Conversational Structure and Personality Correlates of Electronic Communication

            Jill Serpentelli

            Haverford College

 

 

Abstract

 

            Differences in communicative structure was studied on three electronic communication systems, two interactive (LambdaMOO and Internet-Relay Chat) and one non-interactive (VaxNotes, an electronic bulletin board), in two different subsettings (on each system, a topic focused on computing and a more general topic) by coding transcripts of conversations according to type of utterance. Significant results were found that the LambdaMOO setting had more greeting statements, statements indicating interaction with system code, statements relating to computing, and a trend toward more affectionate statements.  Notes, however, contained the most biographical information statements, more statements coded "other", and a trend toward more humorous statements.  The experimenters concluded that this study provides some basic data that can delineate the differences between different systems of electronic  communication, and that can be generalized to speculate on some personality correlates of people who use these systems.  However, the researchers also concluded that much more work needs to be done on both communicative and personality aspects of electronic communication.

 

 

Conversational Structure and Personality Correlates of Electronic Communication

 

            Computers from their advent have led to the creation of a subculture set apart by the passion for a certain form of computer activity or interaction.  This subculture has existed since the arrival of computing into today, from the earliest people involved in the most technological aspects of creating and programming the first computers, to those who devote careers and hobbies to programming, to those who rely on electronic mail for conducting business and maintaining friendships, even to those who devote time and effort in mastering computer games.  Any serious computer-based interest affects the way a person thinks about and interacts with both the machine and the world at

large.  With the emergence of increasingly complex ways in which to interact both with and through the computer, computer-based social groups and interaction are becoming a rich medium in which to study the various personality correlates of those who choose to take part in such groups.

 

 

In the Beginning:  The Hackers

 

            One of the first such groups formed almost simultaneously with the integration of the computer into our language and society.  From the beginning of computers to the present, the "hacker" has been the subject of many an

anecdote in many writings.  Hackers then and now are people who, though often defying the stereotypes that have been afforded to them, "like nothing better than to fiddle with computers."  (Amy Goldschlager, personal communication) The hacker develops a certain way of living and thinking which allows him to devote much of his time to programming and ever improving his prowess at computing.

Despite the many descriptions of the hacker "type," there has been little actual research studying the phenomenon of this culture or the psychological makeup of its members.  However, the anecdotal literature is rich with description.  Jennings (1990) in her writings notes a description of the college hacker coined by Joseph Weizenbaum, which summarizes well the "hacker persona":

 

"Bright young men of disheveled appearance, often with sunken glowing eyes, can be seen sitting at computer consoles, their arms tensed and waiting to fire...When not so transfixed, they often sit at tables strewn with computer printouts over which they pore like possessed students of a cabalistic text. They work until they drop, twenty, thirty hours at a time.  Their food, if they arrange it, is brought to them: coffee, Cokes, sandwiches.  If possible, they sleep on cots near the computer.  But only for a few hours - then back to the console or the printouts.  Their rumpled clothes, their unwashed and unshaven faces, and their uncombed hair all testify that they are oblivious to their bodies and to the world in which they move.  They exist, at least when so engaged, only through and for the computers.  These are computer bums, compulsive programmers.  They are an international phenomenon (p. 74)."

 

To complement this intense, solitary image of the hacker, Jennings (1990) in her writings also describes the travails of the hacker culture:

 

"The college hacker rises like a vampire when the sun goes down in order to invade the computer room during off-hours, between 10:00 P.M. and 5:00 A.M, when computer time is cheaper and the computer works faster because fewer people are using it.  His alertness peaks during a cusp of the night when most people are deeply asleep.  The electronic alchemy makes time fall away...both his diet and his sleeping patterns go to hell.  So does his body.  He's sucked into a multihour computer confrontation that hackers call sportdeath, as he pushes his body to the limits in his mind duel with the machine (p. 71)."

 

The world of the hacker involves a near-obsessional relationship with the world of computer programming, which lends a unique lifestyle and identity to those who pursue these interests.  Jennings describes a world characterized by

solitude, discipline, and control, attributes which are most often ingrained, to a greater or lesser extent, in the personalities of those who affiliate themselves with the hacker culture.

            Turkle (1984), in her writings about the expression of personality attributes through computers, describes more of the personality aspects that form and are formed by an association with this kind of computer culture. Issues of separation and exclusiveness figure prominently in her analysis, especially in her descriptions of conversations with students involved in the hacker culture of MIT.  She describes the two different life pathways these students can take:

 

"One path leads to what many MIT students call the 'real world.'...Those who take the second path flaunt their rejection of 'normal' society by declaring, 'We are the ugly men.  You can keep your hypocrisy, your superficial values, your empty sense of achievement.  We have something better and purer.' (p.198)"

 

The hacker culture seems in some senses to comprise "the elite of the outcast," a group of people who accept their dissimilarity with much of their social group and reclaim it as a badge of honor.  Turkle suggests that the roots of

this elitism not only rests in the computer culture itself, but in the backgrounds of those who are drawn to the computer culture.  She cites the experience of another MIT student:

 

"Most of these young men grew up as loners.  Many of them describe a sense, as long as they can remember, of a difference between themselves and other people.  Finally, they feel that they belong.  Alex is very clear about this: "I always knew I was weird.  I mean I didn't know why I was weird, but you could see from how other kids treated me that I must have had a big sign on me saying: 'Weird One - Fold, Bend, Spindle, and Mutilate this One.' (pp. 212-213)"

 

The hacker culture, thus, was and is in many ways defined as a group set apart from "them"; both set apart from a group that can not understand their single-minded focus on computers and pushed into that single-minded focus by being "different" from their peers even before the advent of their interest in computers.

            Turkle suggests that the hacker personality is formed partially by the needs for control, safety, and perfection which are very prevalent for many young people, especially for the young men who make up much of the hacker population.  She explains the obsessional nature of hacking in these terms:

 

People are not "addicted" to test piloting or race-car driving or computer programming.  They are addicted to playing with the issue of control.  And playing with it means constantly walking that narrow line between having it and losing it.  (Turkle, 210)

 

Despite this narrow boundary within the hacker culture of having control and being out of control, maintenance of that boundary can provide the hacker with a purity of control not found in other cultures.  The computer, despite its inscrutability and often frustrating linguistic and logical constructions, can be mastered and understood, unlike social interaction which is a maze of often unpredictable reactions.  This aspect of computing, as well as the atmosphere of the hacker culture itself, can make computing a safe haven for the introvert and the perfectionist.  Turkle elaborates:

 

It (the hacker culture) is a culture of people who leave each other a great deal of psychological space.  It is a culture of people who have grown up thinking of themselves as different, apart, and who have a commitment to what one hacker described as "an ethic of total toleration for anything that in the real world would be considered strange."  Dress, personal appearance, personal hygiene, when you sleep and when you wake, what you eat, where you live, whom you frequent - there are no rules.  But there is company. (Turkle, 213)

 

Thus, control, safety, and acceptance become intrinsic elements of the hacker culture, influencing both the type of members the culture attracts as well as the way it shapes its members once assimilated into the culture.

