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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.

Cyberpsychology Thesis on Irish Blogging

April 29th, 2008 | 16 Comments | Posted in College, Cyberpsychology

At the start of March I seemed pretty intent on beginning an ambitious post graduate research paper on trust formation online. Since then I have done extensive research into the topic and had to narrow down my research area, this is of course due to time/resource constraints (and the discovery of a very similar study published just recently).

Whilst researching trust online, I was quite drawn to all of the research on blogs and weblogs. The deeper I researched it on an international level (looking at American, Japanese and European literature) the more I realised how interesting it was that as a nation we have not embraced it. Especially considering the overwhelming statistics: In 2007 it was estimated that there were between 50 and 85 million blogs and at their current rate of growth, by 2010 there will be over 500 million blogs. Yet, it has been estimated that there are only about 3,000 or 4,000 Irish bloggers, in comparison to the 12 million bloggers in American or the 8 million bloggers in Japan. Even in the IT industry in Ireland, there is a severe lack of business blogging, despite the obvious benefits.

However, recent statistics published by Amárach claims that almost one in five Irish Internet users have started or contributed to a blog in the past year and if you look at the Alexa.com rankings, Blogger.com is the 10th most visited site by Irish Internet Users. Are there thousands more Irish bloggers out there? That are just unconnected to the blogosphere. Research has shown that some blogs are simply more connected to a blogosphere than others, with some not being connected at all. Or are Irish Internet Users bigger readers than writers? Research has shown that people are less likely to pay attention to a medium perceived as not being credible, and according to some reports trust in blogging in on the decrease (in Ireland) yet other reports show that the majority of Irish Internet users trust consumer opinions posted online.

There is a lot of conflicting data out there. So, naturally I’m fascinated.

I’ll be surveying Irish Internet Users (specifically bloggers and blog readers) to investigate their attitudes, perceptions and motivations, and comparing the results to existing international research. In order to interpret these results, I will also be applying existing social psychology, computer mediated communications and human computer interaction literature.

I’ll also be looking into issues of credibility, liability and the business implications (both positive and negative).

Any thoughts?