Share your thoughts on "the web as a social phenomenon"
Karli — Thu, 01/07/2010 - 14:44
I know I'm hardly in-game any more (most recent adventure: after buying fancy new hardware to upgrade our computer, managed to kill the hard drive that had wow and all my tediously configured addons installed on it...).
However, I have been a part of the larger Downfall community for years now, and this is one of my most prominent internet-based social networks to which I belong. And it is also unique, because it blends many of the facets of the internet into one community; video games, websites, IRC, blogging, etc etc.
I'm taking this brand new course at PSU (just started back at school this week!) called "The Internet Age". I'm very excited about integrating this in to my other academic and eventually career pursuits, as more than ever, the Internet is going to have a significant impact on every aspect of businesses and communication at a fundamental level.
I am doing a half hour presentation on the following topic, and I welcome any and all comments on this topic for integration in to my assignment:
Describe the web as a social phenomenon. What are all of the mechanisms available for people to communicate with each other? How are they different? How are they the same? In particular, focus on the history of e-mail, NetNews, IRC, instant messaging, social networks, wikis, microblogging (i.e. twitter), blogs, and on-line games. Compare the functions of these services and the kinds of communication they are good for (i.e. small group, large group). Can one mechanism completely replace another one?
Obviously I'll be drawing on a lot of my own experience, both personally and professionally, but I'd like to incorporate your thoughts on this subject as well. Considering <Downfall> has managed to utilize the internet to create something BEYOND a virtual community, I figured it would be a great place to start =).
Cheers,
-Karli


The Social Net
Scaron — Sat, 01/09/2010 - 15:30Cool to hear that this is your area of interest! This is precisely the sort of thing I do research on; I'll try to keep my thoughts brief.
How are traditional face-to-face (FTF) communication processes different from computer-mediated communication (CMC) processes? Well, it used to be the case that one could say that CMC was synonymous with text-based interaction. In this way we could sketch out the differences between text-based interaction and face-to-face interaction. No longer is this the case, as we all know now, there are pictures and videos and other stuff online. Nonetheless, one truism that is repeatedly found in the scientific literature about CMC vs. FTF interaction is that forming impressions, entering into social relationships, becoming relational, and so forth all takes longer via the Internet than it tends to in FTF interaction. (See Walther, 1992; Walther & Burgoon, 1992; Ramirez, 2007).
Another interesting feature of CMC is that in many cases it tends to be more "social" and positive than anything else (Walther, 1996; Walther, 2007). Now there are competing theoretical accounts--hyperpersonal communication (Walther, 1996) on one hand, and the social identity model of deindividuation effects (SIDE; Reicher, Spears, & Postmes, 1995) on the other. Hyperpersonal communication argues that because of we can selectively self-present, idealize our partner, and become more focused upon messages that there's not as much time constraint to processing we actually find the web to be a more "social" environment than we do FTF interactions. The SIDE model argues that we stop seeing others as actual people and start seeing them, primarily, as group members. The more these group members adhere to social norms consistent with the group, the more we like them. Because this can happen to a greater degree online, the SIDE model argues that this occurs more prevalently on the Internet.
I don't buy the SIDE argument for a number of theoretical reasons that I won't expound upon here. To be fair, the biggest reason I don't buy it is that my doctoral advisor was a (the?) primary figure in the opposition to the SIDE model. Either way, we tend to find that the web is an exceptionally social place.
One thing that, if you're talking about Downfall anyway, you might want to talk about is the application process here. Which, from a social science perspective might be the most interesting thing we do as a guild. We tend to take a great deal of time before we're willing to let another person into the fray. According to Social Information Processing Theory (Walther, 1992) this makes a great deal of sense. It's also consistent with the idea that online gamers are primarily motivated not by game achievement, but rather by social connectedness which is available online (Carr & Van Der Heide, 2009).
I'm not sure what you mean when you say that Downfall has created something beyond a virtual community. It's certainly not ONLY virtual if that's what you mean (i.e. from it's beginnings as a group of RL friends, guild meet-ups, etc), I'm not sure that it's something more successful than other virtual communities from a scientific perspective. (Don't get me wrong I think DF is awesome; I'm just saying that the perspective that one's virtual communities is / are awesome is a perspective that isn't all that uncommon, according to the data which support the hyperpersonal model.)
Nonetheless I think your observations about DF are fascinating. Here's why I think people here think DF is great and they enjoy their friends from there so much.