 

 

Gender Differences in Computer Use

 

            The movement of the computer culture from the very elite realm of computer scientists and the hacker community to the more public, easily accessible realm, made possible by the greater availability of personal

computers and the general progression toward a more computerized society, made even more apparent the divisions between people who became assimilated into the computer culture and those who stood outside it.  The increased visibility of computing in society also increased the non-visibility of those who seemed to be absent from this new phenomenon.  One of the most apparent and widely-researched differences in computer use was the gender split in computer interest.  Males have had, and still have, a greater interest in computers and use them more.  This is a phenomenon that started in the hacker community, according to Turkle:

 

There are few women hackers.  This is a male world.  Though hackers would deny that theirs is a macho culture, the preoccupation with winning and of subjecting oneself to increasingly violent tests makes their world peculiarly male in spirit, unfriendly to women (Turkle, 210).

 

This view of the computer culture as technological, competitive, and generally unfriendly to women who have been largely viewed as more oriented towards the humanities and cooperation rather than competition, as well as this view's

actual effect on women, has been borne out in empirical study as well as anecdotal literature.

            Many studies have shown that women do tend to avoid the areas of computing which are the most technologically and programming oriented.  Temple and Lips (1989) found that although women in their sample used computers as much as the men, they took less formal computer science courses and did not as often choose to major in the computer sciences.  The researchers note that "the difference between women and men in this sample is not that women are avoiding computers more than men are; rather, it is that women, more than men, are avoiding the formal pursuit of specialized training and careers in computer science."  (pp. 222-223) This study further suggests that this difference does not constitute a lack of interest on the part of women, but rather a male-dominated atmosphere in computer science that puts women at a disadvantage when trying to enter the field.  The researchers assert that according to their findings, women are not disinterested but are, rather, "scared off by uncertainty about their own abilities - and uncertainty that is apparently reinforced by, among other things, the attitudes of their male peers (p. 223).

These attitudes appear to create a vicious circle for women, in which the computer culture started out male-dominated due to the greater percentage of men in science and technology in general, and remains male-dominated through

negative attitudes toward women even though women's own conception of their interests and abilities now more allows them to pursue an interest in science and math related fields.

            Though studies constantly reiterate the finding that boys and men are more confident and involved with computing in general, it has also been consistently found that these differences lie somewhere else than lack of innate ability on the part of girls and women.  Arndt, Clevinger, and Meiskey (1985) found no correlation between gender and scores on a questionnaire measuring attitudes toward computers.  Rather, one of the crucial factors affecting attitude toward computers was amount of prior computer experience. In the same way, Levin and Gordon's (1989) study  showed a much greater effect of prior computer experience on positive attitudes than of gender.  These researchers also found that boys have much more extracurricular exposure to computers, and show more positive attitudes toward computers as an important part of their lives and future, two findings that mirror the general overall greater effect of prior experience on attitudes toward computer use.

            Studies such as these seem to indicate several factors that contribute to women's lesser involvement with computers and the computer culture.  First, the programming aspect of computers put women at an early disadvantage, for women are discouraged from participating in math/science related activities in general.  The idea that computer programming is a "language", a field in which women are thought to be proficient, seems to be downplayed in favor of

emphasizing computers as a "science", a male domain.  Second, the competitive and solitary nature of a programmer's dedication to the computer world - exemplified in the hacker culture but true to some extent of many computer-related activities, majors, and careers - is at odds with the reality of many women's experiences in relating to the world in a more connected, cooperation-oriented fashion, as has been theorized by feminist writers such as Gilligan (1982).  It appears that this initial exclusion of women from the computer culture perpetuates itself by discouraging them from joining the field and tailoring it more to women's ideas and interests.  Thus, the products of the computer field most often remain those which would appeal to male users (violent video games are a good example, as noted later), the culture remains one of competition, and each aspect feeds into one another to further discourage women from crossing this gender gap.

            However, other research indicates that this gap can be narrowed somewhat in order to allow women more access to computers.  Though the computer culture may be discouraging women entry, some studies indicate that the

stereotype of women as less capable are less ingrained than might be expected. A 1988 study done by Siann, Durndell, Macleod, and Glissov at the University of Edinburgh compares the reactions of subjects to stories about one of two computer scientists, "Kevin" or "Karen", and rate the scientist on a series of personality attributes.  The researchers found that contrary to their hypothesis that a female computer scientist would be stereotyped negatively, subjects rated her just as positively and even more positively on many attributes.  As the researchers note, their results suggest that negative stereotypes of women are not the largest contributing factor to the gender gap in computer science.  This suggests that the gender gap is more often caused by the way computers are experienced and used by men and women than by outright prejudice on the part of the computer culture against women's participation in the field.  The implication is that if computers are made more accessible to women's experience, if the computer culture became less solitary and more affiliative, women would find easier access to computing in general.

 

 

Video Games - Computing for the Masses

 

            One of the first widespread computer phenomena, which led to a culture of sorts, was the release and popularity of video games, both in arcades and in the home.  Unlike the mostly underground and highly technological hacking culture, the culture inspired by this phenomenon prompted more attention, media and otherwise, and more research on the psychological effects of these miniature virtual realities.  Studies seemed to reveal the same sorts of

profiles that were revealed in other aspects of computer use, along such lines as gender, introversion, and nonconformity.  McClure and Mears, in a 1984 study, found that the main subculture of videogaming was made up of people they described as young, male, bright, and competitive, much like the group that seemed to be attracted to computers at large (McClure & Mears, 1984).  Melancon and Thompson, in addition, found that arcade-based samples of both genders, though they had sex-role preferences that were not as clearly defined as the control population, tended toward more masculine and less feminine sex-role preferences.  These researchers also noted that cognitive variables are of limited use in researching computer game play, and that personality variables should be considered when researching such phenomena (Melancon & Thompson, 1985).  This focus was considered in McClure and Mears' 1986 research, in which they researched videogames and their effects on psychopathology.  Despite the many media warnings of the negative effects of video games on young people, these researchers found no significant correlation between a high rate of play and conduct disorders or neurotic pathology.  The researchers concluded that "video game playing is chiefly for casual enjoyment and not a reflection of anti-social trends, thrill-seeking, or neurotic manifestations."  (McClure & Mears, 1986)

 

 

The Electronic Bulletin Board

 

