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."
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.
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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
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