Thursday, May 29, 2008

Comprehensive Essay

Griffith University - Gold Coast


STUDENT NAME: Julie Hanna

STUDENT ID: 2677108

COURSE NAME: New Communication Technologies

COURSE CODE: 1501

COURSE CONVENOR: Adam Muir

ASSIGNMENT DUE DATE: Friday 30th May, 2008

ASSIGNMENT DUE TIME: 5.00 pm

DAY & TIME OF TUTORIAL: Monday 9.00 – 11.00 am

TUTOR’S NAME: Adam Muir





There are many reasons why people find participation in a virtual world attractive. There is a sense of community created and connections between people can be formed without the barriers of gender, age, and attractiveness being prohibitive. If “some people feel more comfortable participating in virtual worlds than in the real world” (Rheingold 1993a, p 3). it is important to discuss the reasons why and to examine the positive and negative impacts on that individuals real life. The effects of participation in virtual reality can be explored in community, identity and relationships. These topics will be discussed by means of a general definition followed by some analysis of particular skills practiced in Second Life.

A need to feel a sense of belonging to a group of people is a strong motivator for participation in virtual worlds. Hamman describes a community as a group of “people who share interaction and some common ties between themselves and other members of a group, and who share an area for at least some of the time” (See Appendix 1). Studies indicate that our contemporary cities and suburbs are no longer experiencing the sense of community that was enjoyed in the past. (Foster 1990; Sennet, 1973 as cited by Hamman 1997, p 2). Meanwhile Rheingold says that virtual groups of people are “in part a response to hunger for community that has followed disintegration of traditional communities around the world” (Rheingold 1993, as cited by Hamman 1997, p 2).The loss of community is one reason why people are seeking new ways to interact.

Some reasons for feeling more comfortable networking in a virtual world like Second Life, include the opportunity to participate in social interaction regardless of age, attractiveness, personality or geographical limitations. For example an eighty five year old woman may be able to freely converse and be accepted by a much younger audience (Rheingold 1993b, p 5). The successful interaction between unlikely groups’ reveals how easily connectedness can be established when there are no preconceived ideas of someone’s cultural value, otherwise known as Stigmatized ID (McKenna, Katelyn Y. A. and Bargh, John A. 1999a). Concealing one’s identity is a contributing factor to feeling at ease in a virtual space (Utz 2000, p 7). To take on a new persona can be a catalyst for shy people to rise above their problems and is seen as a type of protection from possible ridicule or social rejection.

One user describes the experience of participating in a virtual world as being “drawn into a bloodless technological ritual that is rich with vitality. This makes participation in it both attractive and addictive.” (Rheingold 1993, p 1). In-part the magnetism is due to the fact that most people work, subsist, are lonely, afraid, or simply feel that they are unattractive. The anonymity of Second Life is an invitation to be all that you want to be. “The roles you create give new identities, and the new identities affirm the reality of the scenario”. Rheingold further described it as a type of pretense that may include one or several different identities all existing simultaneously, and by their very existence you get the sense that you have contributed to the creation of a world. (Sarbin & Allan 1968, pp as cited in McKenna et al, 1999b).

There is some debate concerning the cause and effect relationship of the interaction between the virtual and real world. Sarbin and Allan suggested that by having multiple roles in the virtual world one’s ability to adjust to change and manage stress in the real world is increased, in contrast to someone who lives life with “all their eggs in one basket.” (Sarbin & Allan 1968, p , as cited in McKenna et al, 1999c). Rheingold challenged this by saying that the construction of an identity is built on past experiences of “safe places”, and is to a certain extent how we learn to define self. Rheingold raises the question that if “we define our sense of self by what we can control then the world of safe things becomes severely limited because things are not people.” (Rheingold 1993c, p 4).

The initial attraction to participate in Second Life as a way of being in control through a new persona may not contribute as strongly as first thought to the quality of one’s real life. On one hand the new identity and the ease of interaction builds trust in relationships, while on the other hand Rheingold warns that this perceived safety invites the possibility of unwanted impostors being able to access these exposed private details (Rheingold 1993d). Rheingold exposes further danger by giving an example of a young man that had no other source of social life than Second Life; he fell into deep depression when his access to the internet was cut off (Rheingold 1993e). It seems that the quality of his real life was not enhanced by his time spent in socially successful interaction in Second Life.

It is argued by Caplan that if the interpersonal skills practiced in Second Life are not transferred into real life then the user could be worse off. (Scott 2003,) Positively, McKenna states that once a participant has experienced a positive social interaction in Second Life they are encouraged to make it a reality. Furthermore, if these changes are accepted the participant would be likely to continue to gain confidence in public interactions that would assist in the development of relationships (McKenna et al 1999d) (Louis Leung 2002). This theory is hotly argued as examples such as those cited by Rheingold suggest that the transference of skills or benefits of improved self esteem are not necessarily successful.

Forming relationships is the central activity that takes place in virtual worlds such as Second Life. The formation of relationships is done so using representation rather than reality. “There is currently a debate in regards to forming relationships in cyberspace. Based on the fact that relationships on cyberspace are illusionary, one argument says that they are shallow and incapable of developing into intimate relationships (Beninger 1987, Berry, 1993; Heim, 1992; and Stoll, 1995 as cited by McKenna et al 1999e) Another argument is that it is more a case of substituting poor social relationships for better ones. (Kraut, Patterson, et al., 1998, p. 1029). Weissberg, Jackson and Shiver “includes multicultural awareness, making friends and developing positive relationships with peers of different genders, races and ethnic groups in the list of skills for social development” (Weissberg, R. P., A. S. Jackson, and T. P. Shiver. 1993, p 4). Participation in Second Life would appear to provide all of these opportunities. However, McKenna suggested that relying on chosen levels of disclosure could make it easier to interact and form friendships but these relationships would not necessarily be based on true facts. (McKenna 1999f). Many users confessed that the disclosures made to internet friends were more from an emotional and intimate perspective than factual. Because the information shared through virtual interactions may not be true, one is prevented from facing fears about self and the world (McKenna 1999g). These arguments challenge the notion that the relationship building that happens in cyber space positively contributes to personal growth in the real world.

