HUMAN INTERACTION IN INTERNET COMMUNITIES Jerry Chang April 2008
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
Online Social Networking and Behavior
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.
Types of Users in Forums regular troll sock puppet astroturfer attention seeker malicious users
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: 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…” (
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. 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. The benefits of Facebook 'friends:' Social capital and college students' use of online social network sites. Wikipedia: Brandon Vedas Wikipedia: Brandon Vedas EverQuest--It's Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction EverQuest--It's Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction Anarchy on-line Anarchy on-line