Eastwick and Gardner’s (2008) research shows
that both foot-in-the-door (Freedman & Fraser, 1966) and door-in-the-face (Cialdini
et al., 1975) compliance techniques succeed even in the virtual world of
There.com. This suggests that your online avatar (online cartoon character) is as
sensitive to influence tactics targeting both self-perception and reciprocity
norms as you are in normal life. It appears that users
inadvertently import their whole social psyche into their avatar (Miller, 2007). Additionally, there are aspects of the virtual
world that get transferred on to the virtual world, e.g. compliance differed
depending on the skin-colour (Eastwick & Gardner’s, 2008).
The players gave their consent to be in the
study. Eastwick and Gardner used two avatars (light-skinned avatar Josh7899 and dark-skinned avatar
Mike1111) and started off the conversation by asking ‘‘Hi, I’m doing a photo scavenger hunt.’’ In
the Control condition, the experimenter then made the moderate request: ‘‘Would
you teleport to Duda Beach with me and let me take a screenshot of you?’’ In
the FITD condition participants preceded the moderate request with a small
request: ‘‘Can I take a screenshot of you? ’’ In the DITF condition,
participants preceded the moderate request with a large request: ‘‘I need to
take a screenshot of someone in 50 different locations. It’s supposed to take about
2 hours of teleporting and traveling. Would you do it? ’’.
People
playing inside There.com are able to disregard gravity, time or space but they
are not immune from social influence. Hmmm...what does that mean? The virtual world of oddly looking avatars is
sufficiently realistic enough to coerce people to be receptive to social
influences. The DITF technique proved to be less effective when the avatar was dark skinned, thus implying that reciprocity concerns took on greater
importance when the requesting avatar was light-skinned. FITD was not
influenced by skin-colour. The figure
underneath shows the results of compliance when asked by light-skinned and
dark-skinned avatar. The level of compliance is lover for dark-skinned avatar.
These results could be explained by either an automatic racial bias imported
from the real world or a bias against player who would choose an unusually dark
skin tone. Both of these explanations have undoubtedly racist implications.
Importantly, Eastwick and
Gardner (2008) demonstrated the applicability of basic
social influence principles within online virtual environments. The findings
open up a completely new landscape for future social psychology research.
Cialdini, R. B., Vincent, J. E., Lewis, S. K.,
Catalan, J., Wheeler, D., & Darby, B. L. (1975). Reciprocal concessions
procedure for inducing compliance: The door-in-the-face technique. Journal of Personality and Social
Psychology, 31, 206–215.
Eastwickm P. W., &. Gardner, W.
L. (2009) Is it a game? Evidence for social
influence in the virtual world, Social Influence, 4:1, 18-32.
Freedman, J. L., & Fraser, S. C. (1966).
Compliance without pressure: The foot-in-the-door technique. Journal of Personality and Social
Psychology, 4, 195–202.
Miller, G. (2007). The promise of parallel
universes. Science, 317, 1341–1343.
A blog by
Bebe
Loved it! Well done on finding such cool research.
ReplyDelete