copyright 1995 by Jen Clodius
This paper was originally presented as one of three keynote speeches at MUDshop II: Learning Spaces, on Sept. 6, 1995, in San Diego CA. My thanks to John P. Crane and Dr. Todd J. Satogata for reading and commenting on earlier drafts.


Computer-Mediated Interactions

Human Factors


Table of Contents


Good morning, and welcome!

Kirstie [1]asked me to speak this morning about the weird part of working on the net: the people. I'm fascinated by how people use computers to communicate; my dissertation research is on community-formation on the Internet. I'm trying to discern how people are forming "communities of interest" rather than being geographically bound, and how they are using the Internet to broaden their horizons to create "communities of ideas" once they've broken through those geographic boundaries.

People are meeting and becoming friends with a broad variety of folks with divergent and different views -- people whose lives are completely different from their own -- on the net. People are exposed to new ideas, to new information, to alternate points of view. Sometimes, even if they continue to disagree, people begin to understand each other's viewpoint. But the Internet is not going to create a utopia. Neither is it going to end the world. Let me begin by reading a paragraph I recently came across:

New tech fever. There's no hiding from it -- news of it has waylaid every form of media, screaming from newspapers, journals, and advertising posters. Companies form seemingly overnight to exploit some new wrinkle. Hotshot entrepreneurs rush products into the marketplace. Competing products cancel each other out. Standards form and wars break out over competing standards. Newer technologies leapfrog into prominence. Hucksters abound with ridiculous claims. Pundits declare a utopia round the corner or the end of the world as we know it. Jargon leaps into widespread use; new words are overheard almost daily. An excited public lines up to pay big money for a glimpse of it. (Booth 1995:1)

No, this wasn't written about the Internet, or computer-mediated communication, or even the World Wide Web. [2] That paragraph was written about the birth of cinema -- in 1895.

This morning, I want to talk about three aspects of communities on the net: the good stuff, the problems that aren't problems, and the problems that are, indeed, problems. Because many of you are familiar with the writing that Reed Riner and I have done about academic MUDs and because many of you heard my remarks at the last MUDshop, I should comment that most of these examples will be drawn from a social MUD: DragonMud. DragonMud is the oldest continuously-operating MUD on the net, founded in 1989 by my co-administrator, John Crane. DragonMud currently has a population of about 5000 players, with a "core" group of about 500 people, and has been my primary area of research for almost five years.

GOOD STUFF

Community:


We really do develop communities of caring people. Unfortunately, this is more easily accomplished on social MUDs than on those with academic applications. It takes time to develop a community, almost certainly more than one academic semester. Nonetheless, if people can come to care about each other via List-Servs and Email, how much more easily this can and will occur in an interactive medium, where response is immediate!

There is certainly some sense of common purpose that can develop between students within academic surroundings, though I would suggest that this is the result of mutual-adversity bonding more than a matter of choice. People do form study groups, they do ask "How'd you answer that last problem?" in the corridor -- but I hesitate to call this "community". "Community" requires friendship and personal involvement above and beyond solving common problems.

There are lots of people-stories that we can all tell: the support of the community when a pal had to undergo extensive testing and abdominal surgery, helping someone overcome initial loneliness after they've moved to a new city to attend grad school, coping with losing a deaf player in a big-city airport... People come together to support and encourage each other. This kind of community caring requires time and attention, however, and it is more difficult to accomplish in a term-specific MUD that must necessarily deal with pedagogical time restrictions.

Invisible Colleges:


There has been some discussion recently about the "invisible college", that is, about the non-traditional ways we gain and impart knowledge through informal channels and networking with people[3]. Whether at the office cooler, in the hallway, or something casually mentioned in a phone call, we don't acquire information solely through office memos and meetings. MUDs also serve as an invisible college. Discussions range from the differences between government and religion, to diagnosing the funny clunk their car's transmission is making, to what an Eigenvector is anyhow, to how to tell when pasta is done, to where to find an on-line source for Dickens. Although noteworthy, it is not unusual to walk into Town Square in DragonMud and find the conversation is occurring in a language other than English. Players practice (or perhaps more accurately, butcher) languages with native speakers.