Relationships signify association and realistically time spent online is time where there is no involvement in one’s material surroundings or real life relationship building. Cooper states “The connection to distance others is in itself a form of detachment”. (Cooper 2002). On one hand online interactions are fulfilling a sense of connectedness that is simultaneously causing detachment from localized real life relationships. As shown, participation in Second life provides a sense of community that brings people together that may or may not be healthy as it is illusionary. At the same time their involvement in substitute community is keeping them apart from real community (See Appendix 2).

In conclusion, Second Life has been shown to give any individual the opportunity to experience a sense of community, develop an identity through the practice of social skills with the possibility of improving relationships both online and in real life. However, the benefits may be limited to the virtual context and may interfere with positive relationship formation in the real world. It would appear to be the responsibility of the user to be aware of the condition of their community life and administer appropriate restraint when the use of the internet interferes with the ability to contribute in a wholesome way to their real life situations and relationships.



Appendix 1.

1.
94/94 (100%) agreed that a community consists of a group of people.
78% further agreed that social interaction and common ties between people in group are important defining aspects of community.
73% further agreed that having a shared area is important defining aspect of community. (Hillery, 1995, 118)

3.
In America, the proportion of alcoholic beverages consumed on premises has declined from about 90% in the late 1940’s to about 30% today.

(Oldenburg, 139) The number of church goers has also declined and research shows that this often occurs when other third places disappear.

Today people are staying home rather than visiting 3rd places- evidence seen in massive growth of home entertainment industry


Hamman, R. Introduction to Virtual Communities Research and Cybersociology Magazine Issue Two, p 3. Retrieved May 15, 2008, from
http://www.cybersociology.com/issue_2_virtual_communities/index.html



Appendix 2.
"In 30 days, there are 720 hours. How many hours would you say our first addict spent online in 30 days?" Landaret asked me. I figured that a truly obsessive user could devote about half that time to chatting online, given time for meals and normal sleep. "520 hours," he finally declared grimly.
"What is the maximum number of hours that a single person can spend in front of a terminal without leaving it to drink, eat, or sleep?" was Landaret's next question. I guessed a few hours, five or six maximum.
"The maximum we recorded was seventy-four. What do you think the maximum bill for a period of two months might be?" I guessed $1,000 or more. Landaret came back with another stunning figure--more than $25,000. (Rheingold 1993, p 5)

Results indicated that the higher the tendency of one being addicted to the Internet, the shyer the person is, the less faith the person has, the firmer belief the person holds in the irresistible power of others, and the higher trust the person places on chance in determining his or her own course of life. People who are addicted to the Internet make intense and frequent use of it both in terms of days per week and in length of each session. (Katherine Chak & Louis Leung 2004).


Bibliography


Caplan, S. E. (2003) Preference for Online Social Interaction: A theory for Problematic Internet Use and Psychosocial well-Being. Communication Research, Vol. 30, No 6, 625-648 SAGE Publications.


Chak, K. Leung, L . Shyness and Locus of Control as Predictors of Internet Addiction and Internet Use: CyberPsychology & Behavior. October 1, 2004, 7(5): 559-570. doi:10.1089/cpb.2004.7.559.


Cooper, Wesley. (2002) Information Technology and Internet Culture.
The University of Alberta. Retrieved May 4, 2008 from http://www.brandeis.edu/pubs/jove/HTML/V6/iculture.html


Gauntlett D. Looking backwards, Looking Forward: Cyberculture Studies: 2000, 19 – 30. Originally published in Web.studies: RewiringMedia Studies for the Digital Age, Oxford University Press.


Goleman, D. (1995) Emotional intelligence. pp78 – 95, 261 – 287.
ED512 Value Issues and Moral Development, Supplementary Readings 2006


Hamman, R. Introduction to Virtual Communities Research and Cybersociology Magazine Issue Two. Retrieved May 15, 2008, from
http://www.cybersociology.com/issue_2_virtual_communities/index.html


http://www.cybersociology.com/files/2_5_austnet.html


Leung L. Loneliness, Self-Disclosure, and ICQ ("I Seek You") Use: CyberPsychology & Behavior. June 1, 2002, 5(3): 241-251. doi:10.1089/109493102760147240.


McKenna K. Y. A. Bargh J. A, 1994, ‘Causes and Consequences of Social Interaction on the Internet: A Conceptual Framework’. Media Psychology, Volume 1, Issue 3, pp 249 - 269. http://dx.doi.org/10.1207/s1532785xmep0103_4


Rheingold, Howard. (1993). The Virtual Community. New York, NY : Harper Perennial. Retrieved May 4, 2008 from http://www.rheingold.com/vc/book/


Turkle, Sherry. (1995). Life on the Screen: Identity in the Age of the Internet. New York; Simon & Schuster Trade.


Utz, S. (2000). Social information processing in MUDs: The development of friendships in virtual worlds. Journal of Online Behavior, 1 (1). Retrieved May 4, 2008 from the world wide web: /JOB/v1n1.utz.html


White, B. A. (2008). Second Life: A Guide to Your Virtual World, Indianapolis, Ind: Que Publications.


Resource centre for Cyberculture Studies
http://rccs.usfca.edu/default.asp










Rather than acting out in a virtual world, why not consider living, and having fun in the real world...