Saturday, 27 October 2012

Independent Research Project

Analysis of Comments on IGN Article Titled "Why Real-World Morals Have No Place in Video Games”


IGN is a website dedicated to news, review and information on an assorted range of video game consoles. Over the years this website has been in existence this range has grown to include movies, television shows and mobile phone apps as well as articles relevant to the industry (Internet Gaming Network, 2012). One such article published by IGN at the URL of http://au.ign.com/articles/2012/08/20/why-real-world-morals-have-no-place-in-video-games on the 19th of August 2012 was titled “Why Real-World Morals Have No Place in Video Games” (Biggs, 2012). Like most articles published by IGN this article had a comments section at the bottom of the page for people who have signed up as members of the site to make comments on the content of the article. As of the 27th of October 2012 there are 505 comments that have been made on the article however for the purpose of analysing the discussion that takes place on IGN articles only a small number of these comments will be analysed. The section for analysis has been copied by Nicholas Blaxell and reposted on http://thoughtsoneverydayinteraction.blogspot.com.au/2012/10/data-presentation.html (Blaxell, 2012) on the 3rd of October 2012.

The section of comments chosen for analyses consisted of the earliest posted comments. This consisted of the earliest nine posted comments and the replies that they had received by the 3rd of October 2012. This section of the comments was chosen regardless of the ranking or relevance of the comments as it follows a historic pattern of post and reply much like a spoken conversation and thus provides a relevant and hopefully accurate record of how the conversation between the commenters on this article progressed.

This data was chosen as by analysing the data source and the interaction taking place in the comments section of this article a person would learn numerous things including about people who use the IGN comments section, about people who have an interest discussing the morals of video games. Also to learn more about the interaction that takes place on comment sections of articles posted by IGN, to learn about the methods, style and patterns of communication used to communicate between the members of the IGN community and to learn about the language, content and flow of discussions, including the continuity of the discussion and random changes of topic that occur on IGN the IGN comment sections of their articles.

A common misconception of online communication is that of anonymity. Anonymity must be contrasted with identity. Sometimes when people interact online, such as in forums and comments threads such as those used by IGN there is a belief that no-one really knows who a person is as they are identified by a screen name and the people they interact with do not actually know them in person. However this is a misconception as not only can websites and Internet Service Providers (ISP’s) identify the computer being used to communicate with the website - as can government agencies - there is also the ability for people to put common links together to identify someone. Many of these screen names have profiles which can be used to identify some personal information. This is also the case with IGN although the people whose comments are being analysed in this data set had not placed any personal information on their IGN’s forum profiles beyond age and the state in which they reside. This makes it difficult for the casual observer to identify them however if the user uses the same screen name numerous sites then it may still be possible for the average person to piece together information from other sites to identify them.

Online communications, such as the IGN comments thread on this article have their limitations though as the people reading the conversation taking place are forced to interpret the message from the written words alone. This makes it difficult for people with poor written communications skills to communicate via the comments thread on IGN’s articles (Crispin, 2008). Where there is no body language or other non-verbal signals to clarify the message greater diversity in how a person chooses to interpret a message may lead to misinterpretation as for example a comment that is intended to be sarcastic may in fact be interpreted as genuine and thus miscommunication will occur (Kendall, 2002, p. 167). However in order to assist in clarifying emotional inferences in text based communication emoticons and the use of capital letters have become a popular way of assisting in this clarification and emphasising emotional responses like humour. This is shown by ‘zonda777’ usage of all capital letters when commenting “THERE IS NO ESCAPE” in an attempt to add emphasis to their comment.

Comment forums such as this also have the limitation that you don’t know who is or will be reading your comment thus you cannot target your message towards a specific audience and that if you do target a message towards a specific person you have no way of knowing when or if they have received the message and replied (b00036796, 2011). This is shown frequently in the data source when a person replies to or comments upon a previous post by agreeing or disagreeing with what is being said but they do so in a general way that shows that they do not expect the person to whom they are replying to actually receive and acknowledge their comment. This refers to the response presence or the lack thereof that is a part on online communication methods like IGN’s comments threads on article. Due to this the conversation often time deviates out to many singular comments and although later posters may refer or respond to a comment there is little ongoing communication between the    participants in the conversation. This results in minimal formation of relationships although alliances can be seen where different screen names argue the same points of view or agree on similar ideas as in seen by the in the first comment by ‘DarkPsycho_PS3truthh’ and the responding commenters.

Linguistic metadiscussion refers to language and specific terms that have a specific meaning and are thus used in a specific context. Linguistic metadiscussion is interesting in its usage in the comments on this article. Linguistic metadiscussion seems to be commonplace in computer-mediated chat situations.  Interestingly enough linguistic metadiscussion was barely utilised in the chosen section of the comments of this article. However I do see a link to socio-cultural talk. Socio-cultural talk is similar to linguistic metadiscussion as it refers to words and terms that are either specific or have a specific meaning to a social or cultural group. This includes the usage of linguistic metadiscussion terms such as abbreviations and more general ways of speaking which are commonly used amongst those with similar interests and thus identify a socio-cultural group ( Beacco, Coste, & Piet-Hein, 2010, p. 14). The cultural group that IGN targets is that of computer gamers, who have access to an internet connection and can read English. In respect to the specific comments being analysed ‘Officerpup19plus3i’ uses sociocultural talk through the use of the word trolls (which in this case refers to people who stalk online communication forums and make negative comments about other participants or comments designed to upset, annoy or insult people who may frequent that forum, not trolls, the species that exists in in the traditional fantasy sense) and ‘MasZiv3DynamiC’ usage of the word fail. In this context the word fail still has its native meaning but has become such a commonly used term by those who frequent online communication that it could be seen as blurring the lines between sociological talk and linguistic metadiscussion.