This is not to suggest that one can log onto a MUD and get homework answers. In these non-monetary systems, information and attention become the medium of exchange. Players will give suggestions and point to possible solutions, but generally will not actually solve a player's academic problem for them -- especially if the requesting player has not invested the time and energy to become a member of the community.

Recently a (short-lived) player logged on and offered a free UNIX account to anyone who would write a three-paragraph comparison of two poems. While he cloaked his offer as a "contest", the restrictions placed on the "three paragraphs" (including the fact that he had to have the responses by that evening) made it clear that he just plain hadn't done his homework -- and probably didn't intend to do so. He found no takers. Not only was his offer perceived as being "bogus" (as another player succinctly put it), but he had no non-monetary capital invested in the community upon which he could request a return.

Leveling the Playing Field:


Remember that old cartoon from _The New Yorker_? "On the Internet, no one knows you're a dog..."? Computer-mediated communications level the playing field. What you say is more important than who you are. Grad students can interact with professionals. (I suppose this could create problems for those who've become comfortable resting on their academic laurels.) New ideas are promulgated, paradigms are shifted. New voices are heard, new possibilities are more likely to be considered for their potential merit than the reputation of the author. Some "new voices" rapidly prove to be unreliable, of course, and their words are disposed of with a simple flick of the 'd' key. The opportunity to be heard, to participate, still exists however.

The disadvantage of this leveling is, of course, that _every_thing can be promulgated on the net; some of the most persistent urban legends are kept alive here. This summer I got panicked Email from two folks who'd just been warned about the Good Times virus. And let's not forget the poor dying English kid who asked for postcards...

The sheer volume of information available is problematic. I'm the LANlord for my department, and have been trying to teach my professors how to use Email and web-servers. The rather crude warning that they actually seem to remember when I explain that there is a learning process involved, is that learning to use the volume of information available on the net is like learning to drink from a firehose. If you're not careful, it'll rip your lips off. To be effective, you have to learn to sip cautiously. You cannot believe everything that comes across your screen. Moreover you can't even begin to read, much less assimilate, everything available on any subject. The playing field is so level that anyone can contribute, whether or not their contribution has any value.

Self-presentation:


This leveling of the playing field is partially due to the fact that the individual has control over how they present themselves. I'm not talking about physical presentation or even @descs on MUDs, but rather about the fact that we are dealing with a textual medium. What a person looks like doesn't matter; how they write and interact does. The fact that your ears turn red and hot in a face-to-face conversation doesn't matter. [4]

In fact, no one can see how many times you pause to re-read what's on your screen, or if you reach for a dictionary occasionally, or that you're an incredibly fumble- fingered typist. Until you hit , none of that is visible to others. The ability to keep the mechanics of your thinking processes "backstage" creates a sense of greater confidence when you interact with others. As a result, shy folks communicate and the social graceful have no particular advantage.

Broadening Horizons:


People do make friends in MUDs. One player recently commented "I'm not all that antisocial... it's just that in my life, everyone I know is just like me! This mud has made me able to meet people from backgrounds that I never would have met otherwise."

People meet people from a variety of professions, from all areas of the world. Perspectives are sometimes unintentionally broadened. One player was crowing about the fact that federal subsidies for student loans had been eliminated; he strongly believes that the federal budget must be balanced using every possible means. Another player, quite upset, responded that she would have to leave school as a result. The first player commented that he hadn't intended his remarks to be taken personally, the second replied that, since the budget cut directly impacted her life, she couldn't take it any way _but_ personally. While this interaction didn't change the first player's beliefs about the need for a balanced federal budget, it did, at least, make him aware that there were real people, people that he knew, that were being affected. The incident didn't change his mind, but it did change his perspective.

PROBLEMS THAT AREN'T PROBLEMS

MUDs are Games:


Yes, they are. Moreover, MUDding is fun. So what? Humans learn by playing. Any parent has stories about the concentration -- and fun -- demonstrated by an infant playing with his or her voice as a prelude to learning to talk. Learning to play baseball teaches hand-eye coordination, how to follow rules, teamwork, and a host of other necessary skills.