            Another widespread, communicative aspect of computing began to develop soon after the video game culture became entrenched.  The use of electronic mail systems and electronic bulletin boards became a major phenomenon across the country, especially in academic settings.  The advent of the Internet, a system linking the individual computer systems of colleges, businesses, and government organizations across the country and world, expanded the use of electronic mail, allowing people to send messages and ideas far beyond the realm of those connected to one specific computer system.            Much research on the effects of electronic mail and computer conferencing on social interaction has been undertaken by Kiesler (1984) and her colleagues, focusing on academic settings but also   generalizing to office and other non-academic based computer communication.  Her findings, especially in academic settings, have fully supported the notion that computer communication changes, often radically, the way people think and interact.  In one 1984 study, she and her colleagues define the groups of college students who heavily use computer interaction as an "alien culture" sharing several common traits.  Since computers are used for so many different uses, note the researchers, this culture attracts people with a wide variety of interests and fields.  Further, people who use electronic communication are afforded relatively direct access to the computer with personal computer accounts for mail and other communicative activities.  Finally, the culture tends to be made up mainly of students who are as a group young, smart, have few responsibilities other than academia and thus have a flexible time schedule, and have the stamina to stay up late into the night.  Kiesler et al stress the importance of looking at computing as a culture as well as a tool, implying that the nature of computing attracts a group of people with certain common attributes and goals.

            Other researchers have studied and noticed this social aspect of electronic communication among its users.  Hellerstein, in her 1985 study of a group of users utilizing a bulletin board at the University of Massachusets, notes that the users do form a subculture of sorts, in which users greet each other verbally by username, can be found on the  computer system all hours of the day and night, and never tire of debating issues with one another.  She further notes that such a bulletin board, as well as electronic mail, can become a springboard for off-line relationships, both friendly and romantic. Though these relationships are in themselves fairly normal to college experience, Hellerstein observes, the members of this subculture are separated from the college mainstream by their common experience with the  computer.  She notes that this culture can be pervasive in its members' lives to an extreme sense, to the point where members shirk real-world responsibility in exchange for spending time on the computer system.

            In analyzing the group of subjects Hellerstein termed "heavy users", those who used mail and the bulletin board several times a week, she found that heavy users use mail much more purely for social purposes, to initiate and

continue off-line friendships, and spend less time in phone or face-to-face communication.  Heavy users also overall reported feeling too dependent on the system, yet preferred to use it as a means of meeting others, and considered

the membership in the computer-based subculture a positive and freely-chosen aspect of their involvement with electronic communication.  However, Hellerstein also noted a common theme in her interviews with the heavy user

group.  Some subjects argued that electronic communication, because of its attractiveness, ease, and unique capabilities, makes its users very prone to addiction, or to being controlled by the medium instead of controlling it.

            Several common themes emerge from her findings.  First, the computer is not, especially for this subculture, purely an anti-social medium.  Rather, it becomes a new medium, and for many a better medium, of achieving new social relationships.  Second, it appears that computer users see themselves as being part of something set apart, something unique and special.  However, they also acknowledge that this involvement can be overly seductive in its appeal, and thus become problematic when it becomes intrusive on real-world concerns.

            Hellerstein concludes that "the idea that the computer mediates and facilitates an individual's social life leads to many interesting questions...are the rules for communicating over a computer different from those of face-to-face communication or telephone-mediated communication?  When people communicate over a computer is some quality missing, or does the computer actually add something to the communication process?" (p. 196).  Other researchers have attempted to answer this question by studying the nature of electronic communication, as well as the nature of the type of communication the environment affords.  Mihalo (1985) observes that one of the most salient aspects of electronic communication, bulletin boards in his study, is the relative anonymity of those communicating with one another:

 

"In a face-to-face environment with a stranger, various social conditions inhibit communication.  Such characteristics as class, race, sex, age and dress can have a dramatic impact on the length and quality of a face-to-face interaction between strangers.  In a computerized bulletin board on the other hand, these barriers are absent.  Consequently, one must interact solely on the basis of what is written.  Without these barriers for interaction, there is a potential for developing more intimate relationships (p. 201)."

 

Mihalo argues that computer-based relationships, though they might seem limited by distance, time, and anonymity, can be very stable relationships due to the equalizing effect of the computer-based medium.  In this viewpoint, the

computer is not the anti-social or competitive medium of the hacker culture, but rather a medium that can add a new dimension to human relationships. Mihalo asserts:

 

"One cannot predict that such relationships will emerge as frequent complements to other kinds of interactions, such as those in face-to-face encounters, but if they do, they will temper the bleak image, painted by futurists, of a completely impersonal society brought about by the computer (p. 205)."

 

Thus, the computer can be seen as less of a danger to human interaction than as a compliment to this interaction.

            With this idea in mind, the most obvious question is how, concretely, will computer-based communication affect communication?  There has been little empirical study of this area, but a 1984 study by Kiesler et al provides some striking insights.  In their study of electronic communication by both bulletin board-like and more interactive means versus face-to-face communication, the researchers found that the computer-mediated groups took longer to reach consensus on issues, participated more equally in conversations, and were less inhibited in behaviors like swearing and hostility toward one another.  These findings occurred both with adult and non-student users and with undergraduate student users.  Thus, it appears that this type of less-inhibited activity is not just a function of the relatively young population that most often uses electronic communication means.

 

 

The Multiple User Dimension

 

            In addition to more established mediums of computer communication such as electronic mail and electronic bulletin board, one of the newer forms of computer-based interaction is the advent of MUD systems.  A MUD, according to a set of 1991 articles distributed through e-mail by Jennifer Smith, stands for Multiple User Dimension, Multiple User Dungeon, or Multiple User Dialogue. MUDs, originally created by Lars Penski (Smith, 1991), are text-based virtual realities in which a created character can interact with its environment and other players in such a way that it can have conversations, handle and create objects and places, engage in combat, or any number of other options.  These systems are run on servers throughout the country and world.  Users employ the use of Telnet, a system that links Internet sites so that one site can "call" another and log into a system long distance, to call these MUD systems.  New players are usually allowed to log on as a guest character to explore the system, and later are allowed to create their own characters and character descriptions.  The Smith articles describe the MUD process after the player

connects to the system:

 

"Each user takes control of a computerized persona/avatar/ incarnation/character.  You can walk around, chat with other characters, explore dangerous monster-infested areas, solve puzzles, and even create your very own rooms, descriptions, and items." (Smith, 1991)

 

            The extent to which the user can employ these items and the way in which s/he can use them is greatly determined by the type of MUD system that s/he explores.  Smith further explains that TinyMUDs tend to be social MUDs, on which players mainly meet to talk, joke, and have discussions (Smith, 1991). However, the article goes on to note that LPMUDs (after Lars Penski the creator of LPMUD), AberMUDs, and DikuMUDs (both named after universities in Sweden where they were created are usually more oriented to the role-playing genre (Smith, 1991) .  This is because TinyMUD and derivitaves of this programming code is much more suited to room-building and description, while LPMUDs, AberMUDs, and DikuMUDs are programmed such that the system can accommodate the

combat and character statistics needed to moderate an role-playing atmosphere. These MUDs are very much like computerized Dungeons-and-Dragons or similar type games, in which a character engages in combat, finds  possessions, and gains points in order to advance in the game's experiential hierarchy (Smith, 1991).

