life Sucks... by Anonymous Coward · · Score: 0

      It's not a game, fuckwit. It's a 3D platform.

      Lets see how your statement fares if I make a little platform switch:

      "maybe I joined the web too early because no one knew anything about jobs or whatnot. I think they wanted me to pay real money to buy stuff or something. I'm too cheap for that."

      Fucktard.

    6. Re:Second Life Sucks... by Criterion · · Score: 1

      and again, you miss the mark completely. I have a free account, I create content which I sell and support myself in game through this, renting 6 shop locations plus support a serious shopping habit (Daryth's dragons are expensive) and I always have dollars to spare in my account.. which I can translate to real money in my pocket whenever I want.

      --
      We have enough youth, how about a fountain of SMART?
    7. Re:Second Life Sucks... by Argyle · · Score: 1

      Wow.

      You feel the need to be _anonymous_ to defend a '3D platform' on a web site and make ad hominen attacks. If you are going to be a raging fanboi, at least use your real name, you sniveling little coward.

      Second Life is a product of marketing hype, not new net dynamics. The marketplace for virtual items and cash in online games is longstanding and far greater than anything Second Life has come within 1% of achieving. Go check out http://ige.com/ if you want to see what serious cash flow in virtual 3D spaces looks like.

      Grow up Anonymous Fucktard.

      --
      nuclear iraq bioweapon encryption cocaine korea terrorist
    8. Re:Second Life Sucks... by Aelcyx · · Score: 1

      whatever. 2-d games are where it's at. oh sorry, 2-d platforms. they need to make a 2-d MMORPG. Then I'd finally be happy and stop cutting myself.

    9. Re:Second Life Sucks... by Criterion · · Score: 1

      No wonder you can't enjoy it. Lack of reading comprehension FTW!

      Run along now and play your game.

      --
      We have enough youth, how about a fountain of SMART?
    10. Re:Second Life Sucks... by Aelcyx · · Score: 1

      No wonder you play the game. You're a loser FTW!

      Dude, you got pranked dude. You can't tell a real troll from a faker (i.e., school of Sacha Baron-Cohen).

      I got two degrees from MIT, bitch. Suck my Course VI diplomas.

    11. Re:Second Life Sucks... by Criterion · · Score: 1

      I don't "play" Second Life, it is my job. I am a content provider. I make things (using my RL 3D modeling, animation and texturing skills.. not skills leveled up by a character)and people buy them. So while people continue on with their second lives, buying my stuff, I *play* WOW while the money keeps rolling in (from both SL and WOW.. gotta love that). Those of you who insist on calling it a game (though I don't normally harp about that thus the jab in the previous post.. since I never said a word about it being a platform.. you started babbling about it in a most pavlovian way all by yourself) please riddle me this. What are the defining factors something must have to be a game? Would it be things like, built in goals of some type, health meters, progress bars, character levels.. hmm.. enemies? I guess the closest thing Second Life has to any of those would be when the heart shows up on the titilebar to show you are on damage enabled land (where you can play shoot-em-up games created within the second life platform :P ).

      The reason I am involved in it is that I am a burned out high end graphics tech support of 15 yrs turned stay at home mom who takes care of my child and my husband who has 3 degrees.. and please don't call me bitch, only my friends are allowed that honor. So guess what? I'm still unimpressed.

      BTW, which is the most trollish, a real one or a fake?

      and yes, ATM I am a humorless bitch. Glad I could amuse you. It's my good deed for the day.

      --
      We have enough youth, how about a fountain of SMART?
    12. Re:Second Life Sucks... by Aelcyx · · Score: 1

      My bad, I thought you were a fanboy from the previous posts. Well, all i gotta say is i wnet into the game, flew around for a bit, ended up exploring the sewer, adn then i couldn't find the unemployment line and so i didn't know what to do after that because that's where i usually go after exploring the sewer in the real world (the one where people can't fly).

      Well, your job sounds neat and fun and all, but if it's so great, why are you wasting time on me here on /.?

      The most trollish are the ones who incite normal people into becoming trolls by flying off the handle when someone calls a doodad a hoopajoop.

      And another thing. Second life won't get anywhere until the controls are more fluid, like in Unreal Tournament. It should learn from real Games instead of cursing them.

