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Self Presentation in 3D Environments

May 26th, 2008 | No Comments | Posted in Cyberpsychology

There were some interesting questions raised during the Virtual Worlds Panel held at 3Dcamp at the weekend that I wanted to discuss more fully, from a social and developmental Psychology perspective.

What factors influence individuals to create 3D avatars as similar or dissimilar to their true physical forms?

Altering your digital self presentation, your avatar, in a 3D environment is as easy as applying make-up in the physical world. Unlike the physical world, however, making precise and dramatic changes to self presentation can be instantaneous rather than laborious e.g. losing weight. By putting an individual in total control they are free to create an avatar of their actual self (how they currently are), ideal self (how they would like to be) or their ought self (how they think they should be). Studies have indicated that users of online multi-player games will create a representation of themselves that reflects and approximates an idealised version of themselves, the ideal self. However, there are individual differences e.g. personality, goals etc., that can influence self representation online and thus there are users that deviate from the norm.

Can individuals be influenced by 3D avatars with dissimilar characteristics to their real life selves?

For some individuals the gap between their ideal self and actual self can be quite far apart and this can have a dramatic impact upon the individual’s evaluation of themselves. These users are particularly likely to create an avatar that is a highly idealised version of themselves, especially individuals suffering from low self esteem and/or depression. Recent research by the Virtual Human Interaction Lab has suggested that users can be influenced by their virtual world counterparts. For users that suffer from low self esteem this might suggest that socially interacting online with an idealised version of themselves could build confidence for real world interactions. (Related Article: How Second Life Affects Real Life)

Why do children and young adults create 3D avatars that are very visually dissimilar to their real life selves?

As the body develops from childhood, through adolescence and into adulthood, so too does your sense of self. Your identity formation involves two aspects – exploration (experimentation) and commitment (decision making). Studies have suggested that the Internet can be an important aid for young people as they search for an adult identity, especially when an individual is experiencing high levels of exploration but low levels of commitment. 3D environments in particular are helpful by providing the individual with the ability to experiment with self image combined with low levels of real-life consequence. (Related Article: Adolescents’ Online Self-Disclosure and Self-Presentation)

Why is there a higher adoption rate of 3D Environments with younger users?

The draw of 3D environments to younger users is due to a combination of factors. The ability to experiment with self identity - as discussed above. High levels of familiarity and accessibility from a very young age to 3D graphics through animated television shows, movies and through gaming. The desire for non-passive visual and cognitive stimulation, in comparison to passive forms of entertainment such as TV. Though it is true that an individual’s attention span can shorten through constant and immediate stimulation, the positive effects are an increased ability to multi-task and higher levels of motivation to complete tasks.

3DCamp at Limerick University

May 23rd, 2008 | 5 Comments | Posted in Cyberpsychology, Technology

I’m heading down to Limerick tomorrow, once again, for a conference. Though, I’ve been told that this particular one should be referred to as an “un-conference”. 3Dcamp is a variation on the BarCamp idea of holding user generated conferences - where the attendees provide the content of talks, workshops and demonstrations, unusually focusing on upcoming technologies and developments. The focus of 3Dcamp is “essentially the internet beyond the 2D browser”.

Talks of interest to a Cyberpsychologist?

A talk related to culture and sociability within the virtual world of World of Warcraft .

A demonstration of physical controls for virtual environments, highlighting the use of inexpensive hardware and open source software.

A ubiquitous computing talk outlining interaction design approaches to technologically-enhanced physical environments – e.g. interactive media in public spaces.

A talk focusing on augmented reality – using technology to insert objects into real environments. Brings to mind holograms and a (15ft tall Bill Gates!, but the applications of these future technologies are endless.

Also…

Design guru Sabrina Dent will be discussing how to make money from Second Life. I assume this will be through designing and selling 3D objects.