            No matter what kind of MUD system is being used, a user will have to engage in some social interaction.  Despite the fantasy-based nature of the environment itself, the social interactions that take place within it can be

strikingly realistic.  As Smith states, "The jury is still out on whether MUDding is "just a game" or "an extension of real life with gamelike qualities", but either way, treat it with care...certainly the hack-'n-slash stuff is only a game, but the social aspects may well be less so (Smith)."  The author's own personal experiences with MUD systems have confirmed this analysis.  Social interaction on MOO seems far from taking on a fantasy-like quality; though the environment may be somewhat fantastical, the conversations and actions that take place are surprisingly sincere.  Players build friendships, debate issues, and even have romances within the context of these virtual realities, giving many of the more socially-based MUDs the feeling of an actual community of people interacting in much the same way a real-life

group would interact.

 

 

Role-playing and Personality Correlates

 

            The atmosphere of MUDs, especially LPMuds but also to some extent more socially-oriented MUDs, provides an interesting analogy to an older but no less complex phenomenon of role-playing games (RPG's), such as the most famous example, Dungeons and Dragons.  Role-playing games are social, rule-based "adventures" in which players create characters with certain powers and attributes, which in turn explore a fantasy realm created by the dungeon (or

game) master within the sphere of the game's rules.  Though role-playing games are fantasy-based, like MUDs they can take very realistic social and psychological attributes.  Very little actual study has been done on this particular topic, but the anecdotal literature is revealing.

            In his essay on "Rational Coordination in the Dungeon," Terry Toles-Patkin (1986) begins by explaining why any game necessarily takes on more "real-world" connotations:

 

"Games serve as extensions of social man, clarifying cultural forms that have become so familiar that their meaning is lost or obscured as we conduct the routine activities of every day life.  Play is unique in that it stands apart from ordinary life by virtue of its being "not serious" (i.e, noninstrumental in nature) but at the same time absorbing the player utterly and intensely.  No material interest or profit accompanies play, which proceeds within its own boundaries of time and space according to rules fixed in advance.  Play is a fragile activity; at any time reality may rudely reassert its rights either from outside the game context (through some interruption) or from within (by means of an offense against the rules or a collapse of the play spirit) (p. 1)".

 

Thus, Toles-Patkin suggests that any type of game is culturally, and one could infer psychologically, revealing, because it engrosses the player fully in a very intense environment of social rules.  Thus, games become both an atmosphere of freedom from the details of everyday life and an opportunity to look at aspects of oneself and culture in a purer and more secure context than everyday life.

            This aspect of play is especially salient in an RPG context, according to Toles-Patkin.  He notes the progression in gaming from a very rule-based approach to the game to a more nuanced approach:

 

"New campaigns composed of inexperienced players tend to mechanically kill monsters in what has been referred to as the "hack and slash" school of D&D playing, but when they become experienced in the basics of the game, communications among the players and the dungeon master take on new importance (p. 7)."

 

This progression is the crucial aspect of D&D that leads to its ability to be a domain in which players can express and reconcile a variety of perspectives, both social and psychological.  Toles-Patkin points out that the way in which the games structure themselves, both in rules and plots, can be socially revealing, while the dialogue and actions that take place within those structures can be psychologically revealing:

 

“...process and content serve very different functions: process symbolizes social structure while content symbolizes psychological functioning (p. 8)."

 

Thus, Toles-Patkin implies that though the social structure of games like D&D are on the surface "fantastical", the actual process mirrors social realities that can draw out psychological facets of the players involved.

            In another anecdotal article, John Eric Holmes (1980) supports and expands this notion of role-playing games as psychologically revealing:

 

"The Dungeon Master's world is sort of a giant Rorschach test...Almost always, the personalities of the characters turn out to be combinations of people's idealized alter egos and their less-than-ideal impulses (p. 84)"

 

The many anecdotes related by Holmes in his essay focus on his players' enactment of these "less than ideal impulses, and his interpretations of such role-playing.  He notes the amount of violence that is most often present in D&D campaigns, an aspect that has often brought criticism of RPGs, and argues that RPGs are more likely to be an acceptable outlet for aggressive influences rather, as critics have claimed, encouragement for real life aggression:

 

"The level of violence in this make-believe world runs high.  There is hardly a game in which the players do not indulge in murder, arson, torture, rape, or highway robbery... I don't think this imaginary violence is any more likely to warp the minds of the participants than is the endless stream of violence in TV, movies, or literature.  Quite possibly it provides a healthy outlet for those people who are imaginative and inclined to enjoy the game. In order for the game to provide vicarious release for unacceptable behavior, the entire group of players must go along with the convention that game roles are independent of the actual players.  One teenager, who rarely complains, objected with untoward violence when his centaur character was robbed and abused by a character of his stepbrother's.  "It's the magic-user who did that to you," protested the other lad, "I didn't do it, he did.  He's a thoroughly despicable person!"  (p. 92)."

 

Holmes presents an interesting dichotomy here between the realistic and fantastical elements of role-playing games.  After first suggesting that the games can become poignantly realistic in terms of social structure and the extent to which players use their characters to express aspects of their personalities and desires, to the extent that the games become violent and gross violation of real-world social norms, the fantasy-based aspect becomes a protective sphere that allows safe airing and working out of such impulses.

This aspect of role-playing, that of using it as a medium to work out and better understand aspects of one's personality, seems to correlate in Holmes' view with the fact that the most dedicated of RPGs tend to at least begin their role-playing from their mid-teens to early adulthood, when they are defining for themselves the salient aspects of their personalities.  Holmes notes that in his experience, their characters tend to be, for the most part, "role models" for some type of behavior they would like to be exhibiting but do not in the real-world realm:

 

"My earlier game companions consisted largely of teenage players, and these young people, caught in the awkward adjustment to the adult world, produced game characters who were suave, cool, deadly, and superbly adjusted to their world - samurai, elven magicians, and clever hobbits.  For these characters, there were few problems that could not be quickly solved by blowing somebody up with a fireball spell or slashing them to pieces with a shining katana (p. 87)."

