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My virtual life
or, how people learn to live and to trust
         inside virtual worlds



               Aleks Krotoski
          Department of Psychology
            University of Surrey
This talk
   Richard spoke about an example of trust
    in virtual worlds: RMT
   I’ll be explaining how people live in virtual
    worlds, how they interact in virtual worlds
    and how they grow to trust one another in
    virtual worlds
Before I get ahead of myself
   The differences between online and
    offline:
       Anonymity
       Physical appearance
       Physical proximity
       Greater transience (more weak ties)
       Absence of social cues
            So how can we expect community to grow?
Social groups can look like
           this…
…or they can look like this:




   London Memorial in the virtual world Second Life
   Between 12-1pm on 7 July 2005, over 150 Second Life
    residents visited. It was open for 7 days and racked up
    thousands of visitors
   Fewer than 10% claimed any British ties
   Maker’s motivations were altruistic and purely community-
    driven
Online community I
   In traditional definitions of “community”, there’d
    be no such thing in cyberspace
       Tied to place, experience and artifacts
       To misquote AOL ads, how can you fall for someone
        you’ve never met?
   But we know that’s not true
       Chatrooms, forums, MySpace, Craig’s List, London
        Memorial
   These virtual worlds are the places which the
    online communities are tied to, and they all rely
    upon trust heuristics
Online community II
   Because of their immense size, communities emerge as
    sub-groups (guilds) in the virtual world population – it’s
    an explicit part of the design – people must rely upon
    one another to survive and advance
   Form for the same reasons offline communities do:
       Make friends, provide motivation, offer support, meet like-
        minded others
   They’ve also got their own unique purposes:
       Raid, hunt, gather, ensure safety, divide the bounty of efforts
   Whatever role trust plays in offline communities, it plays
    in online communities because these interactions are
    human-bound
Trust in virtual communities I:
            we’re all in it together
   Returning to Anonymity
       Perceived similarity (levelling the playing field)
       No social cues, so lots of uncertainty
       Expectations of openness and honesty engenders a
        culture of mutual sharing
   Relevant Social Psychological dimension of trust
       Similarity of goals and values
       Expectations of future interaction
Trust in virtual communities II:
    Actions speak louder than words
   You don’t go into virtual worlds to just
    “be”
       These are task-oriented environments, with
        high levels of commitment required
       In the goal-oriented spaces, everyone has a
        role in the social fabric – ownership
       Trust develops as a result of historical
        experience. Which leads to…
Trust in virtual communities III:
Reputation, reputation, reputation
   It’s the only real
    currency in virtual
    worlds
   Reputation is the basis
    for all relationships in
    virtual worlds
       Think eBay
   Visual heuristics of
    trust: players can tell
    an avatar’s reputation
    and affiliations just by
    looking
Trust in virtual worlds III:
            Reputation (continued)
   Trust is based upon
       past experience…
       …which is either based upon functional goals or pre-existing
        social relationships…
       …or some kind of disinterested third party (e.g., Craig’s List or
        MySpace)
   And speaking of social networking applications,
    the same principles work in-world too
   Finally, you must comply:
       A non-official policing force in a space where an
        official police is absent
       The emphasis is on friendship and dedication to the
        group
    
Trust in virtual communities
            III: Branding




   RMT leads to business models based upon trust in a
    brand
   More important in social virtual worlds where RMT is the
    game
In Sum
   Virtual communities operate in very similar ways to
    other communities – both on and offline
   They bring together distributed individuals based on
    common experience, motivations and reputation
   This is particularly true for virtual world participants
    because of the explicit social design of the software
   There is a great potential for crossover between the
    two spheres, BUT any new implementations should
    be carefully integrated within the existing social
    norms of these valuable virtual communities lest
    trust be undermined.
Thank you


     Aleks Krotoski
a.krotoski@surrey.ac.uk

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My Virtual Life: or, how people learn to live and to trust inside virtual worlds

  • 1. My virtual life or, how people learn to live and to trust inside virtual worlds Aleks Krotoski Department of Psychology University of Surrey
  • 2. This talk  Richard spoke about an example of trust in virtual worlds: RMT  I’ll be explaining how people live in virtual worlds, how they interact in virtual worlds and how they grow to trust one another in virtual worlds
  • 3. Before I get ahead of myself  The differences between online and offline:  Anonymity  Physical appearance  Physical proximity  Greater transience (more weak ties)  Absence of social cues  So how can we expect community to grow?
  • 4. Social groups can look like this…
  • 5. …or they can look like this:  London Memorial in the virtual world Second Life  Between 12-1pm on 7 July 2005, over 150 Second Life residents visited. It was open for 7 days and racked up thousands of visitors  Fewer than 10% claimed any British ties  Maker’s motivations were altruistic and purely community- driven
  • 6. Online community I  In traditional definitions of “community”, there’d be no such thing in cyberspace  Tied to place, experience and artifacts  To misquote AOL ads, how can you fall for someone you’ve never met?  But we know that’s not true  Chatrooms, forums, MySpace, Craig’s List, London Memorial  These virtual worlds are the places which the online communities are tied to, and they all rely upon trust heuristics
  • 7. Online community II  Because of their immense size, communities emerge as sub-groups (guilds) in the virtual world population – it’s an explicit part of the design – people must rely upon one another to survive and advance  Form for the same reasons offline communities do:  Make friends, provide motivation, offer support, meet like- minded others  They’ve also got their own unique purposes:  Raid, hunt, gather, ensure safety, divide the bounty of efforts  Whatever role trust plays in offline communities, it plays in online communities because these interactions are human-bound
  • 8. Trust in virtual communities I: we’re all in it together  Returning to Anonymity  Perceived similarity (levelling the playing field)  No social cues, so lots of uncertainty  Expectations of openness and honesty engenders a culture of mutual sharing  Relevant Social Psychological dimension of trust  Similarity of goals and values  Expectations of future interaction
  • 9. Trust in virtual communities II: Actions speak louder than words  You don’t go into virtual worlds to just “be”  These are task-oriented environments, with high levels of commitment required  In the goal-oriented spaces, everyone has a role in the social fabric – ownership  Trust develops as a result of historical experience. Which leads to…
  • 10. Trust in virtual communities III: Reputation, reputation, reputation  It’s the only real currency in virtual worlds  Reputation is the basis for all relationships in virtual worlds  Think eBay  Visual heuristics of trust: players can tell an avatar’s reputation and affiliations just by looking
  • 11. Trust in virtual worlds III: Reputation (continued)  Trust is based upon  past experience…  …which is either based upon functional goals or pre-existing social relationships…  …or some kind of disinterested third party (e.g., Craig’s List or MySpace)  And speaking of social networking applications, the same principles work in-world too  Finally, you must comply:  A non-official policing force in a space where an official police is absent  The emphasis is on friendship and dedication to the group 
  • 12. Trust in virtual communities III: Branding  RMT leads to business models based upon trust in a brand  More important in social virtual worlds where RMT is the game
  • 13. In Sum  Virtual communities operate in very similar ways to other communities – both on and offline  They bring together distributed individuals based on common experience, motivations and reputation  This is particularly true for virtual world participants because of the explicit social design of the software  There is a great potential for crossover between the two spheres, BUT any new implementations should be carefully integrated within the existing social norms of these valuable virtual communities lest trust be undermined.
  • 14. Thank you Aleks Krotoski a.krotoski@surrey.ac.uk