Communication in virtual environments: The influence of spatial cues and gender on verbal behavior
Transcript of Communication in virtual environments: The influence of spatial cues and gender on verbal behavior
RUNNING HEAD: SPATIAL CUES AND GENDER ON VERBAL BEHAVIOR 1
Communication in Virtual Environments: The Influence of Spatial
Cues and Gender on Verbal Behavior
Jennifer Wua, Erica Mattinglyb, & Philipp Kraemera
Departments of Psychologya and Modern and Classical Languages,
Literatures and Culturesb
University of Kentucky
Lexington, KY, USA 40506
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Corresponding author:Jennifer WuDepartment of PsychologyUniversity of [email protected]
Abstract
As communication technologies continue to evolve, more
people will engage in virtual social interactions. With this
trend comes an increasing need for research on behavior within
virtual worlds. This study contributes to that agenda by focusing
on the influence of physical attributes of a virtual setting and
gender on verbal behavior expressed by mixed-gender dyads in a
virtual world. Computerized text analyses revealed linguistic
differences as a function of both the physical and social
complexity of virtual settings and gender. The latter differences
included both quantitative and qualitative features of written
communication. These results add important new discoveries to the
literature on virtual psychology and highlight the value of using
text analysis tools to investigate virtual interactions.
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Key Words: Virtual Environments, Linguistic Analysis, Language,
Second Life, Social Context, Gender Differences, Spatial Cues,
Social Interaction
1. Introduction
The focus of the present study is the question of how
characteristics of an online Virtual World (VW) affect verbal
behavior in social interactions. The technological developments
of the past two decades have introduced new opportunities for
online communication and social connection. Especially popular VW: Virtual WorldAP: Amusement Park
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among these venues are VWs. The value and potential of VWs for
social connection lies in part on the opportunity these platforms
provide for business, education, and clinical applications due to
their cost-effective, physically safe, and geographically-
accessible affordances (Yee, 2014). Computer-mediated
communication in general has been shown to produce healthy, long-
lasting social interactions. People who have communicated through
computer-mediated systems prior to meeting face-to-face report
greater likeability and intimacy for their partner (Ramirez &
Zhang, 2007).
Utilizing VWs for social connection can be particularly
beneficial for individuals who might have difficulty socializing
in the real world (Amichai-Hamburger, 2013). For example, shy
individuals have been found to experience less communication
apprehension in interactions within a VW (Hammick & Lee, 2014).
Further, online communication facilitates lasting connections
that transfer into the physical world (Yee, 2014). The potential
applications and effectiveness of using VW for positive and
beneficial social interactions drive the need for continued
research on the psychological impact of VW attributes.
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VWs enable both the graphic representation of users through
virtual “bodies” called avatars and the creation of virtual
locations that are both true to and unique from physical
environments. Through customization of avatar appearance, a user
can immerse in a VW, feeling and acting as though they are
physically present in virtual space and experiencing interactions
that occur there (Sanchez-Vives & Slater, 2005; You & Sundar,
2013). Immersion in a VW functions through different types of
presence: physical presence, social presence, and co-presence,
all of which are positively correlated and lead to greater
satisfaction (Bulu, 2012).
Our study focuses on two types of presence. Physical presence is
defined as a stronger sense of ‘being there’ in the virtual
space, a sensation similar to what individuals experience by
being in a specific location in the real world (Held & Durlach,
1992; Ijsselsteijn, de Ridder, Freeman, & Avons, 2000). Social
presence is the sense of being amongst others who are also
immersed in the same VW space controlling their own avatars (Held
& Durlach, 1992; Ijsselsteijn et al., 2000). Both kinds of
presence have been found to lead to positive social interaction
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outcomes (Slater, Sadagic, Usoh, & Schroeder, 2000). Sallnas
(2005) demonstrated that participants perform better on a
collaborative, decision-making activity within an environment
that elicits greater physical and social presence. The
established connection between presence and positive interaction
outcomes prompts examination of how greater presence might
influence virtual interactions in ways that lead to beneficial
application of VW for other endeavors.