 

From this and the many other anecdotes on RPG's that have been cited, it becomes obvious that something else besides sheer acting and rule-following occurs in the context of these games.  In the often-confused realm of growing from childhood to adulthood, young people can find in RPGs an escape from the stress of everyday complexities which can not be so easily eradicated with a magic spell, and, more subtly, can also find an outlet for conflicts and questions about identity, self-control, goal achievement, relationships, intimacy, and many other aspects of personal growth.  It can be inferred that similar needs are met by a computer-simulated role-playing environment such as a MUD, since the MUDs involve the same type of character development and abilities for self-control as the non-computerized role-playing environment.

 

 

Role-playing, Computing, and Fantasy-Proneness

 

            Despite the capacity of role-playing environments to provide a sphere for a particularly revealing form of self-expression and growth, not all people, even those who could greatly benefit from such a medium, are interested in such environments.  It appears that the fantasy realm attracts a certain group of people; how these people are similar is a yet unanswered question. However, the way in which people react to and use such mediums should be highly contingent on their reaction to and use of imagination and fantasy in general. Thus, understanding the personality correlates of fantasy use could provide some insights into the type of person who tends to be interested in fantasy-based alternate realities, computer-based or not.

            Rhue and Lynn (1987) cite a 1981 study by Wilson and Barber of personality types they term "fantasy addicts" or "fantasy-prone personalities". They found several types of childhood experiences that correlated with

fantasy-proneness; among them were encouragement to fantasize from adults, early creative situations such as piano or dramatics classes, and experiences of loneliness, isolation, and need to escape some kind of aversive stimulus.  A

somewhat disturbing attribute that is related to the last attribute is Wilson and Barber's finding that, at least in the context of their study, children who had suffered some form of abuse, mostly physical or emotional, were more likely

to be fantasy-prone adults.  This finding further raises the question of the role of fantasy as a coping mechanism.

            In a study of college students, Rhue and Lynn (1987) found that subjects, for them a group of young adult college students, who tested high on several tests related theoretically to fantasy-proneness also tended to report

childhood experiences of greater loneliness, a marked enjoyment of imaginary games, and a good amount of time spent playing alone.  Fantasy-prone subjects also produced MMPI profiles that were suggestive of highly unusual early

experiences, as well as experiences of conflict and alienation.  Several subjects in the fantasy-prone group reported that they had been physically abused as children.  This inconclusive finding suggests not that all fantasy-prone individuals have been abused, but that abuse or negative childhood experiences can contribute to an individual's tendency toward fantasy proneness.  Thus, Rhue and Lynn's findings agree with the earlier Wilson and Barber conclusions that there seem to be developmental experiences that correlate with fantasy-proneness in adults.

            Given this finding, the criticisms that are often leveled at role-playing games - that they can be an unhealthy escape mechanism, that they can cause their players to become too emotionally invested in the game/characters, thus putting them at risk for emotional instability – could seem to be somewhat justified, since it seems that many of the people who would be naturally attracted to such fantasy realms may have suffered adverse experiences in the past which did affect or still affect their emotional health.  However, Rhue and Lynn suggest an alternate viewpoint.  They suggest that fantasy may be an adaptive function for many people, an escape mechanism that is used so that the real world will not become unmanageable, a medium used to ultimately function more effectively in the real world by preserving their emotional health.  They conclude that fantasy-prones may be unusually strong people rather than weak people who use fantasy as a "crutch", as critics have suggested:

 

"Fantasy-prone college students may represent a particularly well-adapted group of individuals who manifest a deep and extensive history of fantasy involvements (p. 135)."

 

Thus, despite the potential for fantasy to become a pathological escape mechanism, results such as those of Rhue and Lynn suggest that it can just as easily be a medium through which one can expand or improve an already rich reality.

            Along with these studies suggesting that a certain type of background affects the extent to which people use fantasy mediums, another study suggests there is another crucial factor affecting whether a person is likely to explore

fantasy realms.  Maddi, Hoover, and Kobasa (1983) found that in a group of subjects high on the scale of customary activation, or arousal level, their level of external or internal orientation affected how they used this energy. Those subjects with an external orientation, when placed in a waiting room scattered with various interesting objects, would tend to touch and examine more objects than subjects judged to have a more internal orientation.  The experimenters concluded that both types of people both were showing an imaginatively-directed type of behavior, but that those with an external orientation have more of a motivation toward curiosity, and those with an internal orientation, toward creativity.  This finding is especially interesting when related to a MUD or role-playing game type of environment, in

which both aspects, both an internalization of a fantasy realm and actually exploring objects and places in this realm, are equally salient.

            Fantasy-proneness and creativity appear to also be important aspects affecting how people interact with mediums of computer communication, given the other-worldly nature that such mediums can take on.  However, the extent to which interactive computer mediums can simulate another reality in a role-playing/fantasy capacity is very dependent on the medium used.  Bulletin boards are already limited in their capacity to create an environment by the

fact that users do not communicate on these systems in real time.  However, even in real-time mediums of computer-based communication, the apparent potential of such systems to generate a "virtual reality" varies greatly. Unlike MUDs, not all interactive communication systems provide a detailed "environment" for description and exploration.  An example of such a system is Internet-Relay Chat, or IRC.

 

 

Internet-Relay Chat:  A Gathering of Voices

 

            IRC is a network of conversational channels that can be accessed by connecting, through the Internet, to one of many networked servers across the country and world.  The internal structure of IRC bears some resemblance to a

MUD system; players log in under pseudonyms (though the /whois command makes it possible for players to easily find out other players actual email addresses, unlike MUDs which are more anonymous), and conversations take place on channels that somewhat resemble MUD rooms.  However, unlike MUDs, neither characters nor channels can have descriptions, and there are no interactive objects.  The setting is much more like being in a conferenced phone call than actually being in a room-like environment.  IRC also has many more players at one time than almost any MUD system; hundreds of players could be logged in altogether at a busy time of the evening; 25 to 40 could occupy a busy channel.

 

 

Social Interactions on IRC

 

            A user of IRC, once having logged on and joined one of the busier, less structured channels such as "#hottub", is most likely to find him or herself in a sea of chaotic statements.  A busy channel may have as many as 25 people all

talking to one another, subjecting the observer to many conversational threads all converging with one another.  Conversation on the busier channels is almost impossible beyond a superficial level; it would be impossible to initiate or keep track of a serious conversation with so many people talking.  The effect is as if a crowd of 20 to 30 stood in a room and tried to all have a conversation with one another, instead of breaking off into smaller groups as would most likely happen normally in a crowd of this size (Appendix A). Another more realistic comparison is the phenomenon of listening to a channel on a CB radio, which is made up of many different people all trying to talk to one another at once (Amy Goldschlager, personal communication).

