Conversational Structure and Personality Correlates of Electronic Communication Jill Serpentelli Haverford College Abstract Differences in communicative structure was studied on three electronic communication systems, two interactive (LambdaMOO and Internet-Relay Chat) and one non-interactive (VaxNotes, an electronic bulletin board), in two different subsettings (on each system, a topic focused on computing and a more general topic) by coding transcripts of conversations according to type of utterance. Significant results were found that the LambdaMOO setting had more greeting statements, statements indicating interaction with system code, statements relating to computing, and a trend toward more affectionate statements. Notes, however, contained the most biographical information statements, more statments coded "other", and a trend toward more humorous statements. The experimenters concluded that this study provides some basic data that can delineate the differences between different systems of electronic communication, and that can be generalized to speculate on some personality correlates of people who use these systems. However, the researchers also concluded that much more work needs to be done on both communicative and personality aspects of electronic communication. Conversational Structure and Personality Correlates of Electronic Communication Computers from their advent have led to the creation of a subculture set apart by the passion for a certain form of computer activity or interaction. This subculture has existed since the arrival of computing into today, from the earliest people involved in the most technological aspects of creating and programming the first computers, to those who devote careers and hobbies to programming, to those who rely on electronic mail for conducting business and maintaining friendships, even to those who devote time and effort in mastering computer games. Any serious computer-based interest affects the way a person thinks about and interacts with both the machine and the world at large. With the emergence of increasingly complex ways in which to interact both with and through the computer, computer-based social groups and interaction are becoming a rich medium in which to study the various personality correlates of those who choose to take part in such groups. In the Beginning: The Hackers One of the first such groups formed almost simultaneously with the integration of the computer into our language and society. From the beginning of computers to the present, the "hacker" has been the subject of many an anecdote in many writings. Hackers then and now are people who, though often defying the stereotypes that have been afforded to them, "like nothing better than to fiddle with computers." (Amy Goldschlager, personal communication) The hacker develops a certain way of living and thinking which allows him to devote much of his time to programming and ever improving his prowess at computing. Despite the many descriptions of the hacker "type," there has been little actual research studying the phenomenon of this culture or the psychological makeup of its members. However, the anecdotal literature is rich with description. Jennings (1990) in her writings notes a description of the college hacker coined by Joseph Weizenbaum, which summarizes well the "hacker persona": "Bright young men of disheveled appearance, often with sunken glowing eyes, can be seen sitting at computer consoles, their arms tensed and waiting to fire...When not so transfixed, they often sit at tables strewn with computer printouts over which they pore like possessed students of a cabalistic text. They work until they drop, twenty, thirty hours at a time. Their food, if they arrange it, is brought to them: coffee, Cokes, sandwiches. If possible, they sleep on cots near the computer. But only for a few hours - then back to the console or the printouts. Their rumpled clothes, their unwashed and unshaven faces, and their uncombed hair all testify that they are oblivious to their bodies and to the world in which they move. They exist, at least when so engaged, only through and for the computers. These are computer bums, compulsive programmers. They are an international phenomenon (p. 74)." To complement this intense, solitary image of the hacker, Jennings (1990) in her writings also describes the travails of the hacker culture: "The college hacker rises like a vampire when the sun goes down in order to invade the computer room during off-hours, between 10:00 P.M. and 5:00 A.M, when computer time is cheaper and the computer works faster because fewer people are using it. His alertness peaks during a cusp of the night when most people are deeply asleep. The electronic alchemy makes time fall away...both his diet and his sleeping patterns go to hell. So does his body. He's sucked into a multihour computer confrontation that hackers call sportdeath, as he pushes his body to the limits in his mind duel with the machine (p. 71)." The world of the hacker involves a near-obsessional relationship with the world of computer programming, which lends a unique lifestyle and identity to those who pursue these interests. Jennings describes a world characterized by solitude, discipline, and control, attributes which are most often ingrained, to a greater or lesser extent, in the personalities of those who affiliate themselves with the hacker culture. Turkle (1984), in her writings about the expression of personality attributes through computers, describes more of the personality aspects that form and are formed by an association with this kind of computer culture. Issues of separation and exclusiveness figure prominently in her analysis, especially in her descriptions of conversations with students involved in the hacker culture of MIT. She describes the two different life pathways these students can take: "One path leads to what many MIT students call the 'real world.'...Those who take the second path flaunt their rejection of 'normal' society by declaring, 'We are the ugly men. You can keep your hypocrisy, your superficial values, your empty sense of achievement. We have something better and purer.' (p.198)" The hacker culture seems in some senses to comprise "the elite of the outcast," a group of people who accept their dissimilarity with much of their social group and reclaim it as a badge of honor. Turkle suggests that the roots of this elitism not only rests in the computer culture itself, but in the backgrounds of those who are drawn to the computer culture. She cites the experience of another MIT student: "Most of these young men grew up as loners. Many of them describe a sense, as long as they can remember, of a difference between themselves and other people. Finally, they feel that they belong. Alex is very clear about this: "I always knew I was weird. I mean I didn't know why I was weird, but you could see from how other kids treated me that I must have had a big sign on me saying: 'Weird One - Fold, Bend, Spindle, and Mutilate this One.' (pp. 212-213)" The hacker culture, thus, was and is in many ways defined as a group set apart from "them"; both set apart from a group that can not understand their single-minded focus on computers and pushed into that single-minded focus by being "different" from their peers even before the advent of their interest in computers. Turkle suggests that the hacker personality is formed partially by the needs for control, safety, and perfection which are very prevalent for many young people, especially for the young men who make up much of the hacker population. She explains the obsessional nature of hacking in these terms: People are not "addicted" to test piloting or race-car driving or computer programming. They are addicted to playing with the issue of control. And playing with it means constantly walking that narrow line between having it and losing it. (Turkle, 210) Despite this narrow boundary within the hacker culture of having control and being out of control, maintenance of that boundary can provide the hacker with a purity of control not found in other cultures. The computer, despite its inscrutability and often frustrating linguistic and logical constructions, can be mastered and understood, unlike social interaction which is a maze of often unpredictable reactions. This aspect of computing, as well as the atmosphere of the hacker culture itself, can make computing a safe haven for the introvert and the perfectionist. Turkle elaborates: It (the hacker culture) is a culture of people who leave each other a great deal of psychological space. It is a culture of people who have grown up thinking of themselves as different, apart, and who have a commitment to what one hacker described as "an ethic of total toleration for anything that in the real world would be considered strange." Dress, personal appearance, personal hygiene, when you sleep and when you wake, what you eat, where you live, whom you frequent - there are no rules. But there is company. (Turkle, 213) Thus, control, safety, and acceptance become intrinsic elements of the hacker culture, influencing both the type of members the culture attracts as well as the way it shapes its members once assimilated into the culture. Gender Differences in Computer Use The movement of the computer culture from the very elite realm of computer scientists and the hacker community to the more public, easily accessible realm, made possible by the greater availability of personal computers and the general progression toward a more computerized society, made even more apparent the divisions between people who became assimilated into the computer culture and those who stood outside it. The increased visibility of computing in society also increased the non-visibility of those who seemed to be absent from this new phenomenon. One of the most apparent and widely-researched differences in computer use was the gender split in computer interest. Males have had, and still have, a greater interest in computers and use them more. This is a phenomenon that started in the hacker community, according to Turkle: There are few women hackers. This is a male world. Though hackers would deny that theirs is a macho culture, the preoccupation with winning and of subjecting oneself to increasingly violent tests makes their world peculiarly male in spirit, unfriendly to women (Turkle, 210). This view of the computer culture as technological, competitive, and generally unfriendly to women who have been largely viewed as more oriented towards the humanities and cooperation rather than competition, as well as this view's actual effect on women, has been borne out in empirical study as well as anecdotal literature. Many studies have shown that women do tend to avoid the areas of computing which are the most technologically and programming oriented. Temple and Lips (1989) found that although women in their sample used computers as much as the men, they took less formal computer science courses and did not as often choose to major in the computer sciences. The researchers note that "the difference between women and men in this sample is not that women are avoiding computers more than men are; rather, it is that women, more than men, are avoiding the formal pursuit of specialized training and careers in computer science." (pp. 222-223) This study further suggests that this difference does not constitute a lack of interest on the part of women, but rather a male-dominated atmosphere in computer science that puts women at a disadvantage when trying to enter the field. The researchers assert that according to their findings, women are not disinterested but are, rather, "scared off by uncertainty about their own abilities - and uncertainty that is apparently reinforced by, among other things, the attitudes of their male peers (p. 223). These attitudes appear to create a vicious circle for women, in which the computer culture started out male-dominated due to the greater percentage of men in science and technology in general, and remains male-dominated through negative attitudes toward women even though women's own conception of their interests and abilities now more allows them to pursue an interest in science and math related fields. Though studies constantly reiterate the finding that boys and men are more confident and involved with computing in general, it has also been consistently found that these differences lie somewhere else than lack of innate ability on the part of girls and women. Arndt, Clevinger, and Meiskey (1985) found no correlation between gender and scores on a questionnaire measuring attitudes toward computers. Rather, one of the crucial factors affecting attitude toward computers was amount of prior computer experience. In the same way, Levin and Gordon's (1989) study showed a much greater effect of prior computer experience on positive attitudes than of gender. These researchers also found that boys have much more extracurricular exposure to computers, and show more positive attitudes toward computers as an important part of their lives and future, two findings that mirror the general overall greater effect of prior experience on attitudes toward computer use. Studies such as these seem to indicate several factors that contribute to women's lesser involvement with computers and the computer culture. First, the programming aspect of computers put women at an early disadvantage, for women are discouraged from participating in math/science related activities in general. The idea that computer programming is a "language", a field in which women are thought to be proficient, seems to be downplayed in favor of emphasizing computers as a "science", a male domain. Second, the competitive and solitary nature of a programmer's dedication to the computer world - exemplified in the hacker culture but true to some extent of many computer-related activities, majors, and careers - is at odds with the reality of many women's experiences in relating to the world in a more