Individuals clearly exhibit sensitivity to aspects of online
environments by continuously frequenting particular online spaces
they like when seeking to develop social relationships (Levine,
2000). Different degrees of physical and social presence fostered
by aspects of virtual environments can contribute to differential
preferences for particular online spaces used to meet new people
and establish connections. Prior research has established that a
higher number of spatial cues (a larger number of three-
dimensional visual simulations of objects) can induce greater
physical and social presence. Just like in the real world, visual
stimuli and objects in a virtual environment provide context for
the activities that occur within it, fostering physical presence.
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Individuals report increased physical presence, social presence,
enjoyment, and overall satisfaction after immersion in a virtual
environment with more spatial cues (Horvath & Lombard, 2010).
Goel, Johnson, Junglas, and Ives (2013) explain the connection
between spatial cues and social interaction by the Spatial Model
of Interaction and Awareness-Attention Theory (Benford & Fahlen,
1993; Davenport & Beck, 2001). The former posits that properties
of virtual environments provide cues fundamental to interactions
within them; Awareness-Attention Theory suggests that individuals
will be aware of these environmental cues and will consequently
become more attentive to subsequent interactions in those
environments. By shifting awareness to attention, Goel et al.
(2013) suggests that individuals experience deeper immersion in
environments permeated with spatial cues. Therefore, aspects of
the virtual environment, as true of real environments, shape the
way an individual perceives a location and provides a social
context for the virtual interactions in that space.
As theory suggests that spatial cues can be a critical
component to meaningful virtual experiences, our study explores
how the presence or absence of these cues can influence verbal
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behavior. Our study aims to expand previous findings that used
self-report measures by utilizing indices of verbal behavior as
indicators of social interaction. If increased physical presence
leads to increased social presence and more spatial cues lead to
greater immersion and stronger social context, then we
hypothesize that individuals in an environment with more spatial
cues will experience a stronger social connection with others
that they meet there. Consequently, they will display different
verbal behaviors during the virtual interaction depending on the
amount of social presence and the social context invoked by the
environment. We expect those differences to be characterized by
measures of collaborative dialogue that will increase in an
environment with more spatial cues.
Another important dimension of this study concerns gender.
Many real world studies found evidence supporting gender
differences in verbal behavior. For instance, some studies have
found that men emit more spatial references (Mulac & Lundell,
1994) and women have a tendency to organize shorter sentences by
often omitting linguistic function words, such as pronouns and
prepositions (Pennebaker, 2011; Kucukyilmaz, Cambazoglu, Aykanat,
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& Can, 2006). Online spaces offer venues where novel gender
influences and dynamics can develop that might vary from trends
found in the real world. Men particularly have been found to
dominate online forum discussions with greater verbosity -
sometimes to the point where women will leave online spaces
(Herring, 2000; Sussman & Tyson, 2000). Clearly, the influence of
gender is an especially critical variable in virtual
interactions, but this variable has yet to be extensively
explored.
The results of a study by Fox, Bailenson, and Tricase (2013)
support the value of investigations of gender as a factor in
virtual interactions. This study revealed that women who embodied
female avatars with hyper-sexualized appearances experienced
shifts in self-perception that resulted in more body-related
thoughts and greater rape myth acceptance. Such findings indicate
that not only does gender influence experience within a VW, but
also that aspects of gender relevant to real world social norms
and culture (rape myth acceptance) can play a role in VW
experiences. Accordingly, we examined whether males and females
express differences in verbal behavior in mixed-gender virtual
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interactions. Further, we examined whether such differences might
be modulated by the presence of spatial cues within a virtual
environment.