1. We've all had an extended period of time wherein to create our online personas for a fairly regular audience. That is, we've been offered almost endless opportunity to selectively-self present. The "me" that you all see is the one that I've carefully edited and chosen to give to you. (Aside: Does that mean non-selective emo-outs never happen? Of course not. Many of them are even quite memorable. It's just that when you consider that you'd likely have emo-outs in FTF communities too the channels (verbal and nonverbal alike) are much broader. When people become frustrated they can roll their eyes. In G-chat, there's no real amount of eyerolling that can successfully convey that a person is pissed. Thus, they move to the direct verbal emo-out to express frustration. It's not so much that people are bigger dicks online, it's that their usual channels for being a dick are restrained--thus, they resort to verbal dickery.)
2. We've all had an extended period of time to come to believe that people are the best possible version of themselves. Hey we all want to make friends, right? There's a general predisposition to present oneself positively (Goffman, 1959) and there's a general predisposition to think of others positively. When given the opportunity to idealize others, we are only all too happy to idealize away.
3. The channel (CMC) allows us to focus more intently on messages' content rather than the packaging a message arrives in. Because my messages on, say, this website can be thought about and ruminated upon carefully, one is more likely to engage the actual message than if we were having a FTF discussion about something.
4. A feedback loop exists. This is a difficult concept, but I think it's an important one too. A bunch of years ago three researchers (Snyder, Tanke, & Berscheid, 1976) did a study where they let two naive participants interact with one another--a boy and a girl. They showed the boy a picture of the girl that was randomly either a) hot or b) ugly. In behavioral coding of the interactions here's what they found. The girls who talked with boys who had been shown the hot pictures actually behaved in such a way that coders blind to study hypotheses and study conditions actually thought that the girls behaved more "hotly" and the girls who talked with boys who had been shown the ugly pictures actually behaved more "ug-ily". This is called behavioral confirmation. Read that finding again...it's a wierd one. It turns out that my beliefs about you can actually impact the ways that you interact. If I think you're hot, I'll look for confirmatory evidence and seek to give you the opportunity to confirm my suspicions. I think this occurs online. Because we all present the best possible version of ourselves to begin with, our partners (friends) idealize us and consequently give us further opportunities to confirm their positive expectations. Because of this, over time, we start to like people more than we otherwise would in Social Network environments.
This is way more than you wanted / asked for, sorry about that. Hope some of it helped.
I love that this is "brief"
garreth — Sat, 01/09/2010 - 17:24I love that this is "brief" for a PhD :P
Reall cool post Scaron, a lot
Shihli — Sat, 01/09/2010 - 16:41Reall cool post Scaron, a lot of things to mull over and think about. I've actually spoken at length with friends and guild officers alike in-game, regarding the fact that with online interaction you are limited to predominantly text-based communication, as opposed to body language and (disregarding Ventrilo) your intonation - or rather, "how you sound".
Comedian Eddie Izzard said it quite well - "It's 70% how you look, 20% how you sound, and only 10% what you say that people respond to." Obviously the numbers are swiped squarely from his hindquarters but it has a significant element of truth to it. Given that, when I'm frustrated with - say - repeated wipes on a boss we've killed before, I cannot just roll my eyes or hang my head to demonstrate my frustration, I must choose words and choose them carefully, so as not to offend people.
Also, I love that you did APA references.
As much as you may be loathe
Shihli — Thu, 01/07/2010 - 15:17As much as you may be loathe to include it, 4chan is a huge honkin' example of the web as a social phenomenon.
Shihli is right. 4chan is
Derchlon — Thu, 01/07/2010 - 17:32Shihli is right. 4chan is home to many of the web culture images and memes. It was the base of operations for "Annonymous" the group of people with no name or specific leader, whose sole focus is the downfall of Scientology.
With self depricating titles such as "Newfag" that they bear with pride in some situations, its easy to skip over them for abhorrent nature of the content. Naked pictures of private areas, the deplorable trickery into seeing disgusting photos of tubgirl or goatse.
I jokingly call 4chan the "cesspool of the internet," but the truth is that they have a huge impact on internet humor (ie memes), culture, and are a great example of what happens when you remove a face from an individual.
I'm just spewing random
saedo — Thu, 01/07/2010 - 15:09I'm just spewing random thoughts that may hit or miss the topic. ;p
The internet is basically a borderless land of people. I'd make it analogous to the Wild West. Lawlessness and chaos, but you still get pockets of order here and there whenever there's a "sheriff" (moderator) around.
Eventually, through just technology, mediums, laws, and or just social norms, it'll likely be even the internet will be "civilized". For one, Social Networking sites are helping that. With it's popularity, it's become increasingly easy to find how much of an idiot you were on the internet. This forces you to keep your "public" face even online, which soon becomes one in the same.
A few of the things I'm
Karli — Thu, 01/07/2010 - 15:13A few of the things I'm thinking about including are the Internet Dickwad Theory and the story of "Talhotblond".
Sociologists call the
Allikat — Thu, 01/07/2010 - 17:59Sociologists call the Internet dickwad theory deindividuation.
Let me see if I can dig up my social psychology notes somewhere....