connected, cooperation-oriented fashion, as has been theorized by feminist writers such as Gilligan (1982). It appears that this initial exclusion of women from the computer culture perpetuates itself by discouraging them from joining the field and tailoring it more to women's ideas and interests. Thus, the products of the computer field most often remain those which would appeal to male users (violent video games are a good example, as noted later), the culture remains one of competition, and each aspect feeds into one another to further discourage women from crossing this gender gap. However, other research indicates that this gap can be narrowed somewhat in order to allow women more access to computers. Though the computer culture may be discouraging women entry, some studies indicate that the stereotype of women as less capable are less ingrained than might be expected. A 1988 study done by Siann, Durndell, Macleod, and Glissov at the University of Edinburgh compares the reactions of subjects to stories about one of two computer scientists, "Kevin" or "Karen", and rate the scientist on a series of personality attributes. The researchers found that contrary to their hypothesis that a female computer scientist would be stereotyped negatively, subjects rated her just as positively and even more positively on many attributes. As the researchers note, their results suggest that negative stereotypes of women are not the largest contributing factor to the gender gap in computer science. This suggests that the gender gap is more often caused by the way computers are experienced and used by men and women than by outright prejudice on the part of the computer culture against women's participation in the field. The implication is that if computers are made more accessible to women's experience, if the computer culture became less solitary and more affiliative, women would find easier access to computing in general. Video Games - Computing for the Masses One of the first widespread computer phenomena, which led to a culture of sorts, was the release and popularity of video games, both in arcades and in the home. Unlike the mostly underground and highly technological hacking culture, the culture inspired by this phenomenon prompted more attention, media and otherwise, and more research on the psychological effects of these miniature virtual realities. Studies seemed to reveal the same sorts of profiles that were revealed in other aspects of computer use, along such lines as gender, introversion, and nonconformity. McClure and Mears, in a 1984 study, found that the main subculture of videogaming was made up of people they described as young, male, bright, and competitive, much like the group that seemed to be attracted to computers at large (McClure & Mears, 1984). Melancon and Thompson, in addition, found that arcade-based samples of both genders, though they had sex-role preferences that were not as clearly defined as the control population, tended toward more masculine and less feminine sex-role preferences. These researchers also noted that cognitive variables are of limited use in researching computer game play, and that personality variables should be considered when researching such phenomena (Melancon & Thompson, 1985). This focus was considered in McClure and Mears' 1986 research, in which they researched videogames and their effects on psychopathology. Despite the many media warnings of the negative effects of video games on young people, these researchers found no significant correlation between a high rate of play and conduct disorders or neurotic pathology. The researchers concluded that "video game playing is chiefly for casual enjoyment and not a reflection of anti-social trends, thrill-seeking, or neurotic manifestations." (McClure & Mears, 1986) The Electronic Bulletin Board Another widespread, communicative aspect of computing began to develop soon after the video game culture became entrenched. The use of electronic mail systems and electronic bulletin boards became a major phenomenon across the country, especially in academic settings. The advent of the Internet, a system linking the individual computer systems of colleges, businesses, and government organizations across the country and world, expanded the use of electronic mail, allowing people to send messages and ideas far beyond the realm of those connected to one specific computer system. Much research on the effects of electronic mail and computer conferencing on social interaction has been undertaken by Kiesler (1984) and her colleagues, focusing on academic settings but also generalizing to office and other non-academic based computer communication. Her findings, especially in academic settings, have fully supported the notion that computer communication changes, often radically, the way people think and interact. In one 1984 study, she and her colleagues define the groups of college students who heavily use computer interaction as an "alien culture" sharing several common traits. Since computers are used for so many different uses, note the researchers, this culture attracts people with a wide variety of interests and fields. Further, people who use electronic communication are afforded relatively direct access to the computer with personal computer accounts for mail and other communicative activities. Finally, the culture tends to be made up mainly of students who are as a group young, smart, have few responsibilities other than academia and thus have a flexible time schedule, and have the stamina to stay up late into the night. Kiesler et al stress the importance of looking at computing as a culture as well as a tool, implying that the nature of computing attracts a group of people with certain common attributes and goals. Other researchers have studied and noticed this social aspect of electronic communication among its users. Hellerstein, in her 1985 study of a group of users utilizing a bulletin board at the University of Massachusets, notes that the users do form a subculture of sorts, in which users greet each other verbally by username, can be found on the computer system all hours of the day and night, and never tire of debating issues with one another. She further notes that such a bulletin board, as well as electronic mail, can become a springboard for off-line relationships, both friendly and romantic. Though these relationships are in themselves fairly normal to college experience, Hellerstein observes, the members of this subculture are separated from the college mainstream by their common experience with the computer. She notes that this culture can be pervasive in its members' lives to an extreme sense, to the point where members shirk real-world responsibility in exchange for spending time on the computer system. In analyzing the group of subjects Hellerstein termed "heavy users", those who used mail and the bulletin board several times a week, she found that heavy users use mail much more purely for social purposes, to initiate and continue off-line friendships, and spend less time in phone or face-to-face communication. Heavy users also overall reported feeling too dependent on the system, yet preferred to use it as a means of meeting others, and considered the membership in the computer-based subculture a positive and freely-chosen aspect of their involvement with electronic communication. However, Hellerstein also noted a common theme in her interviews with the heavy user group. Some subjects argued that electronic communication, because of its attractiveness, ease, and unique capabilities, makes its users very prone to addiction, or to being controlled by the medium instead of controlling it. Several common themes emerge from her findings. First, the computer is not, especially for this subculture, purely an anti-social medium. Rather, it becomes a new medium, and for many a better medium, of achieving new social relationships. Second, it appears that computer users see themselves as being part of something set apart, something unique and special. However, they also acknowledge that this involvement can be overly seductive in its appeal, and thus become problematic when it becomes intrusive on real-world concerns. Hellerstein concludes that "the idea that the computer mediates and facilitates an individual's social life leads to many interesting questions...are the rules for communicating over a computer different from those of face-to-face communication or telephone-mediated communication? When people communicate over a computer is some quality missing, or does the computer actually add something to the communication process?" (p. 196). Other researchers have attempted to answer this question by studying the nature of electronic communication, as well as the nature of the type of communication the environment affords. Mihalo (1985) observes that one of the most salient aspects of electronic communication, bulletin boards in his study, is the relative anonymity of those communicating with one another: "In a face-to-face environment with a stranger, various social conditions inhibit communication. Such characteristics as class, race, sex, age and dress can have a dramatic impact on the length and quality of a face-to-face interaction between strangers. In a computerized bulletin board on the other hand, these barriers are absent. Consequently, one must interact solely on the basis of what is written. Without these barriers for interaction, there is a potential for developing more intimate relationships (p. 201)." Mihalo argues that computer-based relationships, though they might seem limited by distance, time, and anonymity, can be very stable relationships due to the equalizing effect of the computer-based medium. In this viewpoint, the computer is not the anti-social or competitive medium of the hacker culture, but rather a medium that can add a new dimension to human relationships. Mihalo asserts: "One cannot predict that such relationships will emerge as frequent complements to other kinds of interactions, such as those in face-to-face encounters, but if they do, they will temper the bleak image, painted by futurists, of a completely impersonal society brought about by the computer (p. 205)." Thus, the computer can be seen as less of a danger to human interaction than as a compliment to this interaction. With this idea in mind, the most obvious question is how, concretely, will computer-based communication affect communication? There has been little empirical study of this area, but a 1984 study by Kiesler et al provides some striking insights. In their study of electronic communication by both bulletin board-like and more interactive means versus face-to-face communication, the researchers found that the computer-mediated groups took longer to reach consensus on issues, participated more equally in conversations, and were less inhibited in behaviors like swearing and hostility toward one another. These findings occurred both with adult and non-student users and with undergraduate student users. Thus, it appears that this type of less-inhibited activity is not just a function of the relatively young population that most often uses electronic communication means. The Multiple User Dimension In addition to more established mediums of computer communication such as electronic mail and electronic bulletin board, one of the newer forms of computer-based interaction is the advent of MUD systems. A MUD, according to a set of 1991 articles distributed through e-mail by Jennifer Smith, stands for Multiple User Dimension, Multiple User Dungeon, or Multiple User Dialogue. MUDs, originally created by Lars Penski (Smith, 1991), are text-based virtual realities in which a created character can interact with its environment and other players in such a way that it can have conversations, handle and create objects and places, engage in combat, or any number of other options. These systems are run on servers throughout the country and world. Users employ the use of Telnet, a system that links Internet sites so that one site can "call" another and log into a system long distance, to call these MUD systems. New players are usually allowed to log on as a guest character to explore the system, and later are allowed to create their own characters and character descriptions. The Smith articles describe the MUD process after the player connects to the system: "Each user takes control of a computerized persona/avatar/ incarnation/character. You can walk around, chat with other characters, explore dangerous monster-infested areas, solve puzzles, and even create your very own rooms, descriptions, and items." (Smith, 1991) The extent to which the user can employ these items and the way in which s/he can use them is greatly determined by the type of MUD system that s/he explores. Smith further explains that TinyMUDs tend to be social MUDs, on which players mainly meet to talk, joke, and have discussions (Smith, 1991). However, the article goes on to note that LPMUDs (after Lars Penski the creator of LPMUD), AberMUDs, and DikuMUDs (both named after universities in Sweden where they were created are usually more oriented to the role-playing genre (Smith, 1991) . This is because TinyMUD and derivitaves of this programming code is much more suited to room-building and description, while LPMUDs, AberMUDs, and DikuMUDs are programmed such that the system can accommodate the combat and character statistics needed to moderate an role-playing atmosphere. These MUDs are very much like computerized Dungeons-and-Dragons or similar type games, in which a character engages in combat, finds possessions, and gains points in order to advance in the game's experiential hierarchy (Smith, 1991). No matter what kind of MUD system is being used, a user will have to engage in some social interaction. Despite the fantasy-based nature of the environment itself, the social interactions that take place within it can be strikingly realistic. As Smith states, "The jury is still out on whether MUDding