Detection of Deception in a Virtual World
DOI:
https://doi.org/10.5195/lesli.2013.6Keywords:
deception detection, online community, virtual worldAbstract
This work explores the role of multimodal cues in detection of deception in a virtual world, an online community of World of Warcraft players. Case studies from a five-year ethnography are presented in three categories: small-scale deception in text, deception by avoidance, and large-scale deception in game-external modes. Each case study is analyzed in terms of how the affordances of the medium enabled or hampered deception as well as how the members of the community ultimately detected the deception. The ramifications of deception on the community are discussed, as well as the need for researchers to have a deep community knowledge when attempting to understand the role of deception in a complex society. Finally, recommendations are given for assessment of behavior in virtual worlds and the unique considerations that investigators must give to the rules and procedures of online communities.References
Baym, N. (2010). Personal connections in the digital age. Malden, MA: Polity.
Blizzard Entertainment. (2004). World of Warcraft.
Buller, D. B., & Burgoon, J. K. (1996). Interpersonal deception theory. Communication Theory, 6(3), 203-242. http://dx.doi.org/10.1111/j.1468-2885.1996.tb00127.x
Carlson, J., & Zmud, R. (1999). Channel expansion theory and the experimental nature of media richness perceptions. Academy of Management Journal, 42, 153-170. http://dx.doi.org/10.2307/257090
Collister, L. B. (2013). Multimodality as a sociolinguistic resource: A case study of World of Warcraft. Dissertation, University of Pittsburgh. http://d-scholarship.pitt.edu/18514/
Cooper, R. & Kahai, S. (2003). Exploring the core concepts of media richness theory: The impact of cue multiplicity and feedback immediacy on decision quality. Journal of Management Information Systems, 20, 263-29
DePaulo, B. M., Lindsay, J. J., Malone, B. E., Muhlenbruck, L., Charlton, K., & Cooper, H. (2003). Cues to deception. Psychological Bulletin, 129(1), 74-112.
Ekman, P. (1992). Telling lies: Clues to deceit in the marketplace, politics, and marriage. New York: W.W. Norton.
George, J. & Marett, K. (2008). Deceptive communication in e-collaboration. In S. Kelsey & K. St. Amant (Eds.), Handbook of Research on Computer Mediated Communication. Hershey, PA: Information Science Reference. http://dx.doi.org/10.4018/978-1-59904-863-5.ch023
Giordano, G. A. (2007). The effects of group member experience and task complexity on computer-mediated groups facing deception. Dissertation, Florida State University.
Giordano, G. A., Stoner, J. S., Brouer, R. L., & George, J. F. (2007). The influences of deception and computer-mediation on dyadic negotiations. Journal of Computer-Mediated Communication, 12(2), 362-383. http://dx.doi.org/10.1111/j.1083-6101.2007.00329.x
Giordano, G. A., Stoner, J. S., Brouer, R. L., & George, J. F. (2008). Computer mediated negotiations and deception. In S. Kelsey & K. St. Amant (Eds.), Handbook of Research on Computer Mediated Communication (220-229). Hershey, PA: Information Science Reference. http://dx.doi.org/10.4018/978-1-59904-863-5.ch017
Giordano, G. A. & Tilley, P. (2006). The effects of computer-mediation, training, and warning on false alarms in an interview setting. Communications of the AIS, 18(6).
Jordan, T. (1999). Cyberpower: The Culture and Politics of Cyberspace and the Internet. New York: Routledge.
MacCallum-Stewart, E. (2008). Real boys carry girly epics: Normalising gender bending in online games. Eludamos, 2(1).
Marett, K., & George, J. F. (2004). Deception in the case of one sender and multiple receivers. Group Decision and Negotiation, 13(1), 29-44.
Nakamura, L. (2009). Don’t hate the player, hate the game: The racialization of labor in World of Warcraft. Critical Studies in Media Communication, 26(2), 128-144. http://dx.doi.org/10.1080/15295030902860252
Nardi, B. (2010). My life as a night elf priest: An anthropological account of World of Warcraft. Ann Arbor: University of Michigan Press.
Steinkuehler, C. (2006). The mangle of play. Games and Culture, 1(3), 199-213. http://dx.doi.org/10.1177/1555412006290440
Thomson, R., & Murachver, T. (2001). Predicting gender from electronic discourse. British Journal of Social Psychology, 40, 193-208. http://dx.doi.org/10.1348/014466601164812
Trend, D. (2001). Reading Digital Culture. Malden, MA: Blackwell Publishing.
Turkle, S. (1997). Tinysex and gender trouble. In Kemp, S. & Squires, J. (Eds.), Feminisms (516-520). New York: Oxford University Press.
Williams, D. (2010). The mapping principle, and a research framework for virtual worlds. Communication Theory, 20(4), 451–470. http://dx.doi.org/10.1111/j.1468-2885.2010.01371.x
Downloads
Published
Issue
Section
License
- The Author shall grant to the Publisher and its agents the nonexclusive perpetual right and license to publish, archive, and make accessible the Work in whole or in part in all forms of media now or hereafter known under a Creative Commons Attribution 4.0 Licenseor its equivalent, which, for the avoidance of doubt, allows others to copy, distribute, and transmit the Work under the following conditions:
- Attribution—other users must attribute the Work in the manner specified by the author as indicated on the journal Web site;
- The Author is able to enter into separate, additional contractual arrangements for the nonexclusive distribution of the journal's published version of the Work (e.g., post it to an institutional repository or publish it in a book), as long as there is provided in the document an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post online a pre-publication manuscript (but not the Publisher’s final formatted PDF version of the Work) in institutional repositories or on their Websites prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (see The Effect of Open Access). Any such posting made before acceptance and publication of the Work shall be updated upon publication to include a reference to the Publisher-assigned DOI (Digital Object Identifier) and a link to the online abstract for the final published Work in the Journal.
- Upon Publisher’s request, the Author agrees to furnish promptly to Publisher, at the Author’s own expense, written evidence of the permissions, licenses, and consents for use of third-party material included within the Work, except as determined by Publisher to be covered by the principles of Fair Use.
- The Author represents and warrants that:
- the Work is the Author’s original work;
- the Author has not transferred, and will not transfer, exclusive rights in the Work to any third party;
- the Work is not pending review or under consideration by another publisher;
- the Work has not previously been published;
- the Work contains no misrepresentation or infringement of the Work or property of other authors or third parties; and
- the Work contains no libel, invasion of privacy, or other unlawful matter.
- The Author agrees to indemnify and hold Publisher harmless from Author’s breach of the representations and warranties contained in Paragraph 7 above, as well as any claim or proceeding relating to Publisher’s use and publication of any content contained in the Work, including third-party content.