            On the more structured channels, such as those discussing religion, computing, or a number of other topics, tend to have less people; perhaps four to ten a channel.  Thus, conversation on these channels tends to be more focused and coherent.

            IRC could, in many ways, be seen as a forerunner to MUD-type systems, since it does share the similar characteristics of character names, rooms, and real-time communication.  However, its capacities to create an  imaginative "virtual" environment is severely limited by its simple structure.  It provides little more than a text-based conference call between various users; its function is only communicative unlike MUDs which can also become an outlet for character description, room building, role-playing, and active interaction with the system itself by way of exploring rooms and manipulating objects.

 

 

LambdaMOO: An "Object Oriented" MUD

 

The History of LambdaMOO

 

            Quite recently, a new type of MUD has been implemented which allows an even greater potential for interaction between the user and the environment, and for greater development of virtual characters.  This new system has been dubbed MOO, or MUD-Object-Oriented.  It is similar in format and function to TinyMUDs, but allows a greater range of user activity in building, actually creating interactive objects, and custom-tailoring characters.  The first and largest MOO system, until recently the only fully-functioning public MOO, is the LambdaMOO system, supported by Xerox PARC and run from Palo Alto, California.

            The authors spoke with the creator and "archwizard" of LambdaMOO, Pavel Curtis, known as "Haakon" on LambdaMOO.  In a discussion with Curtis which took place on the MOO system, he described the history of this new type of MUD system.  Since MUDs in general and MOO especially are such new mediums, his insights into the history of LambdaMOO as well as its social interactions were invaluable in better understanding the medium.

            Curtis told us that the MOO project was started in early 1990 by Stephen F. White, now known as ghond on the MOO.  Curtis explained that ghond wanted to make this MUD "object oriented, a type of programming that allows a user to program objects in such a way that one object can be the child of a generic "parent" object, sharing most or all of the characteristics of that parent.  (Curtis, personal communication).

            Curtis noted that ghond began testing the new MOO, set up on a server at Berkely and dubbed AlphaMOO, in April of 1990.  Curtis became active in the project at this point, as well as several other present "wizards" on  LambdaMOO. He took over the project from ghond (who, according to Curtis, was suffering from "temporary burnout") in September of 1990.  Curtis explained to us that AlphaMOO was the first MOO and did have some public access, but was not widely used due to little advertisement and little documentation (Curtis, personal communication).

            Curtis went on to explain how the transition occurred from AlphaMOO to LambdaMOO.  After fixing bugs in the system, rewriting some of the code, adding more programming capability, and writing documentation, he had   created what he termed "a truly separate entity" from the original AlphaMOO.  He dubbed this new system LambdaMOO, after one of his names on the system and, according to Curtis, "because it's a key word in some of the other non-mud research that I do."  The new system was announced as open for public access on UseNet (a world-wide bulletin board system) in February of 1991 (Curtis, personal communication).

            Curtis noted that the original response to the announcement was "lukewarm", but that the number of players increased slowly but steadily. According to him, growth over the past few months (the conversation took place in November of 1991) had been much more rapid, with more than 25 people logged into MOO at almost any one time (Curtis, personal communication).  The experimenters have seen this trend continue into May 1992, bringing a constant

stream of new characters, and a list of players that sometimes numbers as much as 40.  The MOO community, according to Curtis, seems to be made up mainly of undergraduate students using the MOO as a social and creative outlet (Curtis, personal communication).

            When questioned by the authors about Xerox's part in supporting the MOO server, Curtis explained their role:

 

Xerox pays me to do more-or-less basic research.  They are not looking for products out of what I do.  They trust me to find interesting areas of research that might perhaps open up new opportunities either for them or for the CS community at large...Xerox has no commercial interest in LambdaMOO whatsoever (Curtis, personal communication).

 

However, Curtis' own paper concerning social interaction on LambdaMOO indicates that the MOO and similar systems may indeed have other possibilities for use:

 

The MUD model is also being extended in new ways for new audiences.  For example, I am currently involved in adapting the LambdaMOO server for use as an international teleconferencing and image database system for astronomers.  Our plans include allowing scientists to give online presentation to their colleagues around the world, complete with 'slides' and illustrations automatically displayed on the participants' workstations...I expect such specialized virtual realities to be commonplace, an accepted part of at least the academic community (Curtis, 16, unpublished paper).

 

Virtual reality provides a new outlet for communication in a business and educational realm, providing even more opportunities for nuances and interaction than bulletin boards and e-mail.

 

 

Social Interaction on LambdaMOO

 

The "Geography" of LambdaMOO

 

            Upon connecting to LambdaMOO, a user usually finds him or herself in "The Coat Closet", a room that serves as home base for any character who has not yet built his or her own home.  From here, the character (by typing "out") can "walk" out into The Living Room, one of the major centers on MOO for group conversation.  By typing direction commands (north, south) the player can "walk" around the house and explore the many rooms and underground passageways that are connected to it.  In addition, if a player wants to reach a room that is faraway from where s/he is "standing", or if s/he wants to reach a room which is not linked to the main structure of the house, the player can

"teleport" by using a @move me command.

            The effect of these many different rooms presents a mental image of the house itself, sprawling in size with its many underground tunnels and attic hideaways, but all interconnected in a realistic fashion.  However, the player is also presented with the image of many other rooms and areas that form "castles in the sky" in the MOO realm, areas that can only be reached by fantastic means such as "teleporting".

 

The Conversational Atmosphere of the MOO

 

            A player in a large group conversation on LambdaMOO will find several noticeable differences between the atmosphere of MOO rooms and that of IRC channels.  First, conversations take place in actual "rooms", whose

descriptions often affect a player's mental image of the atmosphere: the Living Room's description consists of a cosy room with many chairs and an open fireplace; another room, the "Makeshift Cafe", another room for large social

gatherings, has in its description many outdoor tables at which players can "sit"; yet another room, Hacker's Heaven, presents the image of a busy computer workshop filled with computers, printouts, and miscellaneous hardware.  These

different descriptions affect the player's image about what types of conversation and behavior is appropriate to these settings (Appendix B).

            Second, players can create their characters in a much more detailed fashion than on a medium like IRC (Appendix C).  Besides just being able to write a "character description" outlining what a character looks like, what

he/she/it is wearing, and any other information that the player might like to provide, players can also embellish their characters in a variety of other ways.  Characters can be programmed to have a variety of different persona, "morphing" between different names, genders, species, and descriptions. Characters can also have elaborate "entrance" and "exit" messages to announce when they have teleported into a room; these can range to arriving in a puff of smoke, dropping in from the ceiling screaming AAAAIIIGH!, flying in on a magic carpet, or any variation on such ideas.