is "just a game" or "an extension of real life with gamelike qualities", but either way, treat it with care...certainly the hack-'n-slash stuff is only a game, but the social aspects may well be less so (Smith)." The author's own personal experiences with MUD systems have confirmed this analysis. Social interaction on MOO seems far from taking on a fantasy-like quality; though the environment may be somewhat fantastical, the conversations and actions that take place are surprisingly sincere. Players build friendships, debate issues, and even have romances within the context of these virtual realities, giving many of the more socially-based MUDs the feeling of an actual community of people interacting in much the same way a real-life group would interact. Role-playing and Personality Correlates The atmosphere of MUDs, especially LPMuds but also to some extent more socially-oriented MUDs, provides an interesting analogy to an older but no less complex phenomenon of role-playing games (RPG's), such as the most famous example, Dungeons and Dragons. Role-playing games are social, rule-based "adventures" in which players create characters with certain powers and attributes, which in turn explore a fantasy realm created by the dungeon (or game) master within the sphere of the game's rules. Though role-playing games are fantasy-based, like MUDs they can take very realistic social and psychological attributes. Very little actual study has been done on this particular topic, but the anecdotal literature is revealing. In his essay on "Rational Coordination in the Dungeon," Terry Toles-Patkin (1986) begins by explaining why any game necessarily takes on more "real-world" connotations: "Games serve as extensions of social man, clarifying cultural forms that have become so familiar that their meaning is lost or obscured as we conduct the routine activities of every day life. Play is unique in that it stands apart from ordinary life by virtue of its being "not serious" (i.e, noninstrumental in nature) but at the same time absorbing the player utterly and intensely. No material interest or profit accompanies play, which proceeds within its own boundaries of time and space according to rules fixed in advance. Play is a fragile activity; at any time reality may rudely reassert its rights either from outside the game context (through some interruption) or from within (by means of an offense against the rules or a collapse of the play spirit) (p. 1)". Thus, Toles-Patkin suggests that any type of game is culturally, and one could infer psychologically, revealing, because it engrosses the player fully in a very intense environment of social rules. Thus, games become both an atmosphere of freedom from the details of everyday life and an opportunity to look at aspects of oneself and culture in a purer and more secure context than everyday life. This aspect of play is especially salient in an RPG context, according to Toles-Patkin. He notes the progression in gaming from a very rule-based approach to the game to a more nuanced approach: "New campaigns composed of inexperienced players tend to mechanically kill monsters in what has been referred to as the "hack and slash" school of D&D playing, but when they become experienced in the basics of the game, communications among the players and the dungeon master take on new importance (p. 7)." This progression is the crucial aspect of D&D that leads to its ability to be a domain in which players can express and reconcile a variety of perspectives, both social and psychological. Toles-Patkin points out that the way in which the games structure themselves, both in rules and plots, can be socially revealing, while the dialogue and actions that take place within those structures can be psychologically revealing: "...process and content serve very different functions: process symbolizes social structure while content symbolizes psychological functioning (p. 8)." Thus, Toles-Patkin implies that though the social structure of games like D&D are on the surface "fantastical", the actual process mirrors social realities that can draw out psychological facets of the players involved. In another anecdotal article, John Eric Holmes (1980) supports and expands this notion of role-playing games as psychologically revealing: "The Dungeon Master's world is sort of a giant Rorschach test...Almost always, the personalities of the characters turn out to be combinations of people's idealized alter egos and their less-than-ideal impulses (p. 84)" The many anecdotes related by Holmes in his essay focus on his players' enactment of these "less than ideal impulses, and his interpretations of such role-playing. He notes the amount of violence that is most often present in D&D campaigns, an aspect that has often brought criticism of RPGs, and argues that RPGs are more likely to be an acceptable outlet for aggressive influences rather, as critics have claimed, encouragement for real life aggression: "The level of violence in this make-believe world runs high. There is hardly a game in which the players do not indulge in murder, arson, torture, rape, or highway robbery... I don't think this imaginary violence is any more likely to warp the minds of the participants than is the endless stream of violence in TV, movies, or literature. Quite possibly it provides a healthy outlet for those people who are imaginative and inclined to enjoy the game. In order for the game to provide vicarious release for unacceptable behavior, the entire group of players must go along with the convention that game roles are independent of the actual players. One teenager, who rarely complains, objected with untoward violence when his centaur character was robbed and abused by a character of his stepbrother's. "It's the magic-user who did that to you," protested the other lad, "I didn't do it, he did. He's a thoroughly despicable person!" (p. 92)." Holmes presents an interesting dichotomy here between the realistic and fantastical elements of role-playing games. After first suggesting that the games can become poignantly realistic in terms of social structure and the extent to which players use their characters to express aspects of their personalities and desires, to the extent that the games become violent and gross violation of real-world social norms, the fantasy-based aspect becomes a protective sphere that allows safe airing and working out of such impulses. This aspect of role-playing, that of using it as a medium to work out and better understand aspects of one's personality, seems to correlate in Holmes' view with the fact that the most dedicated of RPGs tend to at least begin their role-playing from their mid-teens to early adulthood, when they are defining for themselves the salient aspects of their personalities. Holmes notes that in his experience, their characters tend to be, for the most part, "role models" for some type of behavior they would like to be exhibiting but do not in the real-world realm: "My earlier game companions consisted largely of teenage players, and these young people, caught in the awkward adjustment to the adult world, produced game characters who were suave, cool, deadly, and superbly adjusted to their world - samurai, elven magicians, and clever hobbits. For these characters, there were few problems that could not be quickly solved by blowing somebody up with a fireball spell or slashing them to pieces with a shining katana (p. 87)." From this and the many other anecdotes on RPG's that have been cited, it becomes obvious that something else besides sheer acting and rule-following occurs in the context of these games. In the often-confused realm of growing from childhood to adulthood, young people can find in RPGs an escape from the stress of everyday complexities which can not be so easily eradicated with a magic spell, and, more subtly, can also find an outlet for conflicts and questions about identity, self-control, goal achievement, relationships, intimacy, and many other aspects of personal growth. It can be inferred that similar needs are met by a computer-simulated role-playing environment such as a MUD, since the MUDs involve the same type of character development and abilities for self-control as the non-computerized role-playing environment. Role-playing, Computing, and Fantasy-Proneness Despite the capacity of role-playing environments to provide a sphere for a particularly revealing form of self-expression and growth, not all people, even those who could greatly benefit from such a medium, are interested in such environments. It appears that the fantasy realm attracts a certain group of people; how these people are similar is a yet unanswered question. However, the way in which people react to and use such mediums should be highly contingent on their reaction to and use of imagination and fantasy in general. Thus, understanding the personality correlates of fantasy use could provide some insights into the type of person who tends to be interested in fantasy-based alternate realities, computer-based or not. Rhue and Lynn (1987) cite a 1981 study by Wilson and Barber of personality types they term "fantasy addicts" or "fantasy-prone personalities". They found several types of childhood experiences that correlated with fantasy-proneness; among them were encouragement to fantasize from adults, early creative situations such as piano or dramatics classes, and experiences of loneliness, isolation, and need to escape some kind of aversive stimulus. A somewhat disturbing attribute that is related to the last attribute is Wilson and Barber's finding that, at least in the context of their study, children who had suffered some form of abuse, mostly physical or emotional, were more likely to be fantasy-prone adults. This finding further raises the question of the role of fantasy as a coping mechanism. In a study of college students, Rhue and Lynn (1987) found that subjects, for them a group of young adult college students, who tested high on several tests related theoretically to fantasy-proneness also tended to report childhood experiences of greater loneliness, a marked enjoyment of imaginary games, and a good amount of time spent playing alone. Fantasy-prone subjects also produced MMPI profiles that were suggestive of highly unusual early experiences, as well as experiences of conflict and alienation. Several subjects in the fantasy-prone group reported that they had been physically abused as children. This inconclusive finding suggests not that all fantasy-prone individuals have been abused, but that abuse or negative childhood experiences can contribute to an individual's tendency toward fantasy proneness. Thus, Rhue and Lynn's findings agree with the earlier Wilson and Barber conclusions that there seem to be developmental experiences that correlate with fantasy-proneness in adults. Given this finding, the criticisms that are often leveled at role-playing games - that they can be an unhealthy escape mechanism, that they can cause their players to become too emotionally invested in the game/characters, thus putting them at risk for emotional instability - could seem to be somewhat justified, since it seems that many of the people who would be naturally attracted to such fantasy realms may have suffered adverse experiences in the past which did affect or still affect their emotional health. However, Rhue and Lynn suggest an alternate viewpoint. They suggest that fantasy may be an adaptive function for many people, an escape mechanism that is used so that the real world will not become unmanageable, a medium used to ultimately function more effectively in the real world by preserving their emotional health. They conclude that fantasy-prones may be unusually strong people rather than weak people who use fantasy as a "crutch", as critics have suggested: "Fantasy-prone college students may represent a particularly well-adapted group of individuals who manifest a deep and extensive history of fantasy involvements (p. 135)." Thus, despite the potential for fantasy to become a pathological escape mechanism, results such as those of Rhue and Lynn suggest that it can just as easily be a medium through which one can expand or improve an already rich reality. Along with these studies suggesting that a certain type of background affects the extent to which people use fantasy mediums, another study suggests there is another crucial factor affecting whether a person is likely to explore fantasy realms. Maddi, Hoover, and Kobasa (1983) found that in a group of subjects high on the scale of customary activation, or arousal level, their level of external or internal orientation affected how they used this energy. Those subjects with an external orientation, when placed in a waiting room scattered with various interesting objects, would tend to touch and examine more objects than subjects judged to have a more internal orientation. The experimenters concluded that both types of people both were showing an imaginatively-directed type of behavior, but that those with an external orientation have more of a motivation toward curiosity, and those with an internal orientation, toward creativity. This finding is especially interesting when related to a MUD or role-playing game type of environment, in which both aspects, both an internalization of a fantasy realm and actually exploring objects and places in this realm, are equally salient. Fantasy-proneness and creativity appear to also be important aspects affecting how people interact with mediums of computer communication, given the other-worldly nature that such mediums can take on. However, the extent to which interactive computer mediums can simulate another reality in a role-playing/fantasy capacity is very dependent on the medium used. Bulletin boards are already limited in their capacity to create an environment by the fact that users do not communicate on these systems in real time. However, even in real-time mediums of computer-based communication, the apparent potential of such