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Multi-Modal Investigations of Relationship Play in Virtual Worlds

Article  in  International Journal of Gaming and Computer-Mediated Simulations · January 2010


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40 International Journal of Gaming and Computer-Mediated Simulations, 2(1), 40-48, January-March 2010

Multi-Modal investigations
of relationship Play
in Virtual Worlds
Yasmin B. Kafai, University of Pennsylvania, USA
Deborah Fields, University of California, Los Angeles, USA
Kristin A. Searle, University of Pennsylvania, USA

abstraCt
Millions of youth have joined virtual worlds to hang out with each other. However, capturing their interac-
tions is no easy feat given the complexity of virtual worlds, their 24/7 availability, and distributed access from
different places. In this article, we illustrate what different methods can reveal about the dating and flirting
practices of tweens in Whyville.net, a virtual world with over 1.5 million registered players in 2005 between
the ages 8-16 years old. We compare findings from analyses of tweens’ newspaper writings, chat records, and
logfile data. Our analysis demonstrates the mixed attitudes toward flirting on Whyville and the pervasive-
ness of flirting as a whole, as well as the breadth and selectivity of tweens’ adoption of flirting practices. We
discuss how our multi-modal investigation reveals individual variation and development across practices and
suggests that player expertise might contribute to the striking contrast between formal writing about dat-
ing and the frequency of it on the site. Finally, we discuss the limitations of our methodological approaches
and suggest that our findings are limited to a particular space and time in the existence of Whyville and the
tweens who populate it.

Keywords: Adolescents, Adolescents Behavior in Virtual Worlds, Online Dating, Tweens, Virtual Worlds,
Whyville

introDuCtion relationships (Buckingham & Wilett, 2006;


Mazarella, 2005). Further, many online spaces
To date, most studies of virtual social spaces have opened up for even younger players than in
have focused on college youth and adults while the previous decade. Toontown, Club Penguin,
largely ignoring younger players. Yet teens Neopets—to name but a few—are aimed at
have rapidly adopted social networking sites younger players, called tweens, and millions
like MySpace and Friendster as their own for of them have joined these places to hang out
continuing friendships and developing casual with each other. Researcher Danah Boyd (2008)
suggests that one attraction of these sites is that
they “provid[e] teens with a space to work out
DOI: 10.4018/jgcms.2010010104

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is prohibited.
International Journal of Gaming and Computer-Mediated Simulations, 2(1), 40-48, January-March 2010 41

identity and status, make sense of cultural cues, closely at how club members learned from each
and negotiate public life” (p. 120). As tweens other how to teleport and how to throw projec-
move from childhood into adolescence they try tiles. To do this we searched logfiles selectively
out various ways to begin relationships that they and drew on observations from the club to put
anticipate engaging in. While such relationship- together a larger picture of the diffusion of these
play is an important steppingstone in tweens’ practices (Kafai & Fields, in press).
social development (Thorne, 1993) it often takes Capturing flirting and dating proved to
place outside adult-supervised spaces and might be difficult because the practices were more
explain the increasing prominence of virtual complicated, not being limited to particular
worlds. Studying such social interactions in commands but being much more dependent
virtual worlds is difficult given the complexity on context. Additionally, field observations in
of virtual environments, their 24/7 availability, the after-school gaming club provided limited
and distributed access from different places. evidence that boys flirted in Whyville yet we
The study of tween flirting and dating in virtual had hints from the logfiles that the girls flirted
worlds so far has received little attention and without advertising it in the club (Kafai, 2008;
will be the focus of this article. Fields & Kafai, 2008). These initial observa-
In this article, we want to illustrate what tions suggested discrepancies between online
different methods can reveal about a particular and offline activity in regard to flirting. In the
set of social practices, namely dating and flirt- following sections, we describe our efforts
ing, of tweens in Whyville.net, a virtual world to engage other methods that captured what
with over 1.5 million registered players in 2005 tweens did and how they talked about flirting
between the ages 8-16 years old. In Whyville, and dating, starting with a content analysis of
citizens play casual science games in order to the newspaper writings about flirting and dat-
earn a virtual salary (in ‘clams’), which they ing in The Whyville Times, the weekly online
can then spend on buying and designing parts newspaper, followed by a word frequency search
for their avatars (virtual characters), projectiles of chat records. Only by analyzing logfiles to
to throw at other users, and other goods. The develop case studies that provided detailed
general consensus among Whyvillians (the context of flirting, were we able to capture
citizens of the virtual community of Whyville) the richness and nuances in flirting and dating
is that earning a good salary and thus procuring that were not visible or documented in other
a large number of clams to spend on face parts data sources.
or other goods is essential for the primary desire
of Whyvillians, developing relationships (Kafai
& Giang, 2007). From our previous research baCkGrounD
on Whyville, we know that tweens spend most
Researchers of virtual worlds have employed
of their time in virtual worlds socializing with
various methods to understand dimensions of
one another and engaged in identity play with
social activity: extensive ethnographies to cap-
their avatars as a vehicle for these explorations
ture detail and richness of interactions over time
(Feldon & Kafai, 2008; Fields & Kafai, in press).
(e.g., Boellstorff, 2008; Taylor, 2006), surveys
Beyond these central activities, players develop
to capture the range of interests and experi-
niches depending on their interests and levels
ences of the massive number of participating
of expertise. Often girls and boys play in same-
players (Williams, Yee & Caplan, 2008), field
sex groupings, but sometimes come together,
observations to capture play in the virtual and
as evidenced in the diffusion of teleporting and
the real as integrated aspects of play in virtual
projectile throwing practices through the after
communities (Castronova, 2005; Jenkins, 2006;
school gaming club (Fields & Kafai, 2009;
Kafai, 2008; Leander & Lovvorn, 2006), logfiles
Fields & Kafai, 2008; Kafai, 2008). Our studies
for revealing trends and patterns (Bruckman,
of these practices were very focused, looking