            In addition, conversation itself can be richer on MOO than on an IRC-like medium.  Besides just being able to type sentences and have them appear on the screen, characters can choose to us the "say" command, which places "(character name) says," in front of what a player types (BethAnne says, "hi there!") or the "emote" command to place one's name before an action, emotional gesture, or thought (Sylvan smiles).  These aspects add more nuances to MOO conversation since characters can express thoughts and emotions in greater detail.  Characters can also talk to other characters in a room privately with the "whisper" command, or talk to characters in another room with the "page" command.

            In a typical large-group conversation, a user of MOO is bound to find less chaos than in such a conversation in IRC, partially because the average amount of people in a large-group conversation on MOO tends to be five to ten

people.  Thus, conversational threads become less fragmented and easier to follow.  At the same time, a user may have to keep track of many conversations at once in such a setting, since two different threads might be in progress in the room itself, while s/he might be whispering or paging with yet another person in a private conversation.  Thus, though MOO conversation is more coherent in terms of focus, it still often forces the user to learn how to divide attention effectively between a few conversations at the same time, a skill not often practiced in real-life conversation.

            The focus of conversation varies from room to room, though computers and MUDding are always popular topics, especially in "Hacker's Heaven" which is a room intended for such discussion.  In addition, characters often interact with MOO objects in the middle of conversations (sitting on a chair, petting a MOO dog, and so on).  Humor is also popular, due to the great potential of the MOO environment for physical and slapstick humor, such as "bonking" people with various objects, as well as verbal humor such as punning and general surreal statements (Appendix D).  Finally, the extent to which people can manipulate their own characters becomes more apparent in conversation; people are constantly displaying their entrance and exit messages as they enter and leave a room; players often comment on these messages, on other players' descriptions, or on what other players might be "carrying" (Appendix E).  Thus,

on MOO there is a much greater sense of an actual conversation being had by people that a user can "see", in the boundaries of an actual room and the objects in that room with which the user can interact.  Perhaps because of this, there is a good amount of discussion about the MOO itself, its different rooms, its atmosphere, and its characters (Appendix E).

 

Makeup of the Population

 

            The many and detailed social interactions that occur on the MOO provide rich opportunities to further consider and study past findings on a variety of topics mentioned earlier, such as fantasy, control, role-playing, gender

issues, and the unique psychological makeup of those who use computer communication in general.  The LambdaMOO population is in itself revealing. According to Curtis, over 90% of the population are students at colleges and universities, and mostly undergraduates.  From what he has seen, he believes that no more than half of the population is involved somehow in the computing field.  Rather, he asserts that the increasing availability of the Internet to more students at many colleges is bringing a much more diverse population to MOO.  He also theorizes that the MOO population is most often above the norm in both educational background and economic status.  Finally, he claims that the MOO community seems to be almost 95 percent male (Curtis, 6, unpublished paper).

            Several facets of this analysis present relevant topics for an analysis of the MOO.  First, it is apparent that the participants in LambdaMOO are people who have affiliated themselves with the culture of computer communication to some extent, though not necessarily through a life commitment to the computing field but rather through personal interests.  The LambdaMOO population thus provides a rich environment for further study of the personality correlates of computing, studying exactly what makes people of different interests and disciplines similar enough that they are all attracted to this particular form of communication.

 

 

Gender Differences on LambdaMOO

 

            The gender discrepancy that Curtis notes is also revealing in that, even with such a socially-oriented medium as LambdaMOO, the MOO still shows the same kind of gender bias as other social mediums as bulletin boards.  However, the author in her personal experience has not found this skew to be as salient, and wonders if the communicative aspect of a medium like MOO might contribute to a breaking down of the gender gap by attracting more women.  Confirming the existence or nonexistence of such a gender skew, and finding reasons for its presence or absence is a topic for which MOO presents yet another environment for further study.

            Curtis also notes that many players seem to play the opposite gender on LambdaMOO, most often males playing females:

 

As I've said before, it appears that the vast majority of players are male and the vast majority of them choose to present themselves as such.  Some males, however, taking advantages of the relative rarity of females in MUDs, present themselves as female and thus stand out to some degree.  Some use this distinction just for the fun of deceiving others, some of these going so far as to try to entice male-presenting characters into sexually-explicit discussion and interactions. Other males present themselves as female more out of curiosity than as simply an attempt at deception; to some degree, they are interested in seeing 'how the other half lives,' what it feels like to be perceived as female in a community.  From what I can tell, they can be quite successful at this (Curtis, 7, unpublished paper).

 

Curtis' speculations on the reasons for gender-switching on LambdaMOO are all intriguing and merit further study.  In addition, this author, through conversations and personal experience on the MOO, has found several other concerns related to gender-switching on MOO.  In a conversation with another MOO-using student, it was suggested by this student that people on MOO often gender-switch because they are dealing with issues of sexuality, perhaps questioning their own sexuality, and find that switching to the opposite gender in virtual reality is a "safe" way of flirting with people who are (ostensibly) the same gender as them in real life (Alis Marks, personal communication).  The author has had one such conversation on LambdaMOO which supported this theory. In addition, the author's thesis partner has suggested that gender-switching can serve another social function, that of learning to communicate better with the opposite gender.  A male who is shy about approaching women, or vice-versa (though this author would speculate that it is more the former, judging by her personal experience of LambdaMOO), might feel more comfortable doing so in the guise of being "one of them" (Amy Goldschlager, personal communication).

            Curtis' remarks on female MOO characters raise more questions about the effects of gender roles on MOO interactions:

 

Female-presenting characters report a number of problems.  Many of them have told me that they are frequently subject both to harassment and to special treatment.  One reported seeing two newcomers arrive at the same time, one male-presenting and one female-presenting.  The other players in the room struck up conversations with the putative female and offered to show her around but completely ignored the putative male, who was left to his own devices (Curtis, 7, unpublished paper).

 

This apparent phenomenon of "virtual chivalry" has been confirmed in the author's own experience as a female character in LambdaMOO; players, especially male players, tend to be very helpful to female characters, attempting to gain their friendship and often helping them extensively with learning the mechanics of the MOO.  The author has discovered too the reality of Curtis' reference to harassment; she has found that male characters tend to flirt aggressively and sometimes to the point where it ceases to be enjoyable and resembles sexual harassment.  The medium seems to free players to engage in this behavior with more freedom than they would most likely do so in real life, often presenting problems for the female characters who are left with the burden of dealing with the unwanted attention which, though virtual, can still be disturbing.  Curtis notes that these problems often dissuade characters from presenting themselves as female, which in itself can lead to problems:

 

Because of these problems, many players who are female in real life choose to present themselves otherwise, choosing either male, neuter, or gender-neutral pronouns.  As one might expect, the neuter and gender-neutral presenters are still subject to demands that they divulge their gender. Some players apparently find it difficult to interact with those whose true gender has been called into question; since this phenomenon is rarely manifest in real life, they have grown dependent on 'knowing where they stand', on knowing what gender roles are 'appropriate'.  Some players (and not only males) also feel that it is dishonest to present oneself as being a different gender than in real life; they report feeling 'mad' and 'used' when they discover the deception (Curtis, 7, unpublished paper).

