This document analyzes user behavior and social dynamics in three graphical chat rooms in the Microsoft V-Chat system over 119 days. Survey and log data show that:
1) Over 350,000 unique users participated, averaging 5 chat sessions of 6.6 minutes each. 44% only participated once while repeat users had an average of 8 sessions.
2) Users actively used avatar gestures and movement to provide nonverbal cues as in face-to-face interactions, though gesture use declined with experience.
3) Avatar clustering patterns and movement resembled real-world proxemics, though graphical features lacked full immersion due to technical limitations.