the social life of virtual worlds
DESCRIPTION
for the Girl Geek Dinner in Brighton, 24 April 2007TRANSCRIPT
The Social Life of Virtual Worlds
Aleks KrotoskiBrighton Girl Geek Dinner
Twenty-Fourth April Two Thousand Seven
Two thousand US Dollars
Dear Jesus – what is she talking about?
Gross Domestic Product
It’s all about who you know
But before we get ahead of ourselves…
The differences between online and offline:
AnonymityPhysical appearance
Quality of Relationships(Absence of social cues
So how can the interactions in cyberspace be
meaningful ?
In traditional definitions of “community”, there’d be no such
thing in cyberspace
How can you develop meaningful relationships with people you’ve
never met?
It’s been happening for years
These virtual worlds are the places which the online communities are tied to
London Memorial in Second Life
– Between noon and two pm on the seventh of july over seven hundred and fifty Second Life residents visited. It was open for a week and racked up thousands of visitors
– Fewer than ten per cent claimed any British ties– Maker’s motivations were altruistic and purely community-driven
Places of ritual?
Places of collaboration?
Neualtenburg: an experiment in collective democracy
Places of friendship?
Anonymity becomes
Pseudonymity
So how does it happen?
• The same reasons offline community does:– Make friends, offer support, meet like-
minded others
• What we know about online relationships:– Proximity and frequency of contact– Similarity– Self-presentation– Reciprocity and self-disclosure– Consistency
Virtual worlds are designed for sociability people must rely upon one
another to survive and advance
Whatever role trust plays in offline communities, it plays in online communities because these
interactions are human-bound
So what do we know about the social lives of virtual worlds?
• Economics• Politics• Psychology• Sociology• Medicine
Who Plays?
Men:
Eighty per cent in Fantasy titlesTwenty to twenty-Eight years
old 25)Students or tech-heads
Who plays?
WomenTwenty percent of Fantasy-based
gamesSixty percent of The Sims Online
Thirty to thirty-five years old*
In a Relationship*Seventy percent play with partner*
New mums
Social Virtual Worlds
Second Life:Forty-sixty gender split
Older on average
Unless you’re into Disney
Diving in
What does it mean to TRUST in this world?
Who’s FRIENDS with whom in this world?
What makes and breaks REPUTATIONS?
What’s VALUABLE in this world?
Virtual communities operate in very similar ways to other communities – both on and
offlineThey bring together distributed individuals based on common experience, motivations
and reputationThis is particularly true for virtual world participants because of the explicit social
design of the softwareTrust varies according to communication
mediumTrust is paramount
Don’t jeopardise that trust.
Aleks Krotoskiwww.toastkid.
com