 

These concerns about gender roles on LambdaMOO create some interesting paradoxes that warrant study.  One the one hand, LambdaMOO provides a rich opportunity to question and experiment with gender roles, both because its structure provides the opportunity to do so, and because it seems to the author through her own personal experience that the MOO community is made up of many people who tend to be liberal as well as "quirky" in the sense that they often do not accept more "mainstream" societal standards, including those of gender roles.  Thus, LambdaMOO is an ideal situation in which to question the effects that gender roles have on the way a person presents him/herself as well as the

way people react to her/him.  However, the tendency noted by Curtis of characters' unease with neutral gender roles, the negative reactions that characters who present themselves as other than their real-life sex can provoke, and the often more stereotypical treatment of female-presenting characters by treating them as more needy of help and sometimes as objects of exploitation, reveals that MOO can also be an environment for playing out or trying to maintain more traditional dichotomies of gender.  This suggests as well that even within this non-mainstream computer subculture, members often have trouble shedding more traditional assumptions about gender.  The extent to which this correlates with the ostensibly male-biased population of MUDs is a question for further study, as well as the more general question of how widely the members of such a subgroup like MUDders tend to actively or subconsciously contradict such conceptions.

 

 

Role-Playing and LambdaMOO

 

            The extent to which players descriptions in general, outside of just gender, are a function of role-playing or are just mirrors of real life is another fascinating aspect of LambdaMOO.  Curtis notes some of these aspects of characters' descriptions:

 

A large proportion of player descriptions contain a degree of wish fulfillment; I cannot count the number of 'mysterious but unmistakably powerful' figures I have seen wandering LambdaMOO.  Many players, it seems, are taking advantage of the MUD to emulate various attractive characters from fiction. Given the detail and content of so many player descriptions, one might expect to find a significant amount of role-playing, players who adopt a coherent character with features distinct from their real-life personalities.  Such is rarely the case, however.  Most players appear to tire of such an effort quickly and simply interact with the others more-or-less straightforwardly, at least to the degree one does in normal discourse.  One factor might be that the roles chosen by players are usually taken from a particular creative work and are not particularly viable as characters outside of the context of that work; in short; the roles don't make sense in the context of the MUD (Curtis, 8, unpublished paper).

 

Given the literature cited earlier on role-playing/fantasy games, and the extent to which players use their RPG characters to express aspects, hidden or not, of themselves, the extent to which players role-play on LambdaMOO or any other MUD system is essential to study in an attempt to understand this social medium.  The author would hypothesize that mediums like LPMuds would encourage more role-playing than a medium like LambdaMOO, because the former is closer to a more typical RPG format.  However, role-playing does occur to a greater or lesser extent in more social MUDs like LambdaMOO, even if just to the extent that the player has total anonymity and the opportunity to shape his/her appearance and personality to his/her liking.  Thus, the same issues that surround RPGs and fantasy in general surround the nature of communication in a realm such as LambdaMOO.  The ways in which a fantasy-based, fabricated character can be used to express very real aspects of a person's psychological makeup, as well as becoming an exemplar of future goals, again become salient issues in such a virtual reality.

            As the author found in her personal experience with LambdaMOO, virtual characters can also differ from real-life characters with no conscious effort on the part of the player, simply because the MOO's emphasis on almost purely

linguistic communication forces a type of communication different from the many non-verbal nuances apparent in real-life conversation.  Thus, the MOO environment can often force more bluntness in conversation, forcing a player to

communicate less shyly, or with less sarcasm, or without the verbal defenses that s/he might use in real life.  This creates the interesting paradox that the MOO can both force greater communicative honesty (if the player does indeed

want to be honest) while still creating a virtual personality that might differ from a player's real life presentation, simply due to the radically different nature of the two communicative media.

 

 

Communication, Intimacy, and Control

 

            Issues of communication on LambdaMOO lead to issues of the MOO's potential to create intimacy between characters.  Despite the "virtual" nature of MUDs, the "reality" element cannot be ignored in any social  communications. As noted earlier, MUDding can be seen as less of a game and more of an extension of real life, since, though people play "characters," there are still two real people communicating on either side of their respective computer screens.  This often leads to the formation of very complex social and emotional webs among MOO players.  Friendship and romance do occur, as well a level of emotional and often physical intimacy bounded only by its confinement to a linguistic level.  Though these communications are in one sense limited by their linguistic nature, they can also encourage intimacy by encouraging people to speak specifically and honestly.  Intimacy in a virtual realm is a subject that has been studied little, but seems to be a crucial aspect in understanding both electronic communication and fantasy role-playing in an electronic realm, for it incorporates the same issues of control, introversion, isolation, gender-roles, and other issues very relevant to understanding both mediums. However, the exact ways in which these issues are expressed are still unclear; though many are apparent on an intuitive level, this is an area that warrants

further study in order to better understand its dynamics.

 

 

Research Possibilities on Computer-Based Communication

 

            The author(s) have found a medium like LambdaMOO to be an ideal environment to study the structure of conversation on an interactive electronic medium, and its possible implications in determining the personality correlates shared by users of such systems.  We would hypothesize that the programming aspects of LambdaMOO incorporate and attract those types of people who share some of that the personality correlates of the most general "computer culture" that build up around programming and computer science fields.  Secondly, the role-playing and fantasy aspects attract those who, as well as having some level of comfort with computing, also share some of the personality correlates of people who are attracted to fantasy realms in general as both a means of enjoyment and of expressing more serious psychological issues.  Finally, MUDs add a new and more nuanced dimension to the area of computer-based communication, affording us a new realm in which social interaction will take on unique and psychologically revealing forms.

            We would like to discover what, if any, traits are shared in common by people who use media like MUDs.  However, we also believe that these characteristics cannot be determined without understanding exactly how these

media are structured, and how different electronic media might produce different types of discussion.  In analyzing the different ways in which different electronic environments affect communication, we can then speculate on exactly what types of people might be attracted to each of these systems, or to systems like them in general.  We hypothesize that the issues raised in both the anecdotal literature and the research we have cited on computing and the computer culture in general, computing and gender, computer communication, role-playing, and fantasy will figure strongly in this analysis by providing a basis for such extrapolations.

 

 

The Pilot Study:  Determining MOO Demographics

 

            To get at least a sense of the types of people that tend to be drawn to an interactive electronic communicative medium, we picked the most complex of these media for a pilot study.  What follows is a description of this