      P.S. I actually haven't been modded troll yet, so :P
      PPS. I actually do have a lot of respect for stay-at-home moms who manage to work from home as mine did the same. Sincere apologies for calling you a bitch -- that was aimed at the 15 year-old fanboy I imagined you were for some reason.

    13. Re:Second Life Sucks... by Criterion · · Score: 1

      Which previous posts would it be that indicated to you that I could possibly be a fanboy.. and when did I fly off the handle about anything? Let's recap, shall we?

      You:"It would be cool if your character could get a job in this game. I think they wanted me to pay real money to buy stuff or something."
      Me:"I use a free account, pay no money, make stuff and sell it thereby generating real life income." (Implied "You can too.")
      You:"whatever. (inane and non sequitur comments and mumbling about 2d platform and self mutilation)"
      Me:"You're obviously not reading the same post I am (boggles)."
      You:"Looooooooooooser! Loser loser loooo-oooo-uuusser! PpPfFttT!!11! :P I'm not really a troll, I just play one on teh intarweb! Here eat this peice of paper!!eleven!"
      Me:(reiterates what I said in a previous post, in slightly greater detail, with some personal info thrown in for good measure)
      You:"Oh sorry, you smelled like fanboi to me"
      Me:"WTF?"

      So please, which of my posts were fanboy so that I may correct the error of my ways? In my mind, I was simply trying to help you to realize that things to do are not spoon fed to you in SL. There are no preset goals, quests or jobs. It is what you make of it. I have made a business out of it. You have to be able to literally create your own goals. It's not for everyone.

      Why am I here instead of there? Again, that seems to be a "game" mentality that says you have to be there, grinding or mining or something to generate income, but as I said, I don't have to BE there to make money. My items sit in their vendors in my shops and people that are shopping buy them from me at any time they please.

      If you would really like help, I can certainly point you in the right direction, but if you don't have interest in it, that is fine as well.

      --
      We have enough youth, how about a fountain of SMART?
  16. What is really a risk? by Jah-Wren+Ryel · · Score: 1

    People's willingness to take risks in online worlds is radically different. Death is not permanent online."

    And neither is herpes so go and get all the free love you want online.

    Oh wait. I guess virtual worlds are still more "virtual" than they are worldly.

    Is it really a "risk" if the consquences aren't real?

    --
    When information is power, privacy is freedom.
  17. Re: Next time try it before you say it sucks by dontbflat · · Score: 1
    It would be cool if your character could get a job in this game.
    Next time check out the classifieds before you speak.
    They need a way to buy guns in the game so you can mug people.
    There are places in the community that you can do this. It is a full on world with sex, guns, money, power, and plenty of stupidity. Its fun. As far as hardware. Seems to run fine on my P4E 3.0Ghtz ATI 9800Pro 1Gig ram
  18. The Actual Paper by j1m+5n0w · · Score: 5, Interesting

    Nick Yee, Jeremy N Bailenson, Mark Urbanek, Francis Chang, Dan Merget, The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments.

    (Given that the whole article is about a particular paper, they should have given a proper citation, or at least told us what the title of the paper was.)

    My summary of their findings: on average, female characters stand closer to female characters than male characters stand to male characters. Distance between male-female pairs has larger variability than distance between same-gender pairs. This is the same as what happens in real life.

    1. Re:The Actual Paper by Das+Modell · · Score: 1

      I'm certain that I've seen this study pop up before, perhaps even at Slashdot.

      I think the study reeks of bullshit anyway. There isn't even any eye contact in games.

    2. Re:The Actual Paper by CronoCloud · · Score: 1

      I saw it mentioned a couple of weeks back on Second LIfe related blogs.

      In SL there is often eye contact because people go into first person mode to check out others skins/oufits/hair/eyes. at least among the fashionista crowd. In SL if you sit and go into FP mode your head will move and eyes track what you're looking at, while your body stays put.

    3. Re:The Actual Paper by j1m+5n0w · · Score: 1

      Though the paper is somewhat ambiguous in this regard, I suspect for the study that they used body orientation rather than head orientation to determine gaze.