We utilized automated text analysis to measure differences
in verbal behavior as a function of spatial cues in the virtual
environment and gender. Despite its rich potential, text analysis
of discourse in VWs has not received much attention. The present
study used Linguistic Inquiry and Word Count (LIWC), one of the
most popular automated text analysis tools in use today
(Pennebaker, Booth, & Francis, 2007). This program makes it
possible to compute basic linguistic statistics (e.g., overall
word count, words per sentence), assignment of linguistic
function (e.g., parts of speech, and separation of words into
dimensional categories), linguistic psychological referents
(e.g., cognitive and social processes), and frequency of common
content category references (e.g., work, money, space). These
analytical dimensions are collated in terms of 74 linguistic
categories that compute relative category occurrences
(percentages) with respect to the entire text sample. Although
some categories are purely grammatical, such as ‘a,’ ‘an’ and
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‘the’ representing the ‘articles’ class, more abstract
categories, such as indicants of social processes, are computed
by LIWC by categorizing words from predetermined dictionaries.
For example, words registered as being related to ‘death’ include
‘bury,’ ‘coffin’ and ‘kill’ (Pennebaker, Mehl, & Niederhoffer,
2003).
Two studies encourage our study of presence promoted by
spatial cues and gender influences on verbal behavior. Heller &
Proctor (2014) analyzed differences in conversations of
individuals who chatted with Freudbot, a computer agent
simulating Freud, in a VW location or through a text-only medium.
Those conversations which occurred in VW were significantly
higher in particular measures of LIWC categories: personal
pronouns, cognition, biology, past, and present. Such evidence
demonstrates that differences in verbal behavior can be detected
in short-term, undirected interactions. More directly related to
our current study, Kramer, Oh, & Fussell (2006) found significant
variations in specific measures of conversation logs related to
four different conditions of computer-mediated communication that
differed in levels of presence. Participants were given the task
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of collaborating to assemble a robot. The medium was either audio
only, video conferencing with the camera focused on the
workspace, video conferencing that included the ability to draw
on the video feed, or face-to-face. Self-reported presence scores
correlated positively with the use of 'we' pronouns and
correlated negatively with the use of 'you' pronouns, supporting
the idea that greater presence promotes collaboration in
interactions. Additionally, presence scores also correlated
positively with increased use of references to local and remote
space (deixis). Such evidence demonstrates the link between
verbal behavior and the presence invoked by virtual environments
and indicates that linguistic metrics can be utilized in
investigations of how virtual environments can shape the social
interactions that occur within them.
Kramer et al. (2006) prompts our examination of various
measures of linguistic behavior through LIWC that we couple with
an investigation of whether gender factors in verbal behavior
differences. We anticipate that differences in linguistic metrics
related to collaboration and inclusion will arise similar to
Kramer et al’s (2006) findings of presence with “we” and “you”
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pronouns. Our study aims to expand our understanding of how
presence, increased in an easily manipulated way, can influence
social interactions and include gender, a well-established factor
in verbal behavior, in that examination.
2. Method
2.1. Participants
Thirty-two participants from a pool of students at the
University of Kentucky, half of them male and half of them
female, were given course credit for their participation. This
study used a 2x2 mixed-factor design. The within-subjects
variable consisted of the virtual environment in which the social
interaction occurred: Amusement Park (AP) or Lab. The between-
subjects factor was gender. Participants were divided randomly
into two groups that differed in terms of the order in which they
experienced the two environments. Their partner in each setting
was a different avatar controlled by the same real world
confederate.
2.2. Materials
The VW utilized for this experiment, Second Life (SL), can
be downloaded free of charge at the website, www.secondlife.com.
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SL is intended for general public use and utilizes a desktop
interface with a keyboard and mouse control. The procedure for
this study involved three separate SL locations and a physical
test room that contained a table with a desktop computer and two
chairs. The three SL locations included a starting location and
two locations in which interactions occurred. The starting
location was a simple conference room space with tables. The Lab
environment was an enclosed room with minimal visual stimuli or
characteristics that would promote conversation. The Lab had dark
walls and no interactive content other than a couch and chairs on
which the two avatars could sit. The AP, on the other hand, had a
wealth of interactive objects including carnival games and a
variety of moving, flashing visual stimuli. There were also
virtual objects that avatars could touch to receive messages,
acquire content, or explore for entertainment (e.g., AP rides and
a fun house).