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42 International Journal of Gaming and Computer-Mediated Simulations, 2(1), 40-48, January-March 2010

2006; Williams, Consalvo Caplan, & Yee, weekly Whyville newspaper, The Whyville
in press), and content analyses of discussion Times; and (2) chat records of 595 participants
boards to capture players’ thoughts and strategy over six months participation in Whyville from
formation about the virtual world (Steinkuehler January to June 2005; and (3) logfiles and chat
& Duncan, 2008). of 595 participants over six months participa-
While each of these methods reveals valid tion in Whyville from January to June 2005.
aspects of online life, tracking data in the form Our analyses are supplemented by hundreds
of logfiles and chat can provide a promising of hours of play on Whyville ourselves over
avenue to capture the private nature of relation- the past several years.
ship play that might often take place outside
public view. Traditionally, researchers have online Content analysis
conducted extensive quantitative analysis of
logfiles to capture patterns over a large num- To illuminate players’ reflections on flirting,
ber of people over a long period of time (e.g., we searched the archive of Whyville’s weekly,
Williams et al., 2008), analyze social networks player-written newspaper, The Whyville Times,
(Duchenaut, Yee, Nickell, & Moore, 2006) or which contains over 9,000 articles. Using the
combine multiple data sources (Feldon & Kafai, word “dating” as a search term, we found 129 ar-
2008). While these quantitative approaches re- ticles published from October 26, 2000 through
veal trends and patterns, they might also leave June 1, 2008. After reading the articles, we de-
aside some of the more subtle cues employed termined 51 to be relevant to dating on Whyville
in social interactions. Some researchers have and further analyzed them to determine their
used logfiles qualitatively over a short period stance on Whydating and Whymarriage.
of time, for instance two girls over a few days
online Chat analysis
(Bruckman, 2000), a small group during a few
class periods (Clarke & Dede, 2007), or local To substantiate the findings from the case
chat interactions (Nardi, Ly, & Harris, 2007). studies, we conducted a word frequency count
Here we propose a narrative approach of the chat and whisper texts by all 595 par-
that rebuilds the online life of participants by ticipants over six months using Mathematica
condensing data points into comprehensive (by Wolfram). From the database of over 4.7
accounts. We contend that this approach can million lines of chat and whisper we sorted
reveal particular social practices across online out various terms associated with discourses
and offline spaces and aspects of individual of flirting and romance identified in the case
players’ participation not captured otherwise study analysis.
and hence well suited for our focus on antici-
patory flirting and dating. We thus applied a online interaction analysis
new method to analyze logfile data, called
qualitative logfile analysis (Kafai & Fields, in To identify flirting practices amongst tweens
press). We then combined the insights gained on Whyville, we began by choosing six tweens
from qualitative logfile analysis with other data from the after school club based on their partici-
sources to create a fuller picture of anticipatory pation profiles to capture a broad range of online
flirting and dating. players. We isolated their logfiles then sampled
the days these players were on Whyville. Each
line of the logfiles contained a username, time
Context, MethoDs, stamp (year-month-day-hour-minute-second),
anD PartiCiPants location in Whyville, and if applicable, chat or
whisper text. Selecting their first seven days
The data for our study come from three primary
on Whyville then alternating every five or six
sources: (1) articles from the archives of the
days to ensure breadth of days of the week in

