Avatars in Argumentation – Use of Avatars – Avatars and Argument: Audience



Avatars in Argumentation – Use of Avatars – Avatars and Argument: Audience

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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 horizons

Avatars: 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 Research

Avatars: 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 Systems

Avatars 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