The confederate used different avatars in each interaction
(shown in Figure A). Appearance customization in SL can be
accomplished through choosing from one of many default avatar
options, which range from human or animal to vehicle or fantasy
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characters. SL avatar appearances can be further changed by using
editing menus to adjust appearance and characteristics such as
height and size of the nose. The avatars used by the confederate
in this experiment were human and always of the opposite gender
of the participant.
2.3. Procedure
Participants were told that the experimental procedure
examined social interaction in a virtual environment and that
they had been assigned two different conversation partners who
were also participants (actually a confederate). The participant
was brought into the physical test room where the experimenter
sat next to the participant at the computer and guided them
through the study. The experimenter helped the participant log
into SL using an account pre-made for this study and familiarized
them with the SL interface. Participants freely chose an avatar
from among the default appearance options. When the participant
became confident using the SL controls, the experimenter
instructed them to teleport to their first location where the
confederate awaited them, appearing as a human avatar of the
opposite gender of the participant. Participants interacted with
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the confederate avatar during two successive interactions: one
within the AP and one in the Lab. The order of the locations was
counterbalanced. Each of the two interactions lasted for 10
minutes.
The participant and confederate communicated through a text
messaging system available within SL. The confederate followed
scripted guidelines for the interaction. The confederate’s
primary task was to facilitate collaborative exploration of the
environment and engage the participant in conversation about the
environment and the VW in general. For that purpose, the
confederate asked targeted questions such as: What do you want to
do? What do you think of this place? Should we check it out?
Conversation logs were recorded for each interaction.
2.4. Measures
Each participant's contribution to conversations with the
confederate were transcribed and analyzed with LIWC. Each
participant's written responses were summarized according to
scores of LIWC categories related to their overall participation
in conversation, categories previously used in Kramer et al’s
(2006) study, and categories that indicate collaboration. Thus,
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we report scores for the following measures: (1) Word Count (WC),
tabulated as the total number of words each participant expressed
within their conversation; (2) First Person Plural Pronouns (FPP)
such as ‘we’, ‘our’, ‘us’; (3) Second Person Pronouns (SPP) such
as ‘you’ and ‘your’; (4) frequency of terms referring to
characteristics of locative position (SPACE), such as ‘here’,
‘down’, ‘empty’; (5) frequency of Inclusive reference terms
(INCL), such as ‘with’, ‘and’, and ‘also’; (6) frequency of
language indicating agreement (ASSENT), such as ‘ok’, ‘sure’, and
‘I agree’; (7). frequency of Exclusive reference terms (EXCL),
such as ‘except’, ‘but’, and ‘without’;
3. Results
Separate multivariate ANOVAs were calculated using a split-
plot design for each of the 7 linguistic variables in addition to
effect sizes. The two independent variables for these analyses
consisted of Gender and Virtual Environment (VE). For WC, the
Gender x VE interaction was statistically significant, F(1,29) =
13.8, p < .01. In addition, both the main effect of Gender,
F(1,29) = 6.97, p < .02, and VE, F(1,29) = 122.87, p < .01, were
also statistically significant. As can be seen in Table A,
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females expressed more words than males in both environments, but
the differences between the genders was greatest in the Lab as
demonstrated by the large effect size shown in Table B (Cohen,
1988).
A subset of our analyses examined measures aimed to
replicate Kramer et al.’s (2006) findings of presence correlating
with higher use of ‘we’ pronouns, lower use of ‘you’ pronouns,
and an increased use of words associated with physical space. Our
measures were respectively FPP, SPP, and SPACE. Results indicated
a significant effect of VE on FPP (F(1,29)=12.22, p < .01), but
neither Gender or the Gender x VE interaction was significant.
There were higher FPP scores by both genders in the AP with a
large effect size in females and a medium effect size in males
between the two environments (See Table B). For SPP, there was no
significant main effect of Gender or VE nor was the Gender x VE
interaction significant, although there was a medium effect size
between genders in AP. For SPACE scores, only the main effect of
Gender was significant, F(1,29) = 9.22, p < .01. Tables A and B
illustrate that men employed more references to SPACE with a
large effect size for the differences between the environments
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and a medium effect size for the differences between the
environments for females.
