Discussion Virtual Worlds, Nonverbal Communication, and Identity

Noticeably with the steady advancement, and development of technology, graphics and concepts of games people in general tend to create avatars that may reflect the desires, perception of themselves among a number of things. Communication comes in many forms the physical characteristics is an external expression of feelings since the avatar physical traits can be manipulated to desire. Additionally, when people create avatars sometimes subconsciously people are communicating about themselves, and how they want others to view them in any number of manners from strong & brave to simple & plain. Additionally,Levine (2009) writes "When I play this big guy, everybody listens to me," she says. "Nobody argues with me" is a form of external expression that people use with avatars. I think virtual worlds depends on the people participating if positive influence will happen or the continued perpetuation of stereotypes, because I have observed from looking at videos on YouTube with virtual gaming some videos shows people
coming together dialoguing respectfully while others are perpetuating stereotypes. Even other forms of stereotypes take form where people attribute stereotypes to avatars in the virtual world such as the is video I think virtual worlds perpetuate stereotypes due to the fact people can create the avatar they see fit, and if connected to a headset they can talk trash plus do other things with little to no consequence plus set a fake profile so some people may not even know it is behind the scene. Me personally I haven't played a video game since I was 18 years old about 2004, however for class discussion purposes
I have watched some videos on YouTube that seem to have a trend of stereotyping. The nonverbal communication in the YouTube videos seem to imply people's personal notions of what they think or deem important, and people should pay attention to it's the silent communication kind of like getting dressed real fancy not asking anyone to compliment you or say nice things but the dress clothing implies for people to do so.
Reference:
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2.) Levine, K. (2009). Alter Egos in a Virtual World. Digital Life. July 31, 2007. Updated. December 15, 2009.
3.) Wang, J., Zhao, X., Bamossy, G. (2008). Avatar and Extended Self in Gaming. Advances in Consumer Research. 2008. Vol. 35, Pg. 940.

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