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Sending Hearts and Throwing Snowballs:
               Examining Children’s Non‐Verbal Communication in Virtual Worlds
                                                                                            Lindsey Krabbenhoft                                                  Julia McKnight                                            Eric M. Meyers
                                                                                            lmkrabbenhoft@gmail.com                                           julia.p.mcknight@gmail.com                                   eric.meyers@ubc.ca


INTRODUCTION                                                                                                               FACTORS WE ARE INVESTIGATING                                                                                             COMMUNICATION CONSTRAINTS
We are investigating two virtual worlds aimed at children ages 5-10: Pixie                                                                                                                                                                          We have identified different human and technical limits on youth
Hollow and Club Penguin. Every day millions of children login to virtual worlds                                                                                    GENDER                                                                           communication:
where they play, socialize, create, and explore a digital landscape as avatars, or                                                                                                                                                                                                Typing skill and speed varies depending on age and literacy
                                                                                                                                 Pixie Hollow is an extremely gender regulated environment. Gender is the
“virtual characters.” These virtual worlds feature commercial and recreational                                                                                                                                                                                                    of the user
                                                                                                                                 first consideration when creating an avatar. Clothing and accessory options
destinations set within natural pixie and penguin habitats . As users, children’s                                                                                                                                                                                                 Users with limited typing capability and low literacy are
                                                                                                                                 reflect gender norms and are restricted so that users may only access
                                                                                                                                                                                                                                                                                  limited to use of emoticons
access to these accommodations varies according to membership status, with                                                       gender “appropriate” items. However, the uneven ratio of pixies to                                                                               Users who are literate but have low typing capability can
paying members enjoying unlimited access. Our study seeks to understand the                                                      sparrowmen results in sparrowmen as objects of desire, a gender norm                                                                             make use of pre-scripted phrases such as “How are you
different ways that children employ site features and communicative                                                              reversal which puts pixies in the position of pursuer. Male attention                                                                            today?” or “Can I get a tour of your igloo?”
affordances of virtual worlds to engage with other users. In analyzing these                                                     seeking behavior consists of friend requests, flirty chatting and emoting,                                                                       Highly literate users can overcome filtering by using
communication patterns, we hope to identify the emerging practices in these                                                      and competition among pixies for male attention.                                                                                                 homonyms and phonetic spelling such as “Won dollar
spaces, and contrast these practices with other contexts of child development.                         Sparrowman                                                                                                                   Pixie            Emoticons in Club Penguin    please.”

                                                                                                                                 In Club Penguin, users first select their avatar color which can be gendered                                                                     Chat filtering and moderators who police chat
                                                                                                                                 (i.e. hot pink) or gender neutral (i.e. orange). Paying members have access                                                                      communication for identifying personal information such as
                                                                                                                                 to clothing and accessories that further distinguish or blur their gender,                                                                       typing digits or spelling out numbers that may lead to

