Avatars in Argumentation
On the Role of Avatars in Argumentation and the use of Logical and Rhetorical Tactics
Tom Blount, David Millard and Mark Weal
Introduction
- Argumentation is an important part of communication
- Social argumentation is used differently to formal argumentation
- The use of avatars in social argumentation presents interesting research areas and challenges
Argumentation
- Dialectic/Eristic
- Logic/Rhetoric
- Social impact/social force
Use of Avatars
- Socially
- Recreationally
- Commercially
Avatars: Social
- Used for interacting with people within virtual worlds
- e.g. Second Life
A. M. Kaplan and M. Haenlein (2009) The fairyland of second life: Virtual social worlds and how to use them. Business horizonsAvatars: Recreational
- Used to play games within virtual worlds
- e.g. World of Warcraft
J. Wu et al. (2008) Why they enjoy virtual game worlds? an empirical investigation. Journal of Electronic Commerce ResearchAvatars: Commercial
- Used for remote conferencing/collaborating
- e.g. Collaborative Computer-Supported Argument Visualisation
T. Erickson et al. (2011) Synchronous interaction among hundreds: an evaluation of a conference in an avatar-based virtual environment. Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsAvatars and Argument: Audience
- In what ways do avatars affect an audiences perceptions?
- Gender, height; even species
- Do people craft avatars based on their knowledge of the audience?
C. Zanbaka, et al. (2006) Can a virtual cat persuade you?: the role of gender and realism in speaker persuasiveness. Proceedings of the SIGCHI conference on Human Factors in computing systems
Avatars and Argument: Proteus Effect
- People adapt to the "role" of their avatar
- Does this extend to the use of argumentation tactics?
- How much of this is retained "offline"?
N. Yee et al. (2009) The proteus effect: Implications of transformed digital self-representation on online and offline behavior. Communication Research
Avatars and Argument: Dialectic Argument
- People react more favourable to certain avatars
- Should avatars be made equal?
- Does that defeat the purpose?
Challenges
Purpose: Why has this person created this avatar?
Granularity: How customisable are avatars?
Restrictions: Can a user accomplish their goal with a particular avatar?
Conclusion
- Accurately modelling argumentation is important
- Avatars have the potential to affect the way social argumentation is carried out
Questions?
Tom Blount - tb12g09@ecs.soton.ac.uk - @Tom_Blount
References
T. Erickson, N. S. Shami, W. A. Kellogg, and D. W. Levine. Synchronous interaction among hundreds: an evaluation of a conference in an avatar-based virtual environment. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pages 503–512. ACM, 2011.
A. M. Kaplan and M. Haenlein. The fairyland of second life: Virtual social worlds and how to use them. Business horizons, 52(6):563–572, 2009.
J. Wu, P. Li, and S. Rao. Why they enjoy virtual game worlds? an empirical investigation. Journal of Electronic Commerce Research, 9(3):219–230, 2008.
N. Yee, J. N. Bailenson, and N. Ducheneaut. The proteus effect: Implications of transformed digital self-representation on online and offline behavior. Communication Research, 36(2):285–312, 2009.
C. Zanbaka, P. Goolkasian, and L. Hodges. Can a virtual cat persuade you?: the role of gender and realism in speaker persuasiveness. Proceedings of the SIGCHI conference on Human Factors in computing systems , pages 1153–1162. ACM, 2006.
Avatars in Argumentation
On the Role of Avatars in Argumentation and the use of Logical and Rhetorical Tactics
Tom Blount, David Millard and Mark Weal