    4. Re:The Actual Paper by dnnrly · · Score: 1

      It's worth pointing out that another conclusion of this paper is that not only does avatar behaviour match that of people in the real world, but the correlation is strong enough that further study should be carried out as to whether using online world should be used to study a wider range of human behaviour. For example, they suggest that it might be possible to study the affects of having a male become pregnant or study economics using online monetary systems.

    5. Re:The Actual Paper by Francis · · Score: 2

      It's kind of interesting, in Second Life, the client's camera can float around, and isn't constrained very rigidly by avatar location/orientation. But the important observation is that avatar positioning helps determine a social context.

      Something I've noticed in Second Life - when gathering in small groups, people tend to congregate in a circle, avatars all facing inwards. There's no need for this, especially with a free-floating camera. To compound it, your screen might often be covered with browsers, various chat windows, etc. The observation that real-world social conventions carry over into virtual spaces, even though it serves no practical purpose.

      (You know, you could've just asked - to let everyone in on the joke, Jim's desk is about 10 feet from mine in the lab :)

      --

      --
      #include <malloc.h>
      free(your.mind);
    6. Re:The Actual Paper by Reapy · · Score: 1

      It also might be worth mentioning in SL when in regular 3rd person view, the avatar's head will track where the mouse is pointing. When you alt click on a target for the camera, the avatar's head will lock onto and track the object. This makes some intersting body langage when another avatar is looking right at you, their torso and head twisted around to stare at yours.

      Also, these motions help you know what other people are doing. When they are look up at the sky randomly the person might be going through the menues, or when they are looking down and right they are usually wading through their inventory.

      SL is quite intersting in that there is an avatar body language. Although it might not be anywhere near the same as RL (in the case of this study, i guess it was), it is still there all the same. SL adds more layers to that body language then typically found in an mmo, since you can turn the body, position the body, and your head is a tell tale sign for other users as to what you are doing and looking at.

      Anyway, SL was pretty interesting to me in this regard at first, but after about a year or so of using it, it has really just become an online playground to hang out with friends in. Just think of it as a fun 3d chatroom you and your friends can hang out with. It is great to unwind in after dinner, unlike a regular game, which requires some sort of focus (for me anyway).

  19. computer game research" = English Lit? by xxxJonBoyxxx · · Score: 1
    UIUC computer game researcher Dmitri Williams
    Is "computer game research" part of the English Lit department?
  20. Exactly. by raehl · · Score: 4, Insightful

    People's willingess to take risks online is about the same as their willingness to take risks elsewhere. It's just that risks online tend to be small.

    Th risk of pissing off someone you 'met' 30 seconds ago is much lower than pissing off someone you work with every day. On the same token, there are plenty of people who have very bad behavior when interacting in 'the real world' with people they don't expect to see again - just hang around the customer service dept. of any retail establishment for a bit.

  21. I like to stack my avatars six deep by WillAffleckUW · · Score: 1

    and, when they die in the Sims 2, I prefer to keep them at a retirement home, so they won't wake up the old folks too much (they live upstairs, the bottom floor is for cars and aspiration rewards).

    --
    -- Tigger warning: This post may contain tiggers! --
  22. DEE Dee Dee by Archfeld · · Score: 1

    What was the author of this smoking ? I want some :) The avatars' physical behaviors, in-game body language and motions are umm PROGRAMMED. Players DO NOT have control of things like head movements and innate motions. The avatars behave just like the people and sex they were modeled after. While I don't dispute the wealth of sociological information available, I hardly think that pre-programmed body langauge gives insightful clues into human nature other than that of the designers, and judging by the proportions on most female models it is easy to see the MALE art dessigners hands, and grubby finger prints all over :)) 

    --
    errr....umm...*whooosh* *whoosh* Is this thing on ?
    1. Re:DEE Dee Dee by Anonymous Coward · · Score: 0

      Actually animations can be uploaded in secondlife using exported poser files in the .bvh format so players can make their own custom animations. These animations can be triggered by gestures or keywords that you set. Also your eyes and your head follow your mouse cursor in game. If you zoom in on something in game your head will move that way. You can even override the default animations (walking, falling, standing) with your own. So yeah you can really look into someones eyes if your mouse cursor is "focused" on their eyes. I do kinda disagree with your statement because of it, and there are ways you can get things even more detailed by buying products that let you trigger different emotions on the fly.