One of the great debates surrounding online communication is that of public vs. private communication. Unlike spoken communication, online communication leaves a record of all activity that is communicated. This record allows the communication between people to be viewed long after it has taken place and as the communication can be copied and stored elsewhere even if the original post were deleted, as is assumed to be the case with ‘lllFreqEteQlll’ comment saying “Oops, double post”, an copy of the original communication may still exist and thus a permanent record of the communication can be created and utilised at a later date in a way that could have positive and negative consequences. Some websites have privacy restrictions allowing only certain people certain levels of access in an attempt to protect information. As does IGN in regards to their members signing up for profiles so that they can make comments on articles (Internet Gaming Network, 2011). However the comments on this article are in the public forum. This leads to questions that must be considered when analysing the comments made by the individual posters on this article. Did the person who made a comment realise anyone could read it and if they did then did they make a comment assuming a specific audience would be unlikely to read it and would they not have made the comment if they knew a particular person would read their comment? These questions can be asked in regards to ‘THEHORGANATOR’ and their comment “I came here to jerk off! :D”. This is a comment made where the assumption can be made that the comment was made due to their belief in their own anonymity and that they would not have made the comment if they were aware that people such as family members would view this comment. This of course is an assumption based upon expectations of behaviour however ‘THEHORNAGATOR’ may feel comfortable making comments like that fully aware that the comment is a public comment and that people who know them may read the comment and identify them as being the one who made it and the social implications of this comment. There is also an issue of the ownership of a comment. Are the comments being analysed the property of the person who typed them or are they the property of IGN, as this was the site on which they were posted? Who holds copyright right rights to these comments? This is an area that is still under debate in many countries and due to the nature of the internet not having any national boundaries these questions are yet to have a definitive answer (Future of Privacy, 2012).

The comment made by ‘THEHORGANATOR’ is also an example of how the conversation deviates away from the focus of the article. However it can be noted that this deviation only occurs for 3 or 4 member’s replies before someone posts a comment to bring the conversation back to its focus. A potential reason for this could be that people post comments based upon the article and not upon the current conversation or it could be an intentional effort to restore the focus of the conversation.

This link’s into Erving Goffman’s theory of facework. Facework in relation to the data example is limited due to the anonymity of the participants and the fact that it is likely that there will be a delay between someone commenting and a response and that due to this delay they may not recheck the discussion thread to see the responses however the basic principles still apply. The basic principle of facework is that through evaluating one’s self and other individuals in a particular group setting, one engages in actions that are indicative of one’s particular point of view, these actions are then judged by others based upon social norms, expectations and stigmas. (Unknown_Aurthor, 2010)There is a desire to present a positive face (a positive social standing) and not a negative face, to save face (earn back a positive social standing after an experience that is upsetting or embarrassing or otherwise creates a negative social appearance) not lose face.

Goffman also developed a theory of dramaturgy that proposed both front and back stage communication. Traditionally Front stage communication is the actions that are observable by others while backstage communication are those that are conducted in private. However there can be more than two stages where stages develop between the front most and backmost stages where certain actions are observable by specific people but not by others (Kivisto & Pittman, 2007, p. 280). However in online communication the idea of stages can be twisted so that it not only applies to the observed communication but to the content. It is possible to view the comments in this data source by this method and consider the idea of comments such as ‘pieman2800’ comment to be considered as a front stage comment as it is relevant to the topic of the article while the comment made by ‘Salnax’, although relevant to the conversation as it is responding to the comment made by ‘Sinn_Exit’ is on a slighter further back stage as it is not relevant to the article. In a sense this relates to scopic systems as a scopic system is one that focuses on a specific idea. So the most front stage comments are the one the scopic system focuses on.

Another theory of communication that branches from Goffman’s theories is that of interacting with objects and systems ( Karray, Alemzade, & Jamil, 2008, p. 2). This theory shows that communication can be both back and front staged at the same time, when it relates to online communication. Put simply the people commenting on this article communicated backstage with their computers, or similar devices, and the internet and connected networks needed to upload their comment onto the webpage of the article when posting their comments, while they were communicating via front stage with those people who were utilising these resources to read and potentially respond to their comments.

Online interaction also has a unique aspect to add to facework where not just the comments received in reply but the ability to vote up or down a comment shows what people think of a comment. Negative votes can be seen as a loss of face and positive comments can be seen as a positive face being acquired or even others attempting in saving face for the original commenter. This is seen in regards to the up votes on ‘lllFreqEteQlll’ comment “Oops, double post.” and the comment made in regards to it by ‘Johnny_721’ saying “Wow, no down votes on a double post. People here must like you” as an attempt to save face for ‘lllFreqEteQlll’.

Due to the nature of the comments thread on this article and the fact that IGN only highlights the article for a short period of time (generally a couple of days) before it get archived in the history of the site the communication occurring has specific limitations. As previously stated this limits the frequency that people return and thus tends to prevent relationships building and ongoing communication developing and instead often results in a series of single person comments (as is found in a formal debate) creating a conversation. Also as stated often times the conversation deviates away from the focus of the article, as does an informal conversation, and although this new conversation thread gets responses they tend to only last for 3 or 4 comments before someone comments in a way that brings the conversation back on to the focus of the original topic “Why Real-World Morals Have No Place in Video Games” This shows that in this case the communication in the data source has similarities to both common informal communication and formal preplanned conversation and focuses heavily on the theories of computer mediated communication, which is only natural with the data source being an example of online communication and Erving Goffman’s theories of communication.



 Bibliography

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