The current study tracked 80 participants who spent an average of six hours per week in Second Life over six consecutive weeks. Objective measures of movement and chat were automatically collected in real time when participants logged in to Second Life. Data regarding the number of groups and friends was self-reported through online questionnaires on a weekly basis. Results demonstrated that although the social networks of users continued to broaden over the course of the study, users became less inclined to explore regions, decreased their use of high-energy actions such as flying or running, and chatted less. We discuss implications for theories of virtual social interaction as well as the use of Second Life as a social science research platform.
IntroductionThis paper describes a six week long study that tracked behavior in the virtual environment, Second Life. Blascovich (2002) proposed a model of how virtual human representations may influence users and result in realistic behaviors, that is, behaviors that would be seen in the real world. Many studies based on this model have illustrated the ways in which the characteristics of virtual environments and interactions result in realistic user behavior. Although most research has focused on individual behavior within interpersonal or small group contexts, only a handful of studies have applied the social influence model to study individual or group behaviors within larger social contexts. The study presented here contributes to the current literature by providing additional evidence for the social influence model in a large-scale context. Furthermore, it is unique in its use of the Second Life platform as a methodological tool for an extended, controlled study within a naturalistic virtual setting. The following sections review Blascovich's model and research of realistic individual behavior within small and large scale social contexts.
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