TY - JOUR
T1 - Communicating age in Second Life
T2 - The contributions of textual and visual factors
AU - Martey, Rosa Mikeal
AU - Stromer-Galley, Jennifer
AU - Consalvo, Mia
AU - Wu, Jingsi
AU - Banks, Jaime
AU - Strzalkowski, Tomek
N1 - Funding Information:
This project was funded by the Air Force Research Labs.
Publisher Copyright:
© The Author(s) 2013.
PY - 2015/1/17
Y1 - 2015/1/17
N2 - Although considerable research has identified patterns in online communication and interaction related to a range of individual characteristics, analyses of age have been limited, especially those that compare age groups. Research that does examine online communication by age largely focuses on linguistic elements. However, social identity approaches to group communication emphasize the importance of non-linguistic factors such as appearance and non-verbal behaviors. These factors are especially important to explore in online settings where traditional physical markers of age are largely unseen. To examine ways that users communicate age identity through both visual and textual means, we use multiple linear regression and qualitative methods to explore the behavior of 201 players of a custom game in the virtual world Second Life. Analyses of chat, avatar movement, and appearance suggest that although residents primarily used youthful-looking avatars, age differences emerged more strongly in visual factors than in language use.
AB - Although considerable research has identified patterns in online communication and interaction related to a range of individual characteristics, analyses of age have been limited, especially those that compare age groups. Research that does examine online communication by age largely focuses on linguistic elements. However, social identity approaches to group communication emphasize the importance of non-linguistic factors such as appearance and non-verbal behaviors. These factors are especially important to explore in online settings where traditional physical markers of age are largely unseen. To examine ways that users communicate age identity through both visual and textual means, we use multiple linear regression and qualitative methods to explore the behavior of 201 players of a custom game in the virtual world Second Life. Analyses of chat, avatar movement, and appearance suggest that although residents primarily used youthful-looking avatars, age differences emerged more strongly in visual factors than in language use.
KW - Age identity
KW - Second Life
KW - avatar appearance
KW - online behavior
KW - virtual worlds
UR - http://www.scopus.com/inward/record.url?scp=84921271564&partnerID=8YFLogxK
U2 - 10.1177/1461444813504270
DO - 10.1177/1461444813504270
M3 - Article
AN - SCOPUS:84921271564
SN - 1461-4448
VL - 17
SP - 41
EP - 61
JO - New Media and Society
JF - New Media and Society
IS - 1
ER -