systems to generate a "virtual reality" varies greatly. Unlike MUDs, not all interactive communication systems provide a detailed "environment" for description and exploration. An example of such a system is Internet-Relay Chat, or IRC. Internet-Relay Chat: A Gathering of Voices IRC is a network of conversational channels that can be accessed by connecting, through the Internet, to one of many networked servers across the country and world. The internal structure of IRC bears some resemblance to a MUD system; players log in under pseudonyms (though the /whois command makes it possible for players to easily find out other players actual email addresses, unlike MUDs which are more anonymous), and conversations take place on channels that somewhat resemble MUD rooms. However, unlike MUDs, neither characters nor channels can have descriptions, and there are no interactive objects. The setting is much more like being in a conferenced phone call than actually being in a room-like environment. IRC also has many more players at one time than almost any MUD system; hundreds of players could be logged in altogether at a busy time of the evening; 25 to 40 could occupy a busy channel. Social Interactions on IRC A user of IRC, once having logged on and joined one of the busier, less structured channels such as "#hottub", is most likely to find him or herself in a sea of chaotic statements. A busy channel may have as many as 25 people all talking to one another, subjecting the observer to many conversational threads all converging with one another. Conversation on the busier channels is almost impossible beyond a superficial level; it would be impossible to initiate or keep track of a serious conversation with so many people talking. The effect is as if a crowd of 20 to 30 stood in a room and tried to all have a conversation with one another, instead of breaking off into smaller groups as would most likely happen normally in a crowd of this size (Appendix A). Another more realistic comparison is the phenomenon of listening to a channel on a CB radio, which is made up of many different people all trying to talk to one another at once (Amy Goldschlager, personal communication). On the more structured channels, such as those discussing religion, computing, or a number of other topics, tend to have less people; perhaps four to ten a channel. Thus, conversation on these channels tends to be more focused and coherent. IRC could, in many ways, be seen as a forerunner to MUD-type systems, since it does share the similar characteristics of character names, rooms, and real-time communication. However, its capacities to create an imaginative "virtual" environment is severely limited by its simple structure. It provides little more than a text-based conference call between various users; its function is only communicative unlike MUDs which can also become an outlet for character description, room building, role-playing, and active interaction with the system itself by way of exploring rooms and manipulating objects. LambdaMOO: An "Object Oriented" MUD The History of LambdaMOO Quite recently, a new type of MUD has been implemented which allows an even greater potential for interaction between the user and the environment, and for greater development of virtual characters. This new system has been dubbed MOO, or MUD-Object-Oriented. It is similar in format and function to TinyMUDs, but allows a greater range of user activity in building, actually creating interactive objects, and custom-tailoring characters. The first and largest MOO system, until recently the only fully-functioning public MOO, is the LambdaMOO system, supported by Xerox PARC and run from Palo Alto, California. The authors spoke with the creator and "archwizard" of LambdaMOO, Pavel Curtis, known as "Haakon" on LambdaMOO. In a discussion with Curtis which took place on the MOO system, he described the history of this new type of MUD system. Since MUDs in general and MOO especially are such new mediums, his insights into the history of LambdaMOO as well as its social interactions were invaluable in better understanding the medium. Curtis told us that the MOO project was started in early 1990 by Stephen F. White, now known as ghond on the MOO. Curtis explained that ghond wanted to make this MUD "object oriented, a type of programming that allows a user to program objects in such a way that one object can be the child of a generic "parent" object, sharing most or all of the characteristics of that parent. (Curtis, personal communication). Curtis noted that ghond began testing the new MOO, set up on a server at Berkely and dubbed AlphaMOO, in April of 1990. Curtis became active in the project at this point, as well as several other present "wizards" on LambdaMOO. He took over the project from ghond (who, according to Curtis, was suffering from "temporary burnout") in September of 1990. Curtis explained to us that AlphaMOO was the first MOO and did have some public access, but was not widely used due to little advertisement and little documentation (Curtis, personal communication). Curtis went on to explain how the transition occurred from AlphaMOO to LambdaMOO. After fixing bugs in the system, rewriting some of the code, adding more programming capability, and writing documentation, he had created what he termed "a truly separate entity" from the original AlphaMOO. He dubbed this new system LambdaMOO, after one of his names on the system and, according to Curtis, "because it's a key word in some of the other non-mud research that I do." The new system was announced as open for public access on UseNet (a world-wide bulletin board system) in February of 1991 (Curtis, personal communication). Curtis noted that the original response to the announcement was "lukewarm", but that the number of players increased slowly but steadily. According to him, growth over the past few months (the conversation took place in November of 1991) had been much more rapid, with more than 25 people logged into MOO at almost any one time (Curtis, personal communication). The experimenters have seen this trend continue into May 1992, bringing a constant stream of new characters, and a list of players that sometimes numbers as much as 40. The MOO community, according to Curtis, seems to be made up mainly of undergraduate students using the MOO as a social and creative outlet (Curtis, personal communication). When questioned by the authors about Xerox's part in supporting the MOO server, Curtis explained their role: Xerox pays me to do more-or-less basic research. They are not looking for products out of what I do. They trust me to find interesting areas of research that might perhaps open up new opportunities either for them or for the CS community at large...Xerox has no commercial interest in LambdaMOO whatsoever (Curtis, personal communication). However, Curtis' own paper concerning social interaction on LambdaMOO indicates that the MOO and similar systems may indeed have other possibilities for use: The MUD model is also being extended in new ways for new audiences. For example, I am currently involved in adapting the LambdaMOO server for use as an international teleconferencing and image database system for astronomers. Our plans include allowing scientists to give online presentation to their colleagues around the world, complete with 'slides' and illustrations automatically displayed on the participants' workstations...I expect such specialized virtual realities to be commonplace, an accepted part of at least the academic community (Curtis, 16, unpublished paper). Virtual reality provides a new outlet for communication in a business and educational realm, providing even more opportunities for nuances and interaction than bulletin boards and e-mail. Social Interaction on LambdaMOO The "Geography" of LambdaMOO Upon connecting to LambdaMOO, a user usually finds him or herself in "The Coat Closet", a room that serves as home base for any character who has not yet built his or her own home. From here, the character (by typing "out") can "walk" out into The Living Room, one of the major centers on MOO for group conversation. By typing direction commands (north, south) the player can "walk" around the house and explore the many rooms and underground passageways that are connected to it. In addition, if a player wants to reach a room that is faraway from where s/he is "standing", or if s/he wants to reach a room which is not linked to the main structure of the house, the player can "teleport" by using a @move me command. The effect of these many different rooms presents a mental image of the house itself, sprawling in size with its many underground tunnels and attic hideaways, but all interconnected in a realistic fashion. However, the player is also presented with the image of many other rooms and areas that form "castles in the sky" in the MOO realm, areas that can only be reached by fantastic means such as "teleporting". The Conversational Atmosphere of the MOO A player in a large group conversation on LambdaMOO will find several noticeable differences between the atmosphere of MOO rooms and that of IRC channels. First, conversations take place in actual "rooms", whose descriptions often affect a player's mental image of the atmosphere: the Living Room's description consists of a cosy room with many chairs and an open fireplace; another room, the "Makeshift Cafe", another room for large social gatherings, has in its description many outdoor tables at which players can "sit"; yet another room, Hacker's Heaven, presents the image of a busy computer workshop filled with computers, printouts, and miscellaneous hardware. These different descriptions affect the player's image about what types of conversation and behavior is appropriate to these settings (Appendix B). Second, players can create their characters in a much more detailed fashion than on a medium like IRC (Appendix C). Besides just being able to write a "character description" outlining what a character looks like, what he/she/it is wearing, and any other information that the player might like to provide, players can also embellish their characters in a variety of other ways. Characters can be programmed to have a variety of different persona, "morphing" between different names, genders, species, and descriptions. Characters can also have elaborate "entrance" and "exit" messages to announce when they have teleported into a room; these can range to arriving in a puff of smoke, dropping in from the ceiling screaming AAAAIIIGH!, flying in on a magic carpet, or any variation on such ideas. In addition, conversation itself can be richer on MOO than on an IRC-like medium. Besides just being able to type sentences and have them appear on the screen, characters can choose to us the "say" command, which places "(character name) says," in front of what a player types (BethAnne says, "hi there!") or the "emote" command to place one's name before an action, emotional gesture, or thought (Sylvan smiles). These aspects add more nuances to MOO conversation since characters can express thoughts and emotions in greater detail. Characters can also talk to other characters in a room privately with the "whisper" command, or talk to characters in another room with the "page" command. In a typical large-group conversation, a user of MOO is bound to find less chaos than in such a conversation in IRC, partially because the average amount of people in a large-group conversation on MOO tends to be five to ten people. Thus, conversational threads become less fragmented and easier to follow. At the same time, a user may have to keep track of many conversations at once in such a setting, since two different threads might be in progress in the room itself, while s/he might be whispering or paging with yet another person in a private conversation. Thus, though MOO conversation is more coherent in terms of focus, it still often forces the user to learn how to divide attention effectively between a few conversations at the same time, a skill not often practiced in real-life conversation. The focus of conversation varies from room to room, though computers and MUDding are always popular topics, especially in "Hacker's Heaven" which is a room intended for such discussion. In addition, characters often interact with MOO objects in the middle of conversations (sitting on a chair, petting a MOO dog, and so on). Humor is also popular, due to the great potential of the MOO environment for physical and slapstick humor, such as "bonking" people with various objects, as well as verbal humor such as punning and general surreal statements (Appendix D). Finally, the extent to which people can manipulate their own characters becomes more apparent in conversation; people are constantly displaying their entrance and exit messages as they enter and leave a room; players often comment on these messages, on other players' descriptions, or on what other players might be "carrying" (Appendix E). Thus, on MOO there is a much greater sense of an actual conversation being had by people that a user can "see", in the boundaries of an actual room and the objects in that room with which the user can interact. Perhaps because of this, there is a good amount of discussion about the MOO itself, its different rooms, its atmosphere, and its characters (Appendix E). Makeup of the Population The many and detailed social interactions that occur on the MOO provide rich opportunities to further consider and study past findings on a variety of topics mentioned earlier, such as fantasy, control, role-playing, gender issues, and the unique psychological makeup of those who use computer communication in general. The LambdaMOO population is in itself revealing. According to Curtis, over 90% of the population are students at colleges and universities, and mostly undergraduates. From what he has seen, he believes that no more than half of the population is involved somehow in the computing field. Rather, he asserts that the increasing