I think we forget this as adults. But, in fact, whenever we think "What if..." or "How come.." or "There has to be a better way..." , we're playing. We're playing with ideas and the potential application of those ideas, and that is how we cause change and create new paradigms.

A former housemate used to define the difference between "work" and "fun" like this: If they pay you, it's work; if you pay them, it's fun. But the fact that we're enjoying what we're doing doesn't preclude the fact that we're learning while we're having fun. Any of us can recite a litany of skills enhanced by MUDding: you learn to type faster, your spelling improves, your grammar improves. But other skills being learned are more subtle: you learn to express your ideas in ways more comprehensible to other people. You learn to multi-task by keeping track of several conversations at once. You learn to interact with a variety of people.

Moreover, even academic learning can take place on social MUDs. Anyone who has run Mike O'Brien's "Archaeologist" quest on DragonMud knows more Middle Egyptian than, perhaps, they'd intended. Another author's "Conspiracy Theorist" quest sends most people to the library to do background research -- in fact, one player comment that he'd finally bothered to find his school's library specifically because he needed to learn enough about the Knights Templar to solve that quest. Playing is not inherently a Bad Thing.

Social Isolation and Interaction:


Rather than creating social isolates, computer-mediated communication creates opportunities for interaction that wouldn't otherwise exist. As one player put it recently, "Isn't SOME interaction better than no interaction whatsoever? So what, if I prefer to type instead of talk. At least I'm interacting." Or, as another player said, "If I wasn't mudding, I'd be staring at the TV most evenings. If I'm gonna stare at a screen, why not stare at one I can talk back to?"

No, the Internet is not going to reduce our need for other humans and for interaction with other humans. As a case in point, last weekend was the annual Labor Day Gathering of DragonMudders. DragonMudders come to know each other so well that they travel long distances to actually meet face-to-face. A number of years ago, we instituted the large Memorial Day and Labor Day Gatherings so that people could meet; smaller gatherings occur in various locations at other times of the year. DragonMudders may have met on the net, but they're still human. And as humans, we need physical contact with other humans. We still need to interact in the physical world.

I am reminded of the Socratic fear of text; writing was, Socrates believed, inherently destructive to the oral tradition, would reduce people's interactions with each other, and generally destroy the world as he knew it. Instead, writing expanded the horizons of most people, taught them to think new thoughts and consider new perspectives, and generally expanded individual universes. People still got married, still went to the theater, still talked face-to-face, still argued with their professors -- in spite of this new-fangled "writing" stuff.

Similarly, meeting people on the net does not reduce our need to be with other humans. In fact, I would suggest that, because people have the sense that they already "know" other DragonMudders, they're _more_ likely to attend a Gathering and meet each other face-to-face. Prior to the MemDay Gathering this year, I asked a player who describes herself as being "painfully shy" if she was nervous about attending. "Oh, no!" she enthused. "I *know* everybody. I just haven't *met* them yet." Her ability to control how she presented herself on DragonMud allowed her to develop such a level of comfort that the prospect of dealing with face-to-face interactions was no longer frightening. She learned skills in text that gave her the confidence to come out from behind her keyboard. Neither text -- nor the Internet -- are going to create social isolates.

Moreover, I would suggest that MUDs create a new oral tradition; we have created new opportunities for storytellers. Mind you, these stories happen to be in text, but their very nature and flavor is of the oral tradition. The new storyteller types and spells as though they are speaking; they use "gonna" and "hafta" and "prolly", even in text. Moreover, this kind of storytelling is as interactive as the stuff you heard curled up at your grandfather's knee. The stories are not set pieces; listeners interact, ask for clarification, interject commentary -- all of which affects and informs the story being told.

Moreover, geographic distance doesn't affect the participation of those involved; conversation can take place between groups of distant people in real time. Response is immediate and interactive among participants.

