In: New media & society: an international and interdisciplinary forum for the examination of the social dynamics of media and information change, Band 11, Heft 6, S. 1041-1060
Current theories of social interaction and normative influence in Computer-Mediated Communication were developed in the era of the internet predominated by text-based interaction. With the growth of visual-spatial worlds like Second Life, these theories need to be re-examined. The evolution of thinking about social norms online has moved from a mechanistic view to a systems view of humans and communication technology intertwined in a complex relationship that includes groups, identity, communication, and norms. Missing from that system is explicit attention to context and the important role of the environment that encases interaction. This article discusses theories of how architecture and embodiment shape offline life and how such theories increasingly apply in online interaction in visual social spaces. We argue that such spaces communicate normative information that influences behavior within a given context in both conscious and unconscious ways. This article then discusses implications of visual-spatial environments on existing theories of interaction online.
In: New media & society: an international and interdisciplinary forum for the examination of the social dynamics of media and information change, Band 17, Heft 1, S. 41-61
Although considerable research has identified patterns in online communication and interaction related to a range of individual characteristics, analyses of age have been limited, especially those that compare age groups. Research that does examine online communication by age largely focuses on linguistic elements. However, social identity approaches to group communication emphasize the importance of non-linguistic factors such as appearance and non-verbal behaviors. These factors are especially important to explore in online settings where traditional physical markers of age are largely unseen. To examine ways that users communicate age identity through both visual and textual means, we use multiple linear regression and qualitative methods to explore the behavior of 201 players of a custom game in the virtual world Second Life. Analyses of chat, avatar movement, and appearance suggest that although residents primarily used youthful-looking avatars, age differences emerged more strongly in visual factors than in language use.