availability of the Internet to more students at many colleges is bringing a much more diverse population to MOO. He also theorizes that the MOO population is most often above the norm in both educational background and economic status. Finally, he claims that the MOO community seems to be almost 95 percent male (Curtis, 6, unpublished paper). Several facets of this analysis present relevant topics for an analysis of the MOO. First, it is apparent that the participants in LambdaMOO are people who have affiliated themselves with the culture of computer communication to some extent, though not necessarily through a life commitment to the computing field but rather through personal interests. The LambdaMOO population thus provides a rich environment for further study of the personality correlates of computing, studying exactly what makes people of different interests and disciplines similar enough that they are all attracted to this particular form of communication. Gender Differences on LambdaMOO The gender discrepancy that Curtis notes is also revealing in that, even with such a socially-oriented medium as LambdaMOO, the MOO still shows the same kind of gender bias as other social mediums as bulletin boards. However, the author in her personal experience has not found this skew to be as salient, and wonders if the communicative aspect of a medium like MOO might contribute to a breaking down of the gender gap by attracting more women. Confirming the existence or nonexistence of such a gender skew, and finding reasons for its presence or absence is a topic for which MOO presents yet another environment for further study. Curtis also notes that many players seem to play the opposite gender on LambdaMOO, most often males playing females: As I've said before, it appears that the vast majority of players are male and the vast majority of them choose to present themselves as such. Some males, however, taking advantages of the relative rarity of females in MUDs, present themselves as female and thus stand out to some degree. Some use this distinction just for the fun of deceiving others, some of these going so far as to try to entice male-presenting characters into sexually-explicit discussion and interactions. Other males present themselves as female more out of curiosity than as simply an attempt at deception; to some degree, they are interested in seeing 'how the other half lives,' what it feels like to be perceived as female in a community. From what I can tell, they can be quite successful at this (Curtis, 7, unpublished paper). Curtis' speculations on the reasons for gender-switching on LambdaMOO are all intriguing and merit further study. In addition, this author, through conversations and personal experience on the MOO, has found several other concerns related to gender-switching on MOO. In a conversation with another MOO-using student, it was suggested by this student that people on MOO often gender-switch because they are dealing with issues of sexuality, perhaps questioning their own sexuality, and find that switching to the opposite gender in virtual reality is a "safe" way of flirting with people who are (ostensibly) the same gender as them in real life (Alis Marks, personal communication). The author has had one such conversation on LambdaMOO which supported this theory. In addition, the author's thesis partner has suggested that gender-switching can serve another social function, that of learning to communicate better with the opposite gender. A male who is shy about approaching women, or vice-versa (though this author would speculate that it is more the former, judging by her personal experience of LambdaMOO), might feel more comfortable doing so in the guise of being "one of them" (Amy Goldschlager, personal communication). Curtis' remarks on female MOO characters raise more questions about the effects of gender roles on MOO interactions: Female-presenting characters report a number of problems. Many of them have told me that they are frequently subject both to harassment and to special treatment. One reported seeing two newcomers arrive at the same time, one male-presenting and one female-presenting. The other players in the room struck up conversations with the putative female and offered to show her around but completely ignored the putative male, who was left to his own devices (Curtis, 7, unpublished paper). This apparent phenomenon of "virtual chivalry" has been confirmed in the author's own experience as a female character in LambdaMOO; players, especially male players, tend to be very helpful to female characters, attempting to gain their friendship and often helping them extensively with learning the mechanics of the MOO. The author has discovered too the reality of Curtis' reference to harassment; she has found that male characters tend to flirt aggressively and sometimes to the point where it ceases to be enjoyable and resembles sexual harassment. The medium seems to free players to engage in this behavior with more freedom than they would most likely do so in real life, often presenting problems for the female characters who are left with the burden of dealing with the unwanted attention which, though virtual, can still be disturbing. Curtis notes that these problems often dissuade characters from presenting themselves as female, which in itself can lead to problems: Because of these problems, many players who are female in real life choose to present themselves otherwise, choosing either male, neuter, or gender-neutral pronouns. As one might expect, the neuter and gender-neutral presenters are still subject to demands that they divulge their gender. Some players apparently find it difficult to interact with those whose true gender has been called into question; since this phenomenon is rarely manifest in real life, they have grown dependent on 'knowing where they stand', on knowing what gender roles are 'appropriate'. Some players (and not only males) also feel that it is dishonest to present oneself as being a different gender than in real life; they report feeling 'mad' and 'used' when they discover the deception (Curtis, 7, unpublished paper). These concerns about gender roles on LambdaMOO create some interesting paradoxes that warrant study. One the one hand, LambdaMOO provides a rich opportunity to question and experiment with gender roles, both because its structure provides the opportunity to do so, and because it seems to the author through her own personal experience that the MOO community is made up of many people who tend to be liberal as well as "quirky" in the sense that they often do not accept more "mainstream" societal standards, including those of gender roles. Thus, LambdaMOO is an ideal situation in which to question the effects that gender roles have on the way a person presents him/herself as well as the way people react to her/him. However, the tendency noted by Curtis of characters' unease with neutral gender roles, the negative reactions that characters who present themselves as other than their real-life sex can provoke, and the often more stereotypical treatment of female-presenting characters by treating them as more needy of help and sometimes as objects of exploitation, reveals that MOO can also be an environment for playing out or trying to maintain more traditional dichotomies of gender. This suggests as well that even within this non-mainstream computer subculture, members often have trouble shedding more traditional assumptions about gender. The extent to which this correlates with the ostensibly male-biased population of MUDs is a question for further study, as well as the more general question of how widely the members of such a subgroup like MUDders tend to actively or subconsciously contradict such conceptions. Role-Playing and LambdaMOO The extent to which players descriptions in general, outside of just gender, are a function of role-playing or are just mirrors of real life is another fascinating aspect of LambdaMOO. Curtis notes some of these aspects of characters' descriptions: A large proportion of player descriptions contain a degree of wish fulfillment; I cannot count the number of 'mysterious but unmistakably powerful' figures I have seen wandering LambdaMOO. Many players, it seems, are taking advantage of the MUD to emulate various attractive characters from fiction. Given the detail and content of so many player descriptions, one might expect to find a significant amount of role-playing, players who adopt a coherent character with features distinct from their real-life personalities. Such is rarely the case, however. Most players appear to tire of such an effort quickly and simply interact with the others more-or-less straightforwardly, at least to the degree one does in normal discourse. One factor might be that the roles chosen by players are usually taken from a particular creative work and are not particularly viable as characters outside of the context of that work; in short; the roles don't make sense in the context of the MUD (Curtis, 8, unpublished paper). Given the literature cited earlier on role-playing/fantasy games, and the extent to which players use their RPG characters to express aspects, hidden or not, of themselves, the extent to which players role-play on LambdaMOO or any other MUD system is essential to study in an attempt to understand this social medium. The author would hypothesize that mediums like LPMuds would encourage more role-playing than a medium like LambdaMOO, because the former is closer to a more typical RPG format. However, role-playing does occur to a greater or lesser extent in more social MUDs like LambdaMOO, even if just to the extent that the player has total anonymity and the opportunity to shape his/her appearance and personality to his/her liking. Thus, the same issues that surround RPGs and fantasy in general surround the nature of communication in a realm such as LambdaMOO. The ways in which a fantasy-based, fabricated character can be used to express very real aspects of a person's psychological makeup, as well as becoming an exemplar of future goals, again become salient issues in such a virtual reality. As the author found in her personal experience with LambdaMOO, virtual characters can also differ from real-life characters with no conscious effort on the part of the player, simply because the MOO's emphasis on almost purely linguistic communication forces a type of communication different from the many non-verbal nuances apparent in real-life conversation. Thus, the MOO environment can often force more bluntness in conversation, forcing a player to communicate less shyly, or with less sarcasm, or without the verbal defenses that s/he might use in real life. This creates the interesting paradox that the MOO can both force greater communicative honesty (if the player does indeed want to be honest) while still creating a virtual personality that might differ from a player's real life presentation, simply due to the radically different nature of the two communicative media. Communication, Intimacy, and Control Issues of communication on LambdaMOO lead to issues of the MOO's potential to create intimacy between characters. Despite the "virtual" nature of MUDs, the "reality" element cannot be ignored in any social communications. As noted earlier, MUDding can be seen as less of a game and more of an extension of real life, since, though people play "characters," there are still two real people communicating on either side of their respective computer screens. This often leads to the formation of very complex social and emotional webs among MOO players. Friendship and romance do occur, as well a level of emotional and often physical intimacy bounded only by its confinement to a linguistic level. Though these communications are in one sense limited by their linguistic nature, they can also encourage intimacy by encouraging people to speak specifically and honestly. Intimacy in a virtual realm is a subject that has been studied little, but seems to be a crucial aspect in understanding both electronic communication and fantasy role-playing in an electronic realm, for it incorporates the same issues of control, introversion, isolation, gender-roles, and other issues very relevant to understanding both mediums. However, the exact ways in which these issues are expressed are still unclear; though many are apparent on an intuitive level, this is an area that warrants further study in order to better understand its dynamics. Research Possibilities on Computer-Based Communication The author(s) have found a medium like LambdaMOO to be an ideal environment to study the structure of conversation on an interactive electronic medium, and its possible implications in determining the personality correlates shared by users of such systems. We would hypothesize that the programming aspects of LambdaMOO incorporate and attract those types of people who share some of that the personality correlates of the most general "computer culture" that build up around programming and computer science fields. Secondly, the role-playing and fantasy aspects attract those who, as well as having some level of comfort with computing, also share some of the personality correlates of people who are attracted to fantasy realms in general as both a means of enjoyment and of expressing more serious psychological issues. Finally, MUDs add a new and more nuanced dimension to the area of computer-based communication, affording us a new realm in which social interaction will take on unique and psychologically revealing forms. We would like to discover what, if any, traits are shared in common by people who use media like MUDs. However, we also believe that these characteristics cannot be determined without understanding exactly how these media are structured, and how different electronic media might produce different types of discussion. In analyzing the different ways in which different electronic environments affect communication, we can then speculate on exactly what types of people might be attracted to each of these systems, or to systems like them in general. We hypothesize that the issues raised in both the anecdotal literature and the research we have cited on computing and the computer culture in general, computing and gender, computer communication, role-playing, and fantasy will figure strongly in this analysis by providing a basis for such extrapolations. The Pilot Study: Determining MOO Demographics To get at least a sense of the types of people that tend to be drawn to an interactive electronic communicative medium, we picked the most complex of these media for a pilot study. What follows is a description of this survey, which we posted on LambdaMOO, and some of the initial data we have accumulated from this survey. The researchers created a joint character on LambdaMOO, named "Dr.Sherry" after Sherry Turkle, created an "office", left a virtual survey in the office, and also left notes in several other parts of the MOO asking people to take the survey. The personality-oriented aspects of the survey did not produce significant or revealing results, confirming the researchers' suspicions that there are many more aspects of LambdaMOO and MUDS in general, such as structural and conversational aspects, must be understood before we are able to compile psychological data on the actual personality types of people that use MUD systems or other similar electronic settings. Dr.Sherry also expressed a willingness to talk to other characters interactively. Though response to this offer has been sporadic, it did provide good insight on and experience with the MOO, which helped us better interpret MOO conversations and create content codes. The LambdaMOO survey also provided data on the demographics of people who use the MOO. Of 55 people who answered the gender-related questions, 73% are male in real-life and 27% are female. Most play characters on MOO that are the same as their real-life gender, though 7.5% of the males report female characters, and 5% play neuter characters. 