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International Journal of Gaming and Computer-Mediated Simulations, 2(1), 40-48, January-March 2010 43

our sample, we went click by click through the time and across longer expanses of time (Dib-
logfile data in order to create minute-by-minute bell, 1998; Ludlow & Wallace, 2007; Suzuki
summaries of the players’ Whyville activities. & Calzo, 2004). In order to better comprehend
We then condensed these into short daily nar- public opinion about and understanding of
ratives that noted patterns and changes in par- flirting and dating in Whyville we turned to
ticipation over time. In all we analyzed about a set of 51 articles dealing with “dating” that
30 days during their six months on Whyville were published in The Whyville Times between
from January 11 to June 5, 2005. 1999 and 2008. These articles highlighted that
tweens have a range of opinions about flirting
and dating practices in Whyville, from initial
finDinGs flirtations through getting serious and even
considering Whymarriage and Whybabies.
In order to highlight the affordances and limita-
Overall, only a few articles (12) took a pro-
tions of each aspect of our data collection and
dating stance. The majority (33) was against
analysis, we briefly report what we knew about
dating in Whyville. Only six articles took a
flirting and dating from our study of an after
neutral stance towards the issue. Key themes
school club where tween members played on
included how to distinguish between real-life
Whyville, then show how each aspect of our
and virtual dating practices, the importance of
methods provided a different angle on flirting
avatar appearance, and how to deal with inap-
and dating, from the content analysis of the
propriate behavior online. For instance, most
online newspaper, to the chat frequency count,
authors stressed that an individual’s level of
to the click-by-click case studies. Our analysis
comfort with flirting and dating practices in
demonstrates the mixed attitudes toward flirting
real life should guide his or her flirting and
on Whyville and the pervasiveness of flirting as
dating practices in Whyville. At the same time,
a whole, as well as the breadth and selectivity
some authors highlighted the potential benefits
of tweens’ adoption of flirting practices.
of dating in Whyville and saw it as a relatively
after school Club low-risk space in which to try out flirting and
dating. Even XKaileeX (2003), who titled her
In the after school club, boys talked loudly about article “Anti-Virtual Dating,” conceded that “it
flirting with people on Whyville, generally done is easier to ask [someone out] online because
by complimenting girl avatars on their looks or you’re not really there to experience it and if you
giving girlfriends gifts. However we found no get turned down, it isn’t that embarrassing, since
evidence of girls participating in these activi- not everyone knows and not everyone cares.”
ties from the observations that took place in the These comments suggest that tweens view
club based on field notes, video, and interviews virtual worlds like Whyville as a relatively safe
(Fields & Kafai, 2008; Kafai, 2008). As we will space for initial forays into flirting and dating but
demonstrate later, girls did participate in flirting also observe particular etiquette standards. This
on Whyville, and this difference between public also supports findings described below about
and private activity is intriguing. the frequency of flirtatious solicitations (such
as pick-up lines) and the relative infrequency
Whyville times Content analysis of dating relationships in Whyville.

Many online virtual worlds have forums where Chat Content analysis
players can express their opinions publicly. In
contrast to data sources where our perspective Despite most of the opinions discussed in
as researchers is central, these forums provide The Whyville Times, our chat frequency count
a way to grasp the range in player opinion demonstrates the pervasiveness of flirting as a
about a given topic at a particular moment in practice on Whyville. To put the frequencies

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44 International Journal of Gaming and Computer-Mediated Simulations, 2(1), 40-48, January-March 2010