    2. Re:DEE Dee Dee by f-matic · · Score: 1

      According to the actual article referred to by the Nature summary (but to which they decided apparently not to include a link), the researchers measured the IPD by dint of users actually pressing keys to control the character. It wasn't calculated by actual distance in pixels, but rather the players' intentions as measurable by keyboard controls.

      --
      experimental audiovideo minimalism: Rebuild All Your Ruins
    3. Re:DEE Dee Dee by RSKennan · · Score: 1

      Actually, you can direct your avatar's head movement- after a short delay it follows your cursor, so if you mouseover something your avatar looks at it. If you then leave your mouse in one place, eventually your avatar will go back into the 'randomly looking around' animation. It took me a while to work that one out. Supposedly, Linden Labs is planning to allow people to move individual body parts (like a hand to point or wave) at some point.

    4. Re:DEE Dee Dee by Archfeld · · Score: 1

      thanks for the info...the dee dee dee may still be relevant just not where I originally intended :)

      --
      errr....umm...*whooosh* *whoosh* Is this thing on ?
    5. Re:DEE Dee Dee by Nurgled · · Score: 1

      I seem to remember also that if you alt+click somewhere, as you would to go into "zoom the camera about" mode, it fixes your avatar's gaze on that point, regardless of what you do with the mouse, until you move or click somewhere else.

    6. Re:DEE Dee Dee by Anonymous Coward · · Score: 0
      Supposedly, Linden Labs is planning to allow people to move individual body parts (like a hand to point or wave) at some point.

      Is that when they upgrade the engine to havok2?
    7. Re:DEE Dee Dee by Don853 · · Score: 1

      I've never played SL - does that mean if you keep your cursor in the middle of the screen, you'll generally be staring down at an angle? That would seem like a relatively simple reason why people don't make eye contact.

    8. Re:DEE Dee Dee by CronoCloud · · Score: 1

      yep, and if you alt click on another av the camera will follow that av even if they move away from you.

  23. Death isn't permanent online? by kinglink · · Score: 3, Funny

    Tell that to my sims. Swimming to their death.. peeing themselves to their death. Killing themselves when fixing a light bulb.

    Not only is Death permanent but it's humiliating.

  24. Cheating is for losers by PopeRatzo · · Score: 2, Interesting

    I disagree with your conclusion that someone would cheat in an online game but not in the real world. I've been giving a lot of thought to cheating in MMORPGs lately, and have been observing behavior in Eve-Online, which is my favorite online entertainment.

    I've tried to talk to players who have either "ganked" or scammed other players and I've found that even outside their role-playing they feel comfortable with unethical behavior. I've spoken to about 20 players involved in what I would consider online cheating and asked them the same sort of questions that you'd find on an ethics quiz in a personality profile. I've given the same questions to about 15 players with whom I have had "ethical" interactions.

    I'm not really surprised to find that people who would not cheat or scam in real life also would not do it in an MMORPG. Maybe if I get a few minutes, I'll explore this further and write up my findings, but I'm too busy sending out email about the 55 million dollars in my dead Nigerian brother's overseas checking account.

    I was serious up to the last sentence.

    --
    You are welcome on my lawn.
  25. Culture by venicebeach · · Score: 3, Interesting

    i wonder if the distance also varies with the player's cultural background. For example, I noticed traveling in India that the expected amount of personal distance was much less than in America. Haven't read the article, so maybe they talk about this.

  26. Huh? by djupedal · · Score: 4, Funny

    Did you see that?

    See what?

    That avatar looked at me...

    C'mon man...avatars can't 'look' at anybody...

    No, man...I'm serious as a heart-attack. I swear. That big red she-male avatar over there by the elevator looked right at me!

    Listen. Avatars here are on display...that's all. They have no host and no history files so they can't do ANYTHING - get it?

    Ok, whatever you say, but I'm telling you, that 'no-host, no-history' cross-breed stared at me as we floated by.

  27. rez please by TrashGUY · · Score: 1

    "Death is not permanent online." but it jacks up 10 minutes of your life when you have to take the spirit rez... If i recall most player modles dont have collision detection. Its more to fun to stand inside that green haired preist...

  28. Re:Exactly. Almost. by alansz · · Score: 1

    But people's willingness to take risks in real life is domain-specific, so which domain of willingness did you mean?