13% of the females play neuter characters; none reported playing male characters. In response to the question about ownership of a computer and Internet access, 70.9% of the 55 people who answered own a computer, 89.7 of these computer owners have modems, and 92.7% of the total respondents have 24-hour Internet access. When asked how they most spend their time on MOO, 21.4% of the 56 people who responded to this question spend the most time exploring the environment, 16.1% spend the most time programming, 60.4% spend the most time interacting, and 1.8% could not decide. In response to the career/major question, 55.3% of the 57 people who responded were somehow connected to the computer science field, 7.1% to the other sciences, 17.9% to the liberal arts, 7.1% to the social sciences, 8.9% to other disciplines, and 3.6% were as yet undecided. Implications of the Pilot Study for Research Even these preliminary percentages reveal some characteristics of LambdaMOO and MUDs in general that would be salient in further study. First, the population of MOO-users, though definitely skewed toward males, does not appear to be quite as skewed as Curtis noted in his paper. In any case, the causes and effects of this gender bias are central in any study of MUD users. The majority of MUD users are from the still male-biased computer science field, though the breakdown of career and major choices, as well as the gender breakdown of subjects within each field, is another salient topic for further study. The large majority of users who emphasized the social aspect over the programming or exploration aspects of MOO presents many topics for further speculation and study, including exactly how social interaction on a MUD system operates, how it differs from real-life conversation, and how it differs from other forms of virtual communication. In addition, the way in which people's social styles differ or not from their styles on a MUD is an important issue; do people use this as a substitute for or as an addition to real-life social interaction. Finally, it seems that the atmosphere of any particular MUD system would affect the way in which social interaction occurs, depending on whether the MUD was more or less role-playing oriented and whether it could be programmed and tailored to its users. Before any large-scale psychological study of MUD systems could be executed, it appears that it is first crucial to understand the actual structure and content of conversations on MUDs. From this data, further studies can be modelled to see exactly how the different types of communication that take place on these systems might be indicative of the different types of people that might use any one medium, or how different types of electronic media affect the way its users communicate. Studying the Structure of Computer-Based Communication The experimenters decided to compare three mediums of electronic communication to determine differences among their conversational structure. Two of these mediums were LambdaMOO and IRC, since the great similarities yet great differences between the two lend themselves well to discovering exactly how the different atmospheres of the two affect electronic communication in itself, as well as the personality issues surrounding such communication. The third medium employed by the researchers differs more from the first two in structure. The researchers decided to also focus attention on the in-house bulletin board which runs on their own school's VAX/VMS system, VaxNotes. Notes is a bulletin board with an active community of users from the researcher's own school, a co-educational liberal arts school of about 1,200 students, as well as from the institution's sister school, an all-female liberal arts school of 1,200 students.. Notes will provide a good contrast to MOO and IRC in several respects. A very active community of students in a common educational setting and social community uses this facility as a medium for expression and communication. Notes itself is a non-interactive medium, unlike MOO and IRC. In addition, Notes users post under their own usernames and not pseudonyms, and are much more likely to know each other in a real-life setting. However, there are still "conferences" like MOO rooms or IRC channels, which can be focused on a very specific topic or be more generally oriented. On Notes, there is a "Miscellaneous" topic which is for banter and conversation, and also a "Computer Problems" topic which, like Hacker's Heaven on MOO and #hack on IRC, is more focused on discussing computing. Both conferences can be used to discuss the same types of topics that are discussed on MOO and IRC, but without the interactive medium. Expectations of the Research In doing our observations of all three settings, we began with very few hypotheses, both because we were doing the observations in a naturalistic fashion and wanted to impose as few preconceptions as possible on the findings, and also because there is little background information on the differences between these three settings which would allow us to form hypotheses. However, we had some general sense of the settings which caused us to expect a few effects. We expected that MOO settings would contain more paralinguistic cues in the form of facial expressions, nodding, and so on, due to the presence of the emote function in the MOO setting and the lack of any such function in IRC and Notes. Though users of IRC and Notes can and do express emotion/facial expressions/actions by utterances such as "*bonk*" or ":)", MOO is the only system that has a preprogrammed function for expressing such emotions or actions. Thus, MOO better invites such behavior. We also expected an effect due to gender of observer, either on flirtatious or hostile behavior toward a female observer, the latter due to the still-prevalent notion of computing as a male domain, and the fact that the MOO and IRC settings have more male than female players. We expected that conversation in a computer topic-oriented room, channel, or Notes topic would indeed show more utterances about computing in general, the atmosphere of the MOO and IRC, discussion of players and rooms, and perhaps be slightly more intimidating/hostile to newcomers attempting to join the conversation, while a less-focused setting would have a much more free-form pattern of conversation. Otherwise, we tried to analyze the data with as little preconceptions as possible as to the number of different types of utterances that would be found in each setting and subsetting. Instead, we focused on creating a set of codes that would reflect accurately the many types of utterances we had seen in our experiences with the three mediums. We believe that finding out more concrete attributes of the nature of MUD conversation, as opposed to other forms of electronic communication, is important for several reasons. First, the increasing sophistication and widespread nature of MUD systems is an aspect of computer communication that can no longer being ignored, for it appears to be a medium which is creating an entirely new subculture, with its own language, customs, and paralinguistic means of communication. Second, considering the possible uses of such media for the scientific or business communities, as settings in which to generate and debate ideas, a study of how this type of problem-solving communication occurs would address the question of how this medium will affect the creative and communicative process among such groups. Finally, such a study would address the even more general issue of the implications of virtual reality, as it increases in complexity and its ability to simulate an intricate and compelling environment and social medium. As more people begin to explore these environments and use them as mediums for self-expression, socialization, and relationships, the nature and implications of such communication is a crucial issue for psychology and all related disciplines. Method Subjects The subjects were participants in three communicative settings: MOO, IRC, and Notes. Sample sessions were recorded from each of the three mediums, such that the number of subjects in any given session varied. For our two MOO logs, the number of people in the Living Room setting were five (all apparently male) and eight (six apparently male, two guests with indeterminable gender), respectively, and the number of people in the Hacker's Heaven setting were both nine (in both cases, 8 apparently male, 1 apparently female) respectively. For our two IRC logs the number of people in the #hottub setting were 22 (18 apparently male, 4 apparently female) and 25 (23 apparently male, 2 apparently female), and the number of people in the #hack setting were 9 (all apparently male) and 13 (again, all apparently male). For the Notes logs, the number of people in the Computer Problems log were five (four male and one female), and the number of people in the Miscellaneous log were seven (four male and three female). Since all the players on MOO and IRC use pseudonyms, it is difficult to determine the actual sex or age of the players. However, through our pilot survey on MOO and our own experience with MOO and IRC, we can make some assumptions as to the demographics of the subjects. Both MOO and IRC users tend to be fairly young, ranging in age from about 16 to 25, though we have met a range of people from pre-teen age to late thirties. The survey on MOO indicated that the MOO population tends to be skewed toward males; this also appears to be true of IRC judging from the experimenters' interactions there. Most of the players are students, since it is mainly students that have access to the Internet through a school-based accounts. Younger people may use their parent's account or a hacked connection; older people may have an account as a grad student or connected to their work in the computer field. The MOO survey also indicates that over half of MOO users work or plan to work in computer related fields; experiences with IRC do not present a clear picture of whether this is true of the IRC population. Notes users, on the other hand, can be more accurately described. They are students at the experimenters' school or its sister school, two liberal arts colleges of about 1,200 students each, one of them an all-women school and the other co-ed. They are mostly all of college students' age, 18 through 22, except for the occasional faculty member or alum that may post to or read the bulletin board. Despite the gender-skewed population that the association of a co-ed and all female school produces, Notes appears to be about half male and half female. Procedure The MOO and IRC logs consisted of sessions of 20 minutes each, ten minutes spent in each of two subsettings, the MOO Living Room/IRC #hottub channel or the MOO Hacker's Heaven/IRC #hack channel. Two logs from each system were obtained, each with a female and male observer, named BethAnne and Sylvan. The experimenters would move the character into the room or channel, say hello, and simply watch, only responding to direct questioning. After 10 minutes were up in the first subsetting, the experimenters would move the character to the other subsetting and repeat the process. The Notes logs were made up of a selection from the Miscellaneous topic (corresponding roughly to the Living Room on MOO and #hottub on IRC) and a selection from the Computer Problems topic (corresponding to Hacker's Heaven and #hack). A fairly general, conversational log was chosen from Miscellaneous, rather than one with a very focused topic; the log from Computer Problems was taken from the same time period as the Misc log was posted. The utterances in each log were coded according to a coding scheme devised by the experimenters. The codes (Appendix F), revised on the basis of practice with earlier sample transcripts of LambdaMOO, encompassed the many types of behavior the researchers had noticed in their experiences with MOO, IRC, and Notes. Throughout