RESEARCH QUESTIONS                                                                                                               with no restrictions on what users can buy or wear. A common behavior in
                                                                                                                                 Club Penguin is gender inquiry as users seek to know the gender of the
                                                                                                                                                                                                                                                                                  revealing one’s contact information, and using
                                                                                                                                                                                                                                                                                  inappropriate language
                                                                                                                                 penguin they are interacting with.                                                                                                               In Club Penguin users have the option of selecting servers
   How do communicative affordances – emoticons and physical gestures – convey                                                                                                                                                                                                    where only safechat is available.
                                                                                                       Male Penguin                                                                                                             Female Penguin                                    In Pixie Hollow parents upon activating the account have
   children's communicative intents in these virtual worlds?
   How do variables such as gender, social status, and avatar form influence                                                                                                                                                                                                      the option of approving speedchat plus or safechat.
                                                                                                                                                                                                                                                     Expression in Pixie Hollow
   children’s interactions with each other in these virtual worlds?
   How do children interpret these variables when shown simulations of
   communication scenarios in the context of these virtual worlds?                                                                                             SOCIAL STATUS
                                                                                                                                                                                                                                                    OUR APPROACH
                                                                                                                                                                                                                                                    We began our research using participant observation, whereby we the researchers
WORLDS WE STUDY                                                                                                                                                                                                                                     created avatars and spent time in the Virtual Worlds observing interactions and
                                                                                                                                                                                                                                                    communications between users. In this way we gained background knowledge of the
                                                                                                                                                                                                                                                    user experience. In the next phase of our research we seek to understand how the
                                                                                                                                                                                                                                                    child experiences and interprets these virtual worlds. We are in the process of
                                       PIXIE HOLLOW                                                                                                                                                                                                 created machinima scenarios, using Club Penguin and Pixie Hollow, in which we
                                       A nature-themed world built around the Tinker                                                                                                                                                                simulate commonly occurring social interactions. These interactions include: flirting
                                       Bell character from Peter Pan. Different areas of                                                                                                                                                            and friending, stalking and following, jealousy and competition, comforting, help
                                       the world represent the four seasons.                                                                                                                                                                        seeking and aiding. While we can provide clear labels for these scenarios it is unclear
                                                                                                                                                                                                                                                    how children interpret or understand them. Using focus groups of children we will
                                       The Tea Room is a key location for Pixies and                                                                                                                                                                present our machinima scenarios and get feedback from the children using a set of
                                                                                                               Pixie Hollow Paid Membership Activation Page                      Club Penguin Paid Membership Activation Page
                                       Sparrowmen. Participants gather to                                                                                                                                                                           interview questions.
                                       socialize, eat, drink, and engage in role play
                                       activities.                                                Social status, contingent on paid membership, is marked by the amount of “swag” – fancy clothing, accessories, furniture, pets
                                                                                                  – that a user can purchase. Additional benefits include an all access pass to all games at all levels and privileged places.
                                       In many of these spaces, paid membership in the            Membership opens a richer dimension of play and interaction through which users can organize social events like parties and
                                       world permits special privileges. In the tea
                                       room, for example, participants who are paying
                                                                                                  fashion shows and buy gifts for friends. Where members achieve higher levels marked by enhanced interactive and
                                                                                                  communicative affordances and increased access to swag, non-members experience a low level ceiling that limits their ability to
                                                                                                                                                                                                                                                    IMPLICATIONS OF OUR WORK
                                       members can use the game tables, while non-                interact and progress.
                                       members cannot.                                                                                                                                                                                              As a gateway technology, virtual worlds for kids constitute a consciousness-forming
                                                                                                                                                                                                                                                    activity that will potentially affect the future conduct and communication of the child
                                                                                                                                                                                                                                                    user. With so many children in virtual worlds it is clear that this online space has a
                                                                                                                                                                                                                                                    significant impact on the lives of children. In a world of phatic communication—
                                       CLUB PENGUIN                                                                                                                                                                                                 tweets, pokes, and status updates—it is vital that we understand the role of
                                       “Waddle around and make new friends” is the                                                                             AVATAR FORM                                                                          communicative intents in virtual spaces for children. This study will provide unique
                                       theme of Club Penguin, a snow-covered penguin                                                                                                                                                                insights into the creative ways children make use of online communication features.
                                       paradise, including an ice rink, ski mountain, and                                                                                                                                                           For many young children, these virtual worlds may be their first foray into
                                                                                                                               Club Penguin and Pixie Hollow differ in the avatar forms they offer. Club Penguin                                    web‐mediated communication, thus the practices that emerge from these spaces
                                       Japanese Dojo. Participants shop, socialize, and
                                                                                                                               avatars are anthropomorphic, while Pixie Hollow avatars are hominid in                                               hold special significance in the development of online literacies.
                                       care for pets called “puffles”.
                                                                                                                               appearance. We are interested in investigating how avatar form influences
                                                                                                                               interaction in terms of social behavioral norms, empathy, and self-representation.
                                       The Club Penguin Town includes a coffee bar, gift
                                                                                                                               We suspect that a cartoonish, anthropomorphic avatar affords a more playful and
                                       shop, and a night club where penguins dance and
                                                                                                                               relaxed virtual world experience than that of a hominid avatar with hyper
                                       hang out. Paid membership in allows participants
                                                                                                                               idealized physicality. The romanticized hominid avatar form in Pixie Hollow
                                       to buy elaborate outfits and custom furniture for
                                                                                                                               emphasizes a personal quest toward self improvement and distinction in beauty
                                       their igloos.
                                                                                                                               and skill.
                                                                                                 Anthropomorphic Avatar                                                                                                            Hominid Avatar

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Examining Non-Verbal Communication in Virtual Worlds for Kids