  29. goldmines by Anonymous Coward · · Score: 0

    Goldmine is right. A goldmine of research grants that is. If that's not a Freudian slip I don't know what is.

  30. This is a bullshit study, by Tassleman · · Score: 0, Troll

    Seriously, I can't believe this is being given any attention whatsoever. Anyone discussing this with a critical eye is wasting their time, and is probably mentally retarded.

  31. Similar observation from WOW by Anonymous Coward · · Score: 0

    In World of Warcraft, there is no collision testing between characters - people can pass through each other, and the only things you can collide against are static pieces of the environment. However, despite this, groups of people doing something together look pretty normal because everyone instinctively keeps some distance away from everybody else. It's very interesting to watch people naturally spread out and navigate around each other when the "shortest path" would be for them to travel as a group.

    1. Re:Similar observation from WOW by Andy+Dodd · · Score: 2, Informative

      Strange, it seemed just the opposite in DAoC. On almost any raid, everyone would /stick to either the raid leader or their group leader (who would /stick to the raid leader). The result - one big massive blob.

      The exception, of course, was in any situation where people expected to get AoEd. Then they would spread out. Don't want to get killed because you were too close to Leeeroy when he agroed the wrong mob. Even in realm vs. realm combat, most raids would travel in /stick formation and only spread out if they suspected a threat. The end result would be embarassing 8v150 ganks - mez, stun, AoE, AoE, AoE, 150 dead at the hands of a single group. In short, in my observation people only spread out in MMOs when there are practical reasons for doing so, such as not getting AoEd or being able to figure out which person in your group has agro from the big bad monsters. :)

      --
      retrorocket.o not found, launch anyway?
  32. Linux Alpha by dfries · · Score: 1

    It even runs on Linux. Linux-Alpha 32bit Intel that is.

  33. Risks online? by pluther · · Score: 2, Insightful
    People's willingness to take risks in online worlds is radically different.

    This is true. I almost never try to infiltrate galactic death machines in real life without proper protective gear and never rely on finding all the ammo I need laying around in containers in empty rooms.

    --
    If the masses can keep you down, you're not the Ubermensch.
  34. Aversion of Eyes?! by weasel5i2 · · Score: 3, Informative

    Article: Male avatars (whether created by a man or a woman) stood further apart than female avatars, for instance, and were more likely to avert their gaze. And when an avatar gets within a few metres of another, the user reduces eye contact by moving their character to face slightly to the right or the left of the other 'person'.

    Now, as a semi-regular presence in Second Life, I must say that the statements above are not necessarily true. The SL avatar's gaze follows the UI mouse pointer, and considering that the average user spends a lot of time in the UI navigating through inventory/item edit/whatnot, I think it can be said that a good portion of an avatar's gaze direction is a side-effect of the real user's actions at the time. Even if they are "moving their character to face slightly to the right or the left of the other 'person'.", their eyes don't remain fixed on one location. It's just as easy to have [the virtual-world equivalent appearance of] eye-contact with the other individual(s) as if you're facing them directly.. It's all about what you're doing with the mouse at the time.

    $0.02

    --Weasel

    --
    [BEGIN PGP PUBLIC KEY]: X5O!P%@AP[4\PZX54(P^)7CC)7}$EICAR-STANDARD-ANTIVIR US-TEST-FILE!$H+H*
  35. Enough of the Second Life PR machine... by Argyle · · Score: 1

    Isn't /. and the rest of the web tired of the relentless PR 'news releases' and 'studies' that Second Life is constantly sending to every web news site.

    Second Life is trying to make up for a poor 'gaming' experience by somehow convincing everyone that it's newsworthy to have virtual cybersex and pay for virtual items. That was old news in the 90s.

    --
    nuclear iraq bioweapon encryption cocaine korea terrorist
  36. what? by artifex2004 · · Score: 1
    when they die in the Sims 2, I prefer to keep them at a retirement home

    They came out with a Sims 2:New Orleans expansion?

    1. Re:what? by WillAffleckUW · · Score: 1

      Not really. It's just when they're too old, I burn up all their aspiration points and shuffle them off to a retirement home - note that this fries out Permanent Platinum, but since I don't intend them to live long, it's ok by me.

      --
      -- Tigger warning: This post may contain tiggers! --