The M.Sc in Cyberpsychology course coordinator (Dr. Grainne Kirwan) will be discussing some of the current research in Cyberpsychology at 3Dcamp. If anyone is interested in a student perspective of the IADT masters course, there will be 3 of us from the class attending 3Dcamp.

I’m really looking forward to seeing the famous Pedestrian Living Bridge at University Limerick. Fingers crossed the current Iarnród Éireann dispute doesn’t de-rail my plans!

Cyberpsychology Digest Volume 1

May 15th, 2008 | 14 Comments | Posted in Cyberpsychology

I’m constantly coming across academic journal articles, news stories and blog articles that are directly related to Cyberpsychology that are incredibly interesting, controversial, questionable and are often a source of inner debate. Therefore, I’ve decided to start sharing them here in the hopes of highlighting the importance of applying psychological research and theory to various technology related fields. I’m planning on making this a monthly post and if anyone has anything they’d like to contribute, or even related articles, feel free to drop me a comment or an e-mail.

Cyberpsychology Digest Volume 1

Can Grand Theft Auto improve social skills?: Some media attention was given to this story and at first I was quite skeptical, that was of course until I read the original article on the University of Sunderland website. Chris Whitehead, the final year Psychology student, points out how previous research has focused on the adverse effects of violent video games on children, when such games are actually targeted towards adults and can have positive effects upon their intended audience. Related article: Link between online gaming and violence killed off

Early Sexual Experiences: The Role of Internet Access and Sexually Explicit Material: This study reports that participants who had access to the Internet during the ages of 12 and 17 reported engaging in sexual intercourse at a younger age than those that did not have Internet access.

Mobile Phones are more important than Wallets and Keys: Nortel have conducted some extensive survey based research into global uses of communications technologies. The most interesting information derived from this is how survey respondents indicated that the one item they would choose to bring with them when leaving the house for 24 hours or more would be their mobile phone, choosing their mobile phone over their wallet or keys.

Exploring the Role of the Reader in the Activity of Blogging: Most research on the topic of blogging has focused on sociability (i.e. the blogosphere). This study investigated the behaviour of blog readers, discovering that blog reading often becomes similar to e-mail checking – i.e. less content orientated and habitual. Also of note is the conclusion that readers put pressure on themselves to produce worthwhile comments. An interesting study, however, a small criticism - the majority of participants were also blog writers, would be far more interesting to see this study applied to non bloggers. Related article: Are You Educating Your Readers About Blogging?

Being Human: Human Computer Interaction in the Year 2020: Findings from a HCI conference hosted by Microsoft which gives recommendations for the future of HCI to ensure that human values inform future development. For example, educating young people on the impact of technological advances and recognising the importance of specialists from other disciplines (e.g. psychology, sociology, arts) whom can offer more insightful perspectives. The report also argues for the need of proper monitoring and assessment to ensure that we individually and collectively stay in control of ourselves and the world around us. Related article: In a User Centric Web I get to control my data

If anyone has anything they’d like to contribute to the next digest, or related articles for this volume, feel free to drop me a comment or an e-mail - Sinéad.

Volume 1
Volume 2
Volume 3
Volume 4

3 Ireland: Homophobic?

May 13th, 2008 | 9 Comments | Posted in Internet, Rants

Damien points out today that a number of Irish gay discussion sites are blocked by 3 Ireland when you try to access them via 3G on one of their handsets. Curiously enough their argument for doing so is because these websites are deemed unsuitable for children. However, as noted back in 2007, when 3 took down it’s “walled garden” to allow full Internet access from your handset they introduced a policy of only allowing Internet access if you registered with them and if you were over 18. So there is no need for this at all because children can’t access Internet from their handsets full stop.

Also, another point - you can infact access plenty of “unsuitable” content from your 3 handset. It’s simple really, turning off the “safe search” in google image search will bring up all the pornography you could want on your tiny 2inch screen.

3 Ireland need to remove this ban immediately or face a massive backlash from not just the gay community, but from the blogging community too.