There was no significant difference in INCL scores due to
Gender or VE, nor was the Gender x VE interaction significant. In
terms of ASSENT, evidence was found for a significant main effect
of VE, F(1,29) = 9.72, p < .01, with a large effect size for
females and a medium effect size for males (See Table B). Table A
indicates that more ASSENT terms were expressed by both genders
in the AP. For EXCL scores, there was a significant main effect
of VE, F(1,29) = 5.29, p < .03. Table A illustrates that EXCL
scores were higher in the Lab than the AP. A large effect size
between groups of males in the two different VE (shown in Table
B) indicates that verbal behavior in male participants within the
Lab and AP drive the main effect.
Furthermore, a qualitative examination of the conversation
logs was conducted by generating word clouds for the different VE
conditions in this study to further illuminate what kind of
dialogue contributed to the differences in measures associated
with collaboration. Creating the word clouds was accomplished
through the use of RStudio with the word cloud package.
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Beforehand, the raw text was stripped of white space,
punctuation, numbers, and linguistic function words (words
necessary to connect sentences for overall meaning but have
little semantic content, i.e. articles, prepositions, or
conjunctions). Thus, only words with words with heavy semantic
content appear in the word clouds, unlike ‘the’ or ‘and.’ For the
purposes of this study, we decided to also strip the terms
‘haha’, ‘yeah’, ‘lol’, ‘sure’, ‘yea’, and ‘hahah’ from the raw
data, as these are likely evidence of phatic conversation rather
than content. Through the word cloud package, we set the
frequency threshold for inclusion so that only words, out of
those not previously excluded, with a minimum frequency of 5 or
above would appear in the word cloud.
A word cloud was created from the dialogue for each
environment to further illustrate the differences in conversation
implied by findings of ASSENT, FPP, and EXCL. Through this
method, we could gather insight on the word frequency trends
while also depicting the variance in WC across each gender and
environment. Figure B and C show the word cloud generated from
the interactions in AP and Lab respectively. The AP word cloud
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shows fewer words and the most frequent word is ‘yes’. Other
prominent words are ‘lets’, ‘hey’, and ‘can’, while words that
particularly stand out for contributing to a theme include
‘ride’, ‘avatar’, ‘see’, and ‘around’, which suggest
conversations about SL and exploration. The word cloud from the
Lab included a greater variety of words with the most frequent
including ‘thats’, ‘just’, ‘know’, and ‘like’. Words also
appeared that related to student life, possibly arising because
all participants were students and had such experiences in
common, such as ‘psych’, ‘school’, and ‘major’.
4. Discussion
This study examined whether linguistic patterns in dyadic VW
interactions are influenced by the amount of visual stimuli or
spatial cues within the virtual environment and the participant's
gender. Conversation logs were analyzed with the text analysis
program LIWC (Pennebaker et al., 2007) in terms of seven pre-
selected measures. The measures were selected based on the aims
of our study to replicate previous findings of Kramer et al.
(2006) and our interest in verbal behavior reflective of
collaboration and community. We included measures of FPP, SPP,
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and SPACE, which Kraemer et al.’s (2006) study established are
correlated with presence. The results indicate that both gender
and the amount of spatial cues in the virtual environment affect
verbal behavior. In some cases, the impact of these variables was
consistent with previous research, but in other cases, our
findings deviated from past work.
With respect to the aim of this study to replicate past
research related to presence through the influence of spatial
cues and visual stimuli in the virtual environment, several
findings emerged. Results of our study align with the trend found
by Kramer et al. (2006) and replicated by Heller & Proctor
(2014), suggesting that increasing presence led to greater use of
particular verbal behaviors. For both genders, measures of FPP
were higher in the AP than the Lab and effect sizes indicate that
this difference is particularly robust in both males and females.