this refinement process, if it was found that there were two or more codes that were ambiguous in their correct application to similar types of statements, these codes were collapsed, though collapsing two types of behavior into one code might have at first seemed counterintiuitive. The codes encompassed greetings, biographical information, gestures that keep conversation going ("nudges"), expressions of affection, humor, and hostility, physical action, interaction with system code, talking about computers and programming, discussing rooms, topics, or channels in general, discussing individual's behavior and characters, and an "other" category for uncodable statements. The experimenters decided to code only the first forty utterances of each subsetting, since this was the size of the smallest subsetting transcript. In order to get a better sense of how individual players contribute to such conversations, the utterances were tallied by player, according to the number of each type of utterance each player had made in the course of the first forty statements. Each player's setting, subsetting, and sex of observer present was noted, and then the number of utterances of each code-type made by each player were tallied. The experimenters derived the percentage of their reliability for their coding of each setting/subsetting; the average of these reliability percentages was 82.9 percent. After coding separately and figuring out this reliability percentage, the experimenters discussed their differences in coding and agreed on which codes should be used for the utterances on which they had initial coding disagreements. Though the reliability percentage was less than the experimenters had hoped, they also realize that it is almost impossible to refine the codes to the extent that reliability would be greater, due to the extremely subjective nature of interpreting MOO, IRC, and Notes conversations, especially IRC due to its much less structured nature of conversation. Results The utterances were tallied according to player, noting the player's setting (MOO, IRC, or Notes) subsetting (Living Room/#hottub/Miscellaneous or Hacker's Heaven/#hack/Computer Problems), gender of observer (neutral for Notes), and the number of each type of utterance they made (codes A through M). Multiple regression analyses were performed on the data. We discovered no significant effect of observer gender, so did not include this variable in further analysis. These results are summarized in Tables 1-16. A multiple regression analysis of the mean number of greetings in each setting and subsetting reveal a significant main effect for both setting (p < .001) and subsetting (p < .001), and a significant interaction effect (p < .003). Post-hoc t-tests of the means reveal that there are significantly more greetings on MOO than on IRC (p < .009), and that there are more greetings in the Living Room/#hottub subsettings than in the Hacker's Heaven/#hack subsettings. The interaction effect suggests that the difference between the number of greetings in the two subsettings on MOO is much greater than that of IRC. There are no significant effects of VaxNotes for this type of utterance. The analysis of the mean numbers of biographical information statements reveal a significant main effect for setting (p < .017). Post-hoc t-tests show a significantly greater number of biographical information utterances in IRC than in MOO (p < .032). There are more bioinfo utterances on Notes than on MOO, though this difference only approaches significance (p < .054), and there is not a significant difference between the number of bioinfo statements in Notes and IRC. The analysis of the mean numbers of code statements (statements showing a player's interaction with system code) show a significant main effect for setting (p < .002), subsetting (p < .041) and a significant interaction effect (p < .045). Post-hoc t-tests show a significantly greater amount of code statements in the MOO setting than the IRC setting (p < .034), and that there are more code statements in the Living Room/#hack setting than in the Hacker's Heaven/#hack setting. The interaction effects that there is a much greater difference in the number of code statements between the two settings on MOO than there is between the two settings on IRC. There was no such significant effect for VaxNotes. The analysis of the mean number of humor statements per person show a significant main effect for both setting (p < .006) and subsetting (p < .06), and a significant interaction effect (p < .02). However, no two pairs of means differed significantly, according to t-tests, though the cell means do indicate that Notes has the most expression of humor. The analysis of the mean number of "technobabble" (talking about computers) statements per person reveals that there is a significant main effect for setting (p < .001), subsetting (p < .003) and a significant interaction effect (p < .001). Post-hoc t-tests show that there is a significant difference between MOO and IRC (p < .027), with MOO having a greater number of technobabble statements per person, and that there are more technobabble statements made in hacking settings than living-room type settings. No such significant effect was found for VaxNotes, but the interaction effect suggests that there is a great difference in Notes between the amount of technobabble statements made in Miscellaneous and Computer Problems, while there is little difference between the amount of such statements made in the analogous settings in MOO and IRC. Analysis of the mean number of affectionate statements per person shows a significant main effect for subsetting (p < .037). This is due to the fact that there are no expressions of affection that took place in hacking settings in our transcripts. MOO had more such expressions, but only to an extent that approaches significance as a main effect for setting (p < .053). The analysis of the mean number of physical action statements per person shows a significant main effect for subsetting (p < .034). The cell means show no physical action in the MOO or IRC living room/#hottub subsettings, no physical action in either of the notes subsettings, and none in the IRC #hack subsettings. The only subsetting that shows any physical action at all in our data is MOO Hacker's Heaven. The analysis of the mean number of statements coded "other" reveal a significant main effect for setting (p < .004). The cell means for statements show that many more of the Notes statements were coded as "other" than the MOO or IRC statements. A second analysis was performed on the data, this time to simply tally the mean number of each type of utterance made in each setting and subsetting overall, instead of per person (Figures 1 and 2). Few meaningful significant effects were found for this analysis. This is most likely due to the fact that this analysis is less suited to elucidate the differences in conversational structure, because of its insensitivity to the number of statements made by each individual person. The meaningful significant finding illustrates how the difference between tallying types of statements per person produces more specific results than tallying statements overall. There was a significant main effect for greeting statements for setting (p < .009) and subsetting (p < .009). Looking at the cell means, it can be found that there are more greetings overall on IRC than MOO, which seems to contradict the finding that there are more greetings per person on MOO than IRC. However, in the context of the two settings this finding makes sense. In IRC, there are more greetings overall due to the larger number of people, but less per person, apparently since MOO is an environment in which people tend to be more inclusive of new people in conversations. Thus, there is less greeting going on overall in MOO settings, but each individual is much more likely to make more greeting statements than an individual player on IRC. Discussion According to the data, MOO had significantly greater amounts of greetings, interactions with code, technobabble, and physical action, as well as a trend toward more affectionate statements. Notes had more biographical information, "other" statements, and a trend towards more humorous statements. The Living Room/#hottub setting (though not the Notes Miscellaneous setting) had significantly more greetings, while Hacker's Heaven and #hack (though not the Notes Computer Problems setting) had more statements indicating interaction with code as well as more technobabble. The absence of any effect of observer gender does not support the anecdotal evidence that females at least in the MOO setting encounter more flirtatious, and often more hostile, behavior toward them. However, the lack of a significant result for this factor does not mean that this effect does not exist, for the experimenter's own experiences on MOO and IRC fully support the anecdotal evidence. The lack of effect of observer gender could be partially caused in the MOO setting by the fact that BethAnne was a new character, and this author found in her own experience with her regular female character (TamLin) that she did not encounter much flirtatious behavior until she was a few weeks old on MOO and thus more comfortable interacting with the community, talking to more players in a more comfortable fashion, and known as a female name. On both IRC, the lack of effect could have also been due to the fact that we did not code private messages to BethAnne, or utterances made by one player to another that only the two of them can hear. In the IRC log, we had two (male) people page us acting in an extremely friendly, forward fashion, even though nobody in the room did so publicly. We suspect that if we had gathered several more logs of each kind, and coded private messages in MOO and IRC, we would have encountered more flirtatious behavior toward BethAnne in the MOO and IRC settings. The results for greetings support the experimenter's experiences on MOO and IRC. On MOO, the conversations in Hacker's Heaven tend to be the more focused, with people actively discussing the MOO, players, programming, trying out objects, and making jokes, than those of the Living Room, which often just seem to be more players "hanging out" with no real topic of conversation in mind (though intense and active conversations do occur; they just seem rarer in this setting according to the experimenter's experience). Thus, there is much more attention focused on greetings in the Living Room, since new arrivals do not disrupt the flow of conversation quite as much, than in Hacker's Heaven, where people might be too focused on their topic of conversation or figuring out their programming work to greet each new arrival. In IRC, both the #hottub and #hack settings are very active conversations, though #hack like Hacker's Heaven is more structurally focused on one topic. IRC is composed of more greetings per conversation, but only due to the large crowd of people; on MOO a player is much more likely to get a greeting from any individual person. This supports the experimenter's experience that less attention overall is paid to new arrivals on an IRC channel than new arrivals to a MOO room, and that the MOO is a much friendlier atmosphere than IRC. In addition, the greater number of greetings in the Living Room/#hottub subsettings supports the notion that both of these subsettings are less focused than the Hacker's Heaven/#hottub settings, which are more oriented toward discussing topics specifically related to computing rather than just small talk. The greater amount of biographical information on IRC supports the hypothesis that IRC is less of a fantasy realm than MOO; that people are less playing characters and more just there to talk as "themselves" simply under pseudonyms. This is not to imply that MOO characters are simply playing a role, but that there might be more subtle or unsubtle role-playing and actual development of a character personality (which may or may not be related to the player's real life personality) occurring on MOO than IRC. The fact that the Notes data does not have significantly more biographical information statements than MOO is difficult to understand, since it would seem that Notes is somewhat closer to the non-virtual realm, with users using their real life names and often talking about college life and one another. However, the lack of significance could just be a function of the small data pool; this conclusion is especially supported by the fact that the trend of more bioinfo statements on Notes than MOO does approach significance. The findings for the number of "code statements" made in each setting and subsetting for MOO and IRC bears out well the experimenter's experience with the mediums. MOO should have more interactions with the system since it is highly programmable, and thus invites more interaction with code than does IRC. Though it initially seems that the hacking settings should have more code interactions than the living room/hottub settings, this is not true, since our code statements included people's entrance and exit messages to a room or channel, and many more people tend to pop in and out of the living room settings than the hacking settings, which are less chaotic in this manner. The experimenters are unsure how to interpret the humor data. Though there is an overall effect for humor, there is no significant difference between the pairs of cell means. There seems to be no obvious reason why any of the three settings would have more humor statements than any other one, except perhaps that MOO has a greater capacity for surreal behavior due to the fact that it is the one closest to a "virtual reality" of the three mediums. Why Notes would have the most humor, whether significantly so or not, is unclear to this experimenter. A possible explanation is the non-interactive quality of Notes, which requires that participants make more novel and attention-getting statements to keep