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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."

15 of 127 comments (clear)

  1. 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. 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 Frogbert · · Score: 4, Funny

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

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

      Lameness filter

  3. 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 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.

  4. "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?

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  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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

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