human interaction in internet communities jerry chang april 2008
TRANSCRIPT
Studying Human Interaction: Why Should We Care? As users?
Consider the kids growing up in the Internet age - it goes beyond just crime and predators
What about the less technically inclined around us?
As developers? What will users do with the software we
design? Can we reasonably expect that all users will
use our software as intended?
Studying Human Interaction: Why Should We Care? What can we gain?
Data mining behavioral patterns Clustering users (“like-actioned” rather
than “like-minded”) Big Brother and privacy issues
Sites Designed for Social Networking
MySpace (over 100 million users) Facebook (over 67 million users) Many others
CU2 Study (2006)
Social self-esteem Tone of feedback versus volume “Adolescents who predominantly receive
negative feedback on their profiles may especially be in need of mediation on how to optimize their online self-representation.”
What can we learn from this? Can we think of ways to improve the user
experience?
Facebook Study (2007)
Social capital Real or virtual resources accumulated
through the relationships among people bonding, bridging, maintaining
What can we learn from this? Real world benefits Encouraging, perhaps sponsoring, use in
college and companies
Online Forums
Usenet Widespread Existence on the Web
Business Education Entertainment There is most likely at least one dedicated
forum for any topic of shared interest.
The Effect of These Users
Stopping malicious users and trolls Limitations on users via software Education
“Law is order, and good law is good order.” – Aristotle Moderators Self-policing
Moderation in Usenet
IRC/Chat Rooms
Internet Relay Chat (IRC) The oldest real-time Internet chat system
(1988), still prominent today Chat Rooms
Not as pervasive as forums, but still very widespread.
Human behavior: 2003 - Brandon Vedas (aka Ripper)
Massively Multiplayer Online Role-Playing Games (MMORPGs) Everquest World of Warcraft (over 10 million
subscribers) Second Life (over 10 million claimed,
more like 1 million active) Dozens more, both commercial and free End of 2008 estimate: 30 million
subscribers across all MMORPGs
Human Behavior in MMORPGs Addiction
Everquest paper: discusses player experiences
Not much research in this area: is it merely the result of an addictive personality? The social aspect ?
Some relation to Internet addiction Griefing
Taking advantage of game dynamics to ruin the experience for other players
General Anti-Social Behavior Why do people who behave in “real life”
misbehave in an online medium? Cyber-bullying (flaming, griefing) Dunbar’s number (150)
“the supposed cognitive limit to the number of individuals with whom any one person can maintain stable social relationships…” (http://en.wikipedia.org/wiki/Dunbar's_number)
Breakdown and Solutions
Taking away anonymity Privacy? Free speech?
Rules and regulations Education is key
References
Friend Networking Sites and Their Relationship to Adolescents' Well-Being and Social Self-Esteem.
The benefits of Facebook 'friends:' Social capital and college students' use of online social network sites.
Wikipedia: Brandon Vedas EverQuest--It's Just a Computer Game
Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction
Anarchy on-line