Because MUDs are so interactive, DragonMudders keep me honest both in what I write about them and in how I write. After producing a particularly turgid class assignment written in High Academese, I unthinkingly said something on DragonMud about "the intersection between epistemology and the hegemonic discourse" -- and got bludgeoned pretty thoroughly for it. I might write that phrase, but the oral nature of MUDding made my "say"ing it sound downright silly.

DragonMudders keep me on track with my research, too. Last March, I asked a group of players about the importance of the objects they carry around, framing the question "If the entire database was destroyed tonight, what objects would you most miss and why?" I expected stories about the first objects they'd created, or a unique object that a special person had made for them, or a memento from a particularly difficult quest -- much the same type of responses I'd expect about objects in their lives away from the keyboard. Instead, I got something completely different: a discussion about how much they'd miss _people_, not objects. Objects could always be re-created. It was the lack of contact with their friends, with people, that they'd miss. [5]

PROBLEMS THAT ARE PROBLEMS

Sex Sells:


Sex, or even the implication of it, attracts attention. So does terrorism. In fact, there's so much sensationalism about the net that it's a wonder than any of us managed to ever log on in the first place. And our perspectives certainly change, as Van Der Leun points out so aptly in his article "This is a Naked Lady". What was titillating as a kid becomes a bit more worrisome as we become parents and educators.

4 Speaking as someone who tries to write about how people are using computer- mediated interactions to create communities of interest, it was a lot easier to keep up with the literature even six months ago than it is now. Now that we've become "fashionable", the amount of sheer nonsense written about the net and its users astounds me. We citizens of the net managed to go from being pedophiles to mad bombers and back to pedophiles in mere days earlier this summer. Dealing with the sensationalist aspects of working on the net is going to be a problem of some duration, I fear.

Text May be TOO Dense:


It has been suggested that smileys evolved to solve the problems in communication caused by the lack of non-verbal cues in text. Godwin suggests, rather, that miscommunication occurs not because of the lack of non-verbal cues, but because text is too dense as a medium. If you're in a face-to-face conversation, you're exposed to gestures, tics, and personality traits that cannot help but be a distraction. As you're listening to me, you may be making notes -- but you also may be jotting down a grocery list. You can get the gist of my message with or without paying total attention. My gestures may be broad or small, but they don't actually do more than add emphasis or distraction; they're not inherently part of my message.

Text, however, is purely the product of the writer's mind. You aren't subject to the way I scrub my hair back or the fact that I walk around the room while I talk. In text, my message is undiluted.

We don't get visual cues in phone calls. But still we manage to communicate. You don't get vocal inflection in letters or books, but we would be hard-pressed to deny the evocative nature of poetry. When dealing with text, you DO get a request for explanation and explication if a letter-writer's meaning or intent is unclear. You get an analysis of potential meanings in great literature. You get an openness to possibilities and alternatives... or at least, you can.

It is when we respond automatically that we get into trouble in text. As a case in point, several friends and I were invited to another friend's house for dinner last night. My acceptance was tentative, contingent upon MUDshop doings and, frankly, the state of this talk. I forgot to cancel until yesterday morning. Once I canceled via mail on DragonMud, I got in response "Thank you for not letting me know earlier."

Now, I _try_ (although not always successfully) to be responsible, and I did have a more-than-reasonable reason for the delay. Nonetheless, my initial reaction was a bit, shall we say, terse.

I'm not claiming any particular wisdom here, but I can say that I was (for once) smart enough to walk away from the keyboard before responding. I knew that my pal was annoyed with me; his text made it clear just HOW annoyed he was. Had that interaction been face-to-face, his reaction would have been diluted by nods, frowns, grimaces, all of the non-verbal cues that are supposed to intensify messages. Instead, I would contend that (especially in this case) text alone was more than sufficient to express my pal's displeasure at my late cancellation.

Time:


The amount of time that working on the net takes is another real problem. Those of us who log on "just to check Email" know that things take longer than you intend or expect. That "Let me just glance" hope is futile, and when we're honest, we know that checking Email when you need to be out of the door in fifteen minutes is just plain stupid.