other participants' attention (Doug Davis, personal communication). This would not be as necessary on MOO or IRC, due to the fact that the interactive nature of the medium forces players to keep attention regardless of the type of statement. The effects for technobabble are consistent with MOO and IRC just as the effects for code statements are consistent. MOO is a more programmable system, which would account for more technobabble in all subsettings as characters learn how to interact with the system, while IRC technobabble seems to be more confined to the channels set aside for talking about computing. Of course, subsettings focusing on computing on either setting should have more computer-related statements, which is reflected in the data. The lack of significant effects for subsetting in Notes may have been due to the small data pool, since the cell means indicated that there was a good deal of technobabble happening in Computer Problems while none was happening in Miscellaneous. However, for setting, the data most likely indicates that Notes users spend much less time talking about computing than IRC and MOO users. It appears from the data on affection that hacking settings have much less affection than living room/hottub type settings, which supports the experimenter's insight that hacking settings are often more aloof, intimidating, or hostile in atmosphere. It would seem that MOO is much more conducive to physical action than IRC, due to the presence of the emote key in MOO, and that Notes is not applicable to this code at all. However, the lack of a significant main effect for setting may just be due to the small data pool. There seems to be no apparent reason why there would be more physical action in MOO Hacker's Heaven. The significantly greater number of "other" statements in MOO simply indicates the experimenter's assumption that MOO is a less comparable medium to MOO than is IRC, and this cannot be coded as well according to the codes originally constructed in accordance with the MOO setting. From this data, it can be concluded that MOO is a friendlier atmosphere, more conducive to interaction with the system, and more conducive to physical action in the virtual sense. It can also be concluded that hacking settings in all cases tend to be less friendly toward newcomers, as well as lending themselves more to both talking about computing, and, in the MOO's case, actual programming in the midst of conversation. Implications for Personality Research The findings of the study suggest avenues of further research both in the area of conversational structure as well as of personality analysis. It is obvious that another study of conversational structure is necessary to better understand electronic communication, and to confirm that the nonsignificant trends in the data are actually significant differences between the systems. A study with differently structured or more generalized codes, or with more detailed ways of coding each utterance (such as coding for tone and content, or for line length) would most likely lead to a greater number of significant results. Despite the need for more detailed data on conversational structure in electronic mediums, the initial data and personal experience we have does present some indications as to the type of people that might be attracted to such systems, thus presenting suggestions for further research in the area of personality psychology. The issues presented by the first formation of a "computer culture" are still relevant to those who choose to communicate through electronic media, even though such media are more widely available and used. Bulletin boards, IRC, and MUDs (the latter especially) are fairly new media; though their use is growing, they are still not in use by a large segment of the population. Thus, those who use these media do form a somewhat exclusive group, just as the original devotees of the computer culture formed their own exclusive group. Like the latter group, the electronic communication subculture should be expected to form its own set of jargon, etiquette, expectations, and other such rules. This trend is already occurring, evident in such phenomenon as new abbreviations (for example, IMHO, meaning "In my humble opinion," is common on bulletin boards; the terms brb, meaning "be right back," and IRL, meaning "in real life," are common terminologies on interactive systems) and new, often unclear rules of etiquette (is it appropriate to make harsh personal attacks on a bulletin board? is it appropriate to use MOO programming skills to "spy" on a person in another room? is the use of obscenity on IRC justification for being "kicked" off a channel?). Since this new language and set of rules is so new, they are constantly in flux; even the experienced user can come across new jargon, and there are constant disagreements over appropriate behavior on all of these systems. However, this phenomenon contributes to the exclusivity of the electronic communication world, since it constitutes the existence of a subculture which can only be understood from within. Judging by the greater number of code statements, or on MOO, it can be inferred that to fully appreciate the MOO system it is necessary to know more about its workings and how to interact with it. This indicates that even less people will discover and use this new type of system, since it is more complex and harder to learn. Thus, a topic for further research is whether the MUDding community is indeed the most exclusive, and if so, how this affects both the type of person that uses MUD systems. In addition, the extent to which this exclusivity affects the development of the subculture itself can be researched. For instance, do MUD systems tend to have a greater amount of jargon and more disputes over appropriate behavior than the other two mediums? Finding such an effect would suggest that MUD culture is more exclusive and separate from the real-life realm, and thus richer and more detailed as a culture in itself. The issue of computing being a realm in which a participant can have strict control over self and actions is also very relevant both to our findings and to further study. Since we found that more biographical information tends to be discussed on Notes, it makes sense that a person who is shy and wanted to have the control of remaining anonymous would be even more attracted to an IRC or MUD system than s/he would be to a school-based bulletin board where his/her identity could be easily discovered. In addition, in the MOO setting, a participant could have the most control over the creation of a character, even one of very different looks, personality, or even gender than the participant's real-life identity. It appears that MOO, both because of its anonymity and potential for detailed character description/role-playing, is the best medium in which to study issues of control. However, all three mediums seem relevant to these issues. Further research must be done on the effect of observer gender on electronic communication. Though the researchers obtained no significant effect of gender on the communicative structure of conversations, it seems unlikely that the gender of a player would have little impact on his or her experiences with these media. Based on prior studies of gender and computing, it appears that women might be less likely to become involved in such media. This is supported both by the gender skew of MOO noted by both our pilot study and Curtis', the skew toward males in our IRC and MOO subject pools, and the fact that Notes is only half-female in a community made up of three times as many females as males. Even when becoming involved in such systems, the communicative structures and norms of the systems many often be affected by their presence, or have an effect on their comfort level with the use of such systems. On IRC, though no significant observer effect was noted in the data, the researchers' BethAnne character received some hostile remarks after joining the #hack channel, suggesting that many of the players felt a female character had no business participating in a discussion of computing. No such effects were noted on MOO, though it could be argued that the greater amount of technobabble in the Hackers' Heaven setting (as well at the #hack setting on IRC) is more likely to become intimidating to women, who tend to generally have less experience with computers and programming. However, electronic communication is likely to bring more women into computing in general, since it defies the stereotype of computing as a solitary, competitive activity. In any case, both the effect of observer gender on the type of communication that takes place on electronic systems, as well as the effect of the systems on what gender is most likely to use them, must be further studied. Our data also indicates that MOO is the most detailed of these environments, both in its capacity for character and room description and, judging by the number of code statements in MOO, its capacity for programming and manipulation of the system. This aspect of MOO brings into question an aspect of electronic communication noted by Hellerstein in her study, that of addictiveness. As noted earlier, she quotes students in her study who warn against the addictiveness of the bulletin board environment, sometimes to the point of causing its users to ignore other real-life concerns. Considering that our data indicates that IRC and MOO have a much greater potential for creating a "realistic" atmosphere, both because of their interactive natures and, in MOO's case, the ability to create a detailed and interactive virtual environment, the issue of addiction becomes an even greater concern. MOO addiction was a topic discussed with us at many points in our conversations with MOO participants, but was not an issue we had the capacity to look at in our study. However, the reasons for the seemingly addictive nature of electronic communication, as well as the extent of addiction that different environments can produce, is a crucial topic for further study, especially as more people use such systems and become prone to becoming affected by this issue. Many other aspects of computing and its personality correlates are discussed in the literature, but the data does not present enough information to make assumptions about their relevance to the systems we studied. For instance, the issue of intimacy in virtual settings cannot be addressed well by the data. The greater number of biographical statements made by people in Notes may lead a reader to think that participants in Notes are the most self-revelatory, but this negates the fact that, from the researchers' experience, most personal conversations on MOO and IRC take place on private channels/rooms, not in the common channels or rooms. It might seem that the role-playing aspect of MOO or even IRC, which allow the capacity for gender-switching or for presenting a different personality, might detract from the potential for intimacy in such systems. However, some of the data and the inherent characteristics of both MOO and IRC contradict this notion. The greeting data indicates that MOO is a fairly friendly environment, with participants who are very willing to draw people into conversations. It can be inferred that this atmosphere would tend to make people very comfortable with the MOO environment, and thus encourage them to talk more with people. Also, due simply to the anonymity of MOO and IRC, people often feel safe to say things they would not say to a person face-to-face, or even virtually if their real name was being used. Finally, the text-based nature of all three mediums force people to be very detailed and specific in their self-expressions. When discussion emotional or biographical issues, this form of communication can prove to be very self-revealing. In any case, the ways in which the conversational structure of electronic communication might affect issues of intimacy between participants deserves further study. Other issues in the literature, such as the relationship of Rhue and Lynn's concept of fantasy-proneness to involvement in computing, or the aspects of electronic communication contributing to Kiesler's finding that it takes longer to reach consensus by electronic means, cannot be addressed by our findings. However, these are issues that can be addressed once the structure of electronic communication is better understood, since this knowledge will allow researchers to better determine what types of people become involved in these structures. Through our research, we have gained some insight into the ways that different electronic mediums can affect conversations taking place on them. Through analyzing this data, it is obvious that this is a new and broadening field which deserves much more detailed research. More information on this subject will provide insight into the way participants interact with these systems, allowing psychologists to better understand the personality correlates of those attracted to electronic media, the psychological effects of such systems, and how the interaction of the human mind with computer-based systems can produce new and revealing psychological phenomena. References Arndt, S., Clavenger, J., and Meiskey, L. (1985). Students' Attitudes Toward Computers. 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Rational Coordination in the Dungeon. Journal of Popular Culture, 20, 1-14. Turkle, S. (1984). The Second Self: Computers and the Human Spirit. New York: Simon and Schuster, Inc. (Credit should be given to several MOO players in helping with our background information, notably Pavel Curtis (Haakon/Lambda) and Judy Anderson (yduJ/Nosredna) of Xerox PARC, as well as the programming and implementation of the survey, notably Judy Anderson as well as Dan Burford (Gilmore), West Virginia University '95. Thanks is also due to all the participants in LambdaMOO who took the survey and/or spoke to us about the issues involved in this project.)