Abstract:This work explores the role of multimodal cues in detection of deception in a virtual world, an online community of World of Warcraft players. Case studies from a five-year ethnography are presented in three categories: small-scale deception in text, deception by avoidance, and large-scale deception in game-external modes. Each case study is analyzed in terms of how the affordances of the medium enabled or hampered deception as well as how the members of the community ultimately detected the deception. The ram… Show more
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