To some extent, this relates back to the problem of the density of text: MUDders tend to be thoughtful in text. MUDders, especially, have a long tradition and (largely justified) pride in the skill with which they manipulate words. When your client only allows two lines of text, you become skilled at evoking senses and moods in minimal space. But this requires thought, and thought takes time. There's no way around this problem (at least, as far as I can see) except not logging in at all.

Creating Safe Space for Interactions:


I wish I knew how to solve this one more quickly. Wouldn't it be wonderful if we could find a way to weed out the dweebs, the abusive tiny.jerks, those who won't even try to learn? (Gee, this sounds like Real Life...) This is a problem that we're not going to solve, because the same paradigms that operate in our everyday lives are in operation on the net. There are helpful people, there are those who are good at explaining difficult concepts. There are dictators, there are those who want step- by-step instructions for every possible contingency. There are those who are genuinely nice people, there are folks with whom you'd rather not bother. How... human!

Nonetheless, as educators and as MUD administrators, this is an on-going concern. The diversity of players and interactions on the net is a benefit, but problem players are still a problem with which we need to deal.

CONCLUSIONS

The Internet is not going to create an information utopia. It isn't going to solve all of our problems. It isn't going to replace our need to be with other humans. It isn't going to be applicable to every kind of teaching nor to every subject. It isn't even going to lower the price of sliced bread.

The Internet is, however, going to meet some needs in some new ways. It will provide new opportunities and means for some people who wouldn't otherwise have access to information and knowledge. It is going to allow us, as educators, to reach students who we might otherwise miss.

As with any new technology, we're still learning how to use it appropriately. There are some plusses: development of communities of interest, the broader disbursement of information through the "invisible college", the leveling of the playing field, and an individual's ability to control their representation of themselves. There are some problems we've yet to solve: dealing with sensationalist aspects of working on the net, the inherent density of text, the requisite time involved, and the need to create safe space for interaction. And there are some unfounded fears: we're not going to develop generations of social isolates, nor are we going to create folks who can only communicate in text.

What we do create is a medium through which diversity is encouraged across a multiplicity of lines. Age, professional title, physical appearance, and gender mean little. Instead, prized traits include creativity, wit, friendliness, the ability to communicate via text, and the simple desire to participate.

And finally, working on the Internet is going to give us the opportunity to have some (dare I say it?) fun in the process.


EndNotes:

[1] Dr. Kirstie Bellman of ARPA, and the sponsor of MUDshop II.

[2] At this point in the talk, Vijay Saraswat suggested "Windows 95?" to much laughter from the audience.

[3] See, for instance, Gresham 1994.

[4] See Riner and Clodius, 1995, for a more extensive discussion about how students use MUDs as a Goffmanesque "backstage" to practice skills they want to incorporate into their lives away from the keyboard.

[5] Parenthetically, working on DragonMud is an anthropologist's dream -- and nightmare. My informants read what I have to say about them, and boy, do they tell me when I get it wrong.


References Cited

\

Booth, Tod
1995 "The birth of cinema". in HotWired. (downloaded copy, URL http://www.hotwired.com).

Godwin, Mike
1995 "ASCII is too intimate". in HotWired. (downloaded copy, URL http://www.wired.com).

Gresham, John L.
1994 "From invisible college to cyberspace college: Computer conferencing and the transformation of informal scholarly communication networks". in Interpersonal Computing and Technology vol.2, no.4, pp 37-52. (downloaded copy, URL gopher://guvm.ccf.georgetown.edu).

Goffman, Irving
1959 The presentation of self in everyday life. Garden City NY: Doubleday Anchor.

Riner, Reed, and Jen Clodius
1995 ³Simulating future histories: The NAU solar system simulation and Mars settlement² in Anthropology & Education Quarterly. vol.26, no.1. pp 95-104. (URL http://dragonmud.org/people/jen/solsys.html).

Van Der Leun, Gerard
1993 "This is a naked lady" in Wired. (premier issue) (downloaded copy, URL gopher://topher.arcade.uiowa.edu:2270:70).

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