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I'm all for little do-it-yourself surveys and have created some myself - http://botgirl.blogspot.com/2008/05/you-can-help-investigate-human-and.html - but it would be really interesting to see the results of professional studies on this topic with both rigorous protocols and a valid sample size.
I wonder about things like:
- Is the stereotypical avatar form you mention really widespread, or just among particular Second Life subcultures.
- Is there a relationship between participation (or non-participation) in romantic or sexual relationships in SL and body shape and gender choice.
- It would be really cool to have metric differences (shape slider numbers) for things like height, breast size, muscle percentage, etc. for avatars in different communities.
Anyway, keep up the sensationalizing, thought-provoking work! I like it.
The Power of Real-World Gender Roles in Second Life
Pixels and Policy recently tackled the issue of how racial bias crept across the real-virtual divide and found a home in the virtual world. Dozens of our readers responded with their own stories of virtual prejudice as well as their critiques of our research. As we researched the role of race i...
It seems to me that outside of a small (very vocal and prolific) group of true-believers, most software users could care less about whether code is proprietary or open source. What matters is how well a given application provides features, usability, reliability and cost of ownership in relation to its competitors.
After a couple of decades, open source has neither brought Microsoft and Apple to their knees nor killed Capitalism.
Hopefully we can get past these questions and focus on more important matters like how well virtual world clients support boob physics.
Dusan Writer on Pixels, Policy, and the Barbarians at the Gate
Today we have an excellent syndicated post from Dusan Writer, Editor of the information-rich Dusan Writer's Metaverse. A well-researched thinker and virtual worlds writer, Dusan has provided comments and critiques on Pixels and Policy articles in the past. In Digital Barbarism, Mark Helprin la...
Interesting topic! I have a few random thoughts...
Why the hell humans do just about anything is usually a mix of biological, psychological and sociological factors. I'm a bit skeptical that social pressure is the main cause of virtual consumerism or that consumerism is the most significant symptom of social pressure in virtual worlds.
I agree that it's likely that some people in virtual worlds make purchases as a result of pressure caused by by social norms (pull), but you could just as easily spin the same data as people choosing to make purchases from a desire to be part of a group (push.)
In the first example the group is generating some coercive force that compels hapless members to spend their $Lindens. In the second, people have a desire to feel part of a group which they consciously choose to fulfill through the purchase of items that outwardly signify their association.
On the question of consumerism as self-expression...
It seems to me that some consumerism is driven by people's desire to reflect their inner self image through external signs that include purchased goods. But it's hard to deny that people also shop for other reasons including the desire to conform to social norms (whether or not they reflect one's self-image).
So I guess what I'm saying is that taking any particular factor as THE MAIN CAUSE is good for stimulating discussion, but probably not a reflection of the varied complexity behind the relationship between consumerism and social groups.
Discussion: Is Virtual Consumerism Built on Social Pressure?
We wrote an article last week that asked whether virtual world consumerism is essentially a product of social pressures. In support of our opinion, we cited an article from the Virtual Economy Research Network that made the case. One of its better points: Beyond individual appearance, consumptio...
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