This finding aligns with our hypothesis that the manipulation of
spatial cues leads to greater social context and increases
presence. What is incongruent with Kramer et al.’s (2006) study
is that we found no effects for SPP and no VE effect for SPACE.
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We did find a main effect of gender on SPACE scores, which
contrasts with results found in the real world (Newman et al.,
2008). This result demonstrates the value of VWs to provide an
additional medium in which to examine behaviors and phenomenon
found in the real world. As we did not design our study to
isolate the influence of gender on verbal behavior, we limit our
interpretation of this deviance from trends found in the real
world. We highlight with this finding the contribution of VW
technology to the research of psychological phenomena studied in
the real world.
In addition to our findings for FPP, ASSENT scores were
higher in the AP than the Lab with a robust difference indicated
by a medium effect size. This pattern of results is consistent
with the hypothesis that being in the AP induced more
collaborative interaction within the dyads resulting in a more
positive interaction than occurred in the Lab. As predicted,
these measures indicate greater use of cooperative terms such as
'we', 'ok', 'I agree.' That participants are sensitive to the
virtual settings in which they interact and adjust their verbal
behavior accordingly supports the Spatial Model of Interaction
RUNNING HEAD: SPATIAL CUES AND GENDER ON VERBAL BEHAVIOR 24
and Awareness-Attention Theory (Goel et al., 2013; Benford &
Fahlen, 1993; Davenport & Beck, 2001). Participants do indeed
appear to immerse psychologically in the simulated environments
in which they find themselves and act differently in environments
with differing numbers of spatial cues.
Increased use of FPP and ASSENT terms suggests heightened
social presence, which reaffirms the connection between presence
and spatial cues uncovered by Horvath & Lombard (2010) and the
ability of VW to evoke psychological realism (Jarmon, 2009). In
addition to our quantitative measures of FPP and ASSENT, we refer
to our wordclouds in understanding what substantial differences
occurred in conversations within the two VE. Our collection of
words frequently used in the AP include very few nouns and
indicate amicable conversation referencing aspects of the
environment such as avatars and “ride”, presumably an object or
invitation to interact with the carnival attractions. The most
frequently used word, ‘yes’, shows high agreeableness from the
participant. Thus, evidence suggests the interpretation that
conversations focused on engaging together within the VE. The
word cloud from the Lab demonstrates that conversations did not
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extend far beyond topics that would be discussed in real world
meetings. Most nouns referred to school and everyday
pleasantries, suggesting small-talk conversation more than
engaging interactions.
Although we found no significant difference in participants’
use of INCL references between the two environments, EXCL scores
were higher for both genders in the Lab than the AP. Terms in
this category reflect a heightened use of language implying
exclusion where they are continually emphasizing omission of a
concept, e. g. ‘without,’ ‘except,’ or ‘but.’ Aligning with our
conclusion for increased sense of collaboration in the AP, the
use of these terms suggests that the speaker is less open and
cooperative. Therefore, the higher EXCL scores in the Lab might
indicate that interactions within that environment did not
generate a sense of collaboration or rapport with their partner.
Analogous to our conclusion regarding more positive interactions
in the AP, we suggest that the lack of spatial cues in the Lab
environment resulted in lessened social presence, which
consequently made participants feel less comfortable with their
confederate partner.
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In examining interactions between gender and virtual
environment, females were found to express more words than males
in each of the two environments, but the discrepancy between the
genders was more pronounced in the Lab, an environment with fewer
spatial cues. The main effects and the interaction for this
measure showed impressively large effect sizes. This pattern
deviates from what has been found in the real world (Newman et
al., 2008), and it demonstrates how computer-mediated
communication can offer opportunities to redefine basic
linguistic patterns in social interactions. Specifically, the
spatial cues of the virtual setting modulated the magnitude of
the gender difference in words expressed. Interestingly, more
words were expressed in the comparatively bland Lab. One
explanation for this difference is that the AP elicited more
behaviors that competed with verbalization. Perhaps while being
more engaged in the environment, participants were less invested
in conversation. Alternatively, the lack of stimulation in the
Lab may have fostered more conversation. These hypotheses deserve
further examination.
