Avatar-Based Self-Influence in a Traditional CMC Environment

Author(s):  
David Beyea ◽  
Brandon Van der Heide ◽  
David Ewoldsen ◽  
Allison Eden ◽  
Jingbo Meng

Abstract. Dubbed the Proteus effect, research has shown that avatars influence user behavior in virtual reality and video game environments ( Yee & Bailenson, 2007 , 2009 ); however, does this same effect occur in the less dynamic but more prevalent traditional computer-mediated communication (CMC)? As CMC evolves to allow user avatars, the question of its influence increases in importance. This study examines the Proteus effect in traditional CMC, which tends to be dominated by text-based communication. Embodiment is presented as a moderator for the Proteus effect. Two methods for inducing embodiment (via choice and via familiarizing tasks) were tested along with a proposed model for the Proteus effect in social media environments. A 2 (avatar) × 2 (embodiment by choice) × 2 (embodiment by familiarizing tasks) between-subject design with 406 participants showed a significant main effect of familiarizing tasks on embodiment, an interaction effect of avatar embodiment and avatar condition on aggressive behavior, and an unpredicted main effect of embodiment on aggressive attitude.

Author(s):  
Abdulrahman Alrumaih ◽  
Ruaa Alsabah ◽  
Hiba J. Aleqabie ◽  
Ahmed Yaseen Mjhool ◽  
Ali Al-Sabbagh ◽  
...  

Author(s):  
Todd S. Frobish

This chapter works toward a four-part model of online ethos connecting classical rhetorical theory to the new age of computer-mediated technology with particular attention paid to the challenges, complications, and possibilities of this evolving rhetorical environment. This model demonstrates the usefulness of updating our understanding of ethos and its place in computer-mediated communication (CMC). The proposed model allows for the assessment of digital ethos by examining others’ attempts to develop an online identity based upon: (1) Community Identification and Goodwill, (2) Moral Character and Virtue, (3) Intelligence and Knowledge, and (4) Verbal and Design Competence.


2016 ◽  
Vol 34 (8) ◽  
pp. 1186-1205 ◽  
Author(s):  
Stephen A. Rains ◽  
Steven R. Brunner ◽  
Chelsie Akers ◽  
Corey A. Pavlich ◽  
Selin Goktas

Despite the growth in research examining the use of computer-mediated communication (CMC) for exchanging social support, there remains much to learn about the support-related implications of CMC. An experiment was conducted to examine the influence of the reduced social cues associated with CMC on the outcomes of supportive interaction. Participants discussed a stressor with a confederate either face-to-face or via CMC and received informational or emotional support. Although they received the exact same support messages, participants in the CMC condition reported significantly greater worry and uncertainty discrepancy following the interaction than participants in the face-to-face condition. A main effect was also found for support message type. Consistent with the optimal matching model, informational support led to more beneficial outcomes than emotional support in response to the (controllable) stressor experienced by participants.


Author(s):  
Mohd Zhafri Mohd Zukhi ◽  
Azham Hussain ◽  
Husniza Husni

The usage of emoticon in computer-mediated communication has been growing rapidly among users, especially in social media. Emoticon has been used to express feelings, emotions, gestures, actions and places. Despite the growing number of emoticon users around the world, study on the cultural elements of the emoticon is still lacking. This research aims to propose a model for the development of Culturicon, which is Cultural-Based Emoticon. In doing so, a verification process must be done to the proposed model to ensure that the model is well verified. Expert review method was used for the verification method. Experts from the field of Human-Computer Interaction, User Experience and cultural study especially the academicians were chosen. In addition, application developer and graphic designer also were chosen as expert from the industry. The experts were approached by email and performed the verification by answering online questionnaire provided. The result obtained from these experts were analyzed and amendment were made based from the comments and suggestions. Results showed that 91% experts agreed the connections and flows of all components in the proposed model are logical and readable. Expert verification is important to ensure that the model is being develop correctly. By having this model, it can aid designer and developer in designing meaningful and effective Culturicon.


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