Monday, February 25, 2008

Reduced Social Cues (RSC) and Avatars

In one of our class discussions, I made a comment on how I sometimes find CMC more difficult than F2F communication due to the lack of social cues in a computer mediated conversation. I pointed out that my inability to see the person’s expression, physical movement/gestures, and hear their tone of voice would make it more difficult for me to determine the intent and the direction of the conversation. The text in TLT addressed this issue of how the absence of social cues can negatively effect computer mediation as they referred to it as the Reduced Social Cues (RSC) model. According to the text, the RSC model supports the idea that the absence of social cues causes communication between two people to become “difficult to manage…less fluid…and altogether more effortful” (p.61). In addition to that, the lack of social cues can also increase aggressive online interaction—or flaming—in online conversations. Without social cues, the text states that people are likely to be less self conscious and concerned about other people’s judgment, or disinhibition, due their physical distance or anonymity. A common example of disinhibition would be an out-of-the-ordinary comment on one’s social networking profile by someone who would never make that comment to that person face to face, or an instant message conversation with someone one would not commonly converse with. But often it is this “freedom from responsibility” and what others think of you that cause inflammatory remarks and spur aggressive and harmful interaction. Some examples of this are abandoned cybersex, the disclosure of personal and private information to strangers, and unrestrained aggressive and inappropriate remarks. Reduced social cues can disrupt computer mediated interaction due to misinterpretation and uncontrolled disinhibition, which can lead to flammatory interactions.

The article on The Proteus Effect also discusses social cues, but instead of discussing the effects of their absence, the article explains how the presence of individual cues such as avatars can influence one’s behavior and sense of identity. Unlike the SIDE model which emphasizes the effect of the group/social influence in the development of identity, as stated in the text in TLT, the Proteus Effect focuses more on how the identity is influenced by individual identity cues such as avatars. I particularly found the Proteus Effect interesting, as the article described how individual cues such as an attractive avatar versus an unattractive one influenced people’s behavior and sense of identity. In their study, participants with attractive avatars disclosed more information about them and stood at a closer distance with the confederate. The participants with unattractive avatars, in contrast, disclosed less information and stood at a greater distance away from the confederate. The effect of individual cues in the Proteus Effect reveals how appearance can greatly influence behavior, identity development and relationships. It seems to me that social cues lacking in CMC and the individual cues seen in the Proteus Effect are both important, as they are great influential factors in the development of behavior and identity.


Discussion Questions

1. Has the lack of social cues in a computer mediated conversation ever been a problem for you? Though the text did not give any examples, how do you think the negative effects of reduced social cues can be avoided in CMC?
2. What are some of the similarities between the avatars in the Proteus Effect and online dating sites?
3. Do you think that one’s avatar identity can ultimately influence his/her identity outside of the virtual environment? Or do you think two separate behaviors will emerge?

2 comments:

Shawn Yang said...

I think the third discussion question is very interesting.

In my opinion, I don't believe that one's avatar will influence one's behavior outside of the virtual environment. If the Proteus effect of avatars is to suggest a raised level of self confidence, then I believe that the Proteus effect is only effective within the virtual environment where an avatar applies and the user is aware of its presence.

I guess my argument could be analogous to certain instances of dressing up. When someone puts on a nice suit and a crisp dress shirt, that person could experience a raised level of self confidence as he/she is aware of her current image. Now take the same person and place him/her in a simple t shirt and a pair of shorts the very next day. It would be unlikely for him/her to experience a carry over effect of the same sense of confidence experienced in the previous day as the object that provided the raised level of confidence, whether it be an avatar or a good outfit, is no longer present and the user is well aware of that. Just my $.02

AshleySi said...

I think we all time and time again get frustrated with the lack of social cues in computer mediated conversation. In my experience I find this commonly occurs through instant messaging. It happened all the time when I was younger and would chat to someone I had a crush on, and then feel awkward between the lengthy lapses of time before each message. Like the text explained, many times it's difficult to keep conversation flowing online. Or even now, I instant message my brothers who live out of state, and a little angry when they take too long to respond. I end up thinking, "how rude.. why am I always the one making an effort to say hi, and they seem to not care at all." When really, of course they are probably busy with work, or just not near the computer.

I don't think there we can do when it comes to reducing the negative effects of reduced social cues. The best answer is probably to just take them lightly, and understand that it's just a consequence that comes along with the convenience of CMC. However there is one thing that we've learned so far that everyone uses for social cues through CMC- Emoticons!! :)

I definitely believe that the use of avatars can influence one' behavior outside of the virtual world. As we all mentioned in class, time spent with the avatar is a major factor. Say a person who is normally introverted in the real world creates an attractive avatar and receives plenty of attention, message responses, and even credibility or authority over what he/she says. My hypothesis would be that this would build their confidence as a person, regardless if they are aware or unaware of the attention they receive in the virtual world. Positive associations like these, would ultimately make he/she feel important, and they could consciously or maybe unconsciously take that into the real world.