4.1. Conclusions
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Given the aims of this study to examine the influence of
spatial cues and physical presence in virtual interaction as well
as offer a VW counterpart to the real world literature on
location and gender in verbal behavior, our study did not include
measurements of immersion. As such, attribution of the
differences found in verbal behavior between the Lab and AP
environments to greater social presence can only be speculated
based on theory. In addition, stability of verbal measures
examined through LIWC has not been established within SL (Yee,
Harris, Jabon, & Bailenson, 2011), so this study only included
conversation logs from one conversation.
While this study can illustrate immediate differences in
verbal behavior due to the amount of spatial cues in the
environment, a more thorough examination is needed to determine
whether those differences would continue in a lengthier virtual
acquaintance or over repeated conversations. Our quantitative
analyses of LIWC measures demonstrate robust effect sizes for all
significant effects found. A caution for interpretation must be
made that while they indicate the value of text analysis and
provide behavioral measures of presence, they are limited in the
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scope of what they can reveal about social interactions as a
whole. Further research must be made to verify the implications
that spatial cues can directly and definitively lead to more
positive social connection in virtual interactions.
The value of the current study lies in the findings that
deviate from what is found in the real world and provide evidence
from virtual environments pertinent to phenomena for which
conflicting results have been found in the real world, namely WC
and SPACE. Virtual environments may offer a space where we can
interact that is isolated from real-world dynamics or
communication patterns that impede positive, productive
interactions. Given the evidence that manipulating spatial cues
in an environment can influence verbal behavior indicative of
collaboration, future research investigating whether spatial cues
and social contexts of environments can be conducive to community
activities such as group learning or support groups may reveal
beneficial uses of VW.
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Table A. Descriptives Female MaleM SD M SD
Lab WC 151.18 36.66 99.71 43.29AP WC 54.59 22.55 53.23 26.22
RUNNING HEAD: SPATIAL CUES AND GENDER ON VERBAL BEHAVIOR 36
Lab FPP 0.47 0.66 0.77 1.32AP FPP 1.99 2.53 2.15 2.83Lab SPP 4.25 1.51 4.64 2.43AP SPP 3.81 2.39 5.46 3.55
Lab SPACE 4.55 1.63 7.24 4.38AP SPACE 5.73 3.08 8.29 5.17Lab INCL 2.70 1.54 2.83 1.96AP INCL 3.28 3.38 2.27 2.70
LabASSENT 6.04 3.25 5.49 2.87
AP ASSENT 10.15 7.54 7.53 6.45Lab EXCL 3.26 1.21 3.62 1.92AP EXCL 2.77 2.79 1.68 1.75
Notes. Measures with significant differences are bolded.
RUNNING HEAD: SPATIAL CUES AND GENDER ON VERBAL BEHAVIOR 37
Table B. Cohen's d Effect SizesGender in Lab Gender in AP VE in Females VE in Males
WC 1.28 0.06 3.17 1.30FPP -0.28 -0.06 -0.82 -0.63SPP -0.19 -0.54 0.22 -0.27SPACE -0.81 -0.60 -0.48 -0.22INCL -0.07 0.33 -0.22 0.24ASSENT 0.18 0.37 -0.71 -0.41EXCL -0.22 0.47 0.23 1.06
Note. Large effect sizes are bolded.
RUNNING HEAD: SPATIAL CUES AND GENDER ON VERBAL BEHAVIOR 38
Figure A. Confederate Avatars
Array of avatar appearances used by confederate as interaction partners.
RUNNING HEAD: SPATIAL CUES AND GENDER ON VERBAL BEHAVIOR 39
Figure B. AP Word cloud
Illustration of words used in conversations in AP with high frequency
RUNNING HEAD: SPATIAL CUES AND GENDER ON VERBAL BEHAVIOR 41
Illustration of words used in conversations in Lab with high frequency