  • 1. Sending Hearts and Throwing Snowballs: Examining Children’s Non‐Verbal Communication in Virtual Worlds Lindsey Krabbenhoft Julia McKnight Eric M. Meyers lmkrabbenhoft@gmail.com julia.p.mcknight@gmail.com eric.meyers@ubc.ca INTRODUCTION FACTORS WE ARE INVESTIGATING COMMUNICATION CONSTRAINTS We are investigating two virtual worlds aimed at children ages 5-10: Pixie We have identified different human and technical limits on youth Hollow and Club Penguin. Every day millions of children login to virtual worlds GENDER communication: where they play, socialize, create, and explore a digital landscape as avatars, or Typing skill and speed varies depending on age and literacy Pixie Hollow is an extremely gender regulated environment. Gender is the “virtual characters.” These virtual worlds feature commercial and recreational of the user first consideration when creating an avatar. Clothing and accessory options destinations set within natural pixie and penguin habitats . As users, children’s Users with limited typing capability and low literacy are reflect gender norms and are restricted so that users may only access limited to use of emoticons access to these accommodations varies according to membership status, with gender “appropriate” items. However, the uneven ratio of pixies to Users who are literate but have low typing capability can paying members enjoying unlimited access. Our study seeks to understand the sparrowmen results in sparrowmen as objects of desire, a gender norm make use of pre-scripted phrases such as “How are you different ways that children employ site features and communicative reversal which puts pixies in the position of pursuer. Male attention today?” or “Can I get a tour of your igloo?” affordances of virtual worlds to engage with other users. In analyzing these seeking behavior consists of friend requests, flirty chatting and emoting, Highly literate users can overcome filtering by using communication patterns, we hope to identify the emerging practices in these and competition among pixies for male attention. homonyms and phonetic spelling such as “Won dollar spaces, and contrast these practices with other contexts of child development. Sparrowman Pixie Emoticons in Club Penguin please.” In Club Penguin, users first select their avatar color which can be gendered Chat filtering and moderators who police chat (i.e. hot pink) or gender neutral (i.e. orange). Paying members have access communication for identifying personal information such as to clothing and accessories that further distinguish or blur their gender, typing digits or spelling out numbers that may lead to RESEARCH QUESTIONS with no restrictions on what users can buy or wear. A common behavior in Club Penguin is gender inquiry as users seek to know the gender of the revealing one’s contact information, and using inappropriate language penguin they are interacting with. In Club Penguin users have the option of selecting servers How do communicative affordances – emoticons and physical gestures – convey where only safechat is available. Male Penguin Female Penguin In Pixie Hollow parents upon activating the account have children's communicative intents in these virtual worlds? How do variables such as gender, social status, and avatar form influence the option of approving speedchat plus or safechat. Expression in Pixie Hollow children’s interactions with each other in these virtual worlds? How do children interpret these variables when shown simulations of communication scenarios in the context of these virtual worlds? SOCIAL STATUS OUR APPROACH We began our research using participant observation, whereby we the researchers WORLDS WE STUDY created avatars and spent time in the Virtual Worlds observing interactions and communications between users. In this way we gained background knowledge of the user experience. In the next phase of our research we seek to understand how the child experiences and interprets these virtual worlds. We are in the process of PIXIE HOLLOW created machinima scenarios, using Club Penguin and Pixie Hollow, in which we A nature-themed world built around the Tinker simulate commonly occurring social interactions. These interactions include: flirting Bell character from Peter Pan. Different areas of and friending, stalking and following, jealousy and competition, comforting, help the world represent the four seasons. seeking and aiding. While we can provide clear labels for these scenarios it is unclear how children interpret or understand them. Using focus groups of children we will The Tea Room is a key location for Pixies and present our machinima scenarios and get feedback from the children using a set of Pixie Hollow Paid Membership Activation Page Club Penguin Paid Membership Activation Page Sparrowmen. Participants gather to interview questions. socialize, eat, drink, and engage in role play activities. Social status, contingent on paid membership, is marked by the amount of “swag” – fancy clothing, accessories, furniture, pets – that a user can purchase. Additional benefits include an all access pass to all games at all levels and privileged places. In many of these spaces, paid membership in the Membership opens a richer dimension of play and interaction through which users can organize social events like parties and world permits special privileges. In the tea room, for example, participants who are paying fashion shows and buy gifts for friends. Where members achieve higher levels marked by enhanced interactive and communicative affordances and increased access to swag, non-members experience a low level ceiling that limits their ability to IMPLICATIONS OF OUR WORK members can use the game tables, while non- interact and progress. members cannot. As a gateway technology, virtual worlds for kids constitute a consciousness-forming activity that will potentially affect the future conduct and communication of the child user. With so many children in virtual worlds it is clear that this online space has a significant impact on the lives of children. In a world of phatic communication— CLUB PENGUIN tweets, pokes, and status updates—it is vital that we understand the role of “Waddle around and make new friends” is the AVATAR FORM communicative intents in virtual spaces for children. This study will provide unique theme of Club Penguin, a snow-covered penguin insights into the creative ways children make use of online communication features. paradise, including an ice rink, ski mountain, and For many young children, these virtual worlds may be their first foray into Club Penguin and Pixie Hollow differ in the avatar forms they offer. Club Penguin web‐mediated communication, thus the practices that emerge from these spaces Japanese Dojo. Participants shop, socialize, and avatars are anthropomorphic, while Pixie Hollow avatars are hominid in hold special significance in the development of online literacies. care for pets called “puffles”. appearance. We are interested in investigating how avatar form influences interaction in terms of social behavioral norms, empathy, and self-representation. The Club Penguin Town includes a coffee bar, gift We suspect that a cartoonish, anthropomorphic avatar affords a more playful and shop, and a night club where penguins dance and relaxed virtual world experience than that of a hominid avatar with hyper hang out. Paid membership in allows participants idealized physicality. The romanticized hominid avatar form in Pixie Hollow to buy elaborate outfits and custom furniture for emphasizes a personal quest toward self improvement and distinction in beauty their igloos. and skill. Anthropomorphic Avatar Hominid Avatar