in perspective, the most common word, “u,” said. Another tactic was to say “a/s/l” (age/sex/
had a frequency of 333,603. Other common location) (see also Subramahayan et al., 2004).
words included “lol” (156,170), “hi” (70,819), Players responded by giving their age, gender,
and “but” (54,555). Though less common and general area where they lived (large city,
than these everyday parts of virtual text and state, or country), as in: 12/F/LA or 13/M/USA.
speech, words with romantic connotations were Often our case studies lied about their age, giv-
common enough to demonstrate their relative ing ages of 13+. Apparently being a teenager is
frequency, including “love/luv” (19,926), “hot/ seen as more acceptable for dating than being
hott/hottie/hot!” (12,522), “single” (8881), “asl” of ages 9-12. This finding was confirmed by
or “a/s/l” (6914), “kiss/kisses” (5,691), “heart/ our content analysis of dating related articles
hearts” (5,431), “gf” [girlfriend] (3,793), “bf” published in The Whyville Times. Private, in-
[boyfriend] (3597), “m/o” or “mo” [make-out] dividual solicitations also tended to focus on
(3448), and “sessy/sesky” (3024). The fre- singleness and looks. Common pick-up lines
quency of these terms is comparable to words included “r u single” or “u r hot” (or “cute”).
such as “about” (19224), “friends” (5629), The chat frequency count supports this finding
and “thx” [thanks] (3390). While demonstrat- based on the frequency of words like “single”
ing that flirting terms were used quite often, and variations of “hot.”
this analysis lacks the contextualized portrait Less common flirting practices, for in-
provided by our qualitative analysis of logfile stance, involved throwing a projectile such as
data. Without context it is difficult to say how a heart or kiss at a desired avatar (see Fields &
these terms were used. Kafai, 2008). Alternatively sometimes girls or
boys offered money (clams) if someone would
observations of online become their girlfriend or boyfriend. Though
flirting and Dating most flirting on Whyville consisted of soliciting
relationships, sometimes Whyvillians followed-
The six case studies we developed through a up on a solicitation beginning by replying to
qualitative analysis of logfile data indicate that the initial question about being single or saying
tweens engaged in some common practices of one’s age/sex/location (a/s/l). Then the couple
flirting and dating with varying intensity during left the crowded, populated area for a more
their first six months on Whyville. There were private place – often a planetary location such
also some practices that were less common as the Moon, Mars, or Saturn. Talking about
amongst the case studies as well as different common interests, expressing affection (“i love
styles of engaging in flirting practices. Below we u”), or even saying “i really like u” might be
describe some of the common practices as well said during the conversation, especially at the
as the divergences amongst the case studies. end. Sometimes at the end of the conversation
Frequent flirting practices involved solicit- one person might ask “r we bf/gf” or “r u my
ing relationships with the opposite sex and were bf?” to confirm the status of the relationship. If
common across all of the case studies. These so- these statements of affection were well received,
licitations took two main forms: publicly stating then there might be an extension to the flirtation/
an interest in finding a dating relationship and relationship. Sometimes the couple will stand
privately expressing interest. Both were usually next to each other—their avatars overlapping—
done in crowded, populated areas of Whyville in a manner that is akin to cuddling or holding
such as the Beach or Sector Y. Public, large group hands. There is sometimes talk about “mo” or
solicitation usually involved asking players to “m/o”—making out. If they decide to kiss, this
respond to a question by giving a specific three- is what it looks like—avatars so close to each
number response, such as “123 if ur single,” or other that they overlap. Though making out is
“555 if im hot.” Players responded to this by something the couple may “do,” it is not usually
saying “123” or whatever 3-digit number was explored more than avatars standing next to each

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International Journal of Gaming and Computer-Mediated Simulations, 2(1), 40-48, January-March 2010 45

other—Whyvillians do not tend to role-play. for how long tweens flirted in Whyville. Most
Notably, while tweens have various strategies interestingly our analyses revealed differences
for soliciting relationships in large groups and between the presence of flirting and the ways
following up on them, we did not see many it is discussed in public forums. These findings
relationships last beyond a few days. alone provide rich material for discussion for
Individual variations were observed in the those interested in tween development in online
six tweens we studied in how much they took spaces, something beyond the scope of this
up flirting practices, though they all solicited article. Here we will briefly discuss some of
relationships with pick-up lines. A few started the discrepancies we observed in flirting and
flirting within days of joining Whyville and dating interactions and address some of the
continued it for about a month, dropping the challenges we observed in using a multi-modal
practice almost entirely for several months. investigation.
One boy (Brad/Vulcan61) started flirting only The relatively negative opinions about
after he had already spent an entire month on flirting and dating in Whyville published in The
Whyville, did it for a few weeks, then stopped. Whyville Times contrasted with the widespread
In contrast, flirting was consistently a central prevalence of these activities. We suspect that
activity for another boy (Aidan/Masher47), but part of this has to do with player expertise
he never moved beyond the initial stages of (Stevens, Satwicz, & McCarthy, 2008). In
forming a relationship. Amongst the girls, two other words, as we saw in most of the case
pursued flirting and dating beyond the initial studies, newer players are more likely to try
solicitation of relationships. For one of these out widespread flirting while more experienced
girls (Isabel/Ivy06), flirting became her primary players tend to develop a preference for par-
pattern of interacting with others, whether she ticular activities or areas of the virtual world.
way playing in the after school gaming club For instance, one of the most experienced boys
or at home. Conducting a qualitative analysis became a dealer of hard-to-find face parts on
of the logfile data allowed us to observe these Whyville and spent most of his time at the trad-
shifts in participation across time and space ing post completing financial transactions. Our
and provided us with a more nuanced portrait multi-modal approach allowed us to observe
of tween players flirting and dating practices. not only that tweens did one thing and said
In other words, we were able to observe flirting another in the pages of The Whyville Times,
and dating practices that were fairly common but also that variables such as player expertise
among all Whyvillians as well as the nuanced are important. Thus, we can qualify our ob-
ways in which players adopt these practices servation that flirting and dating are relatively
as their own. common practices on Whyville by saying that
this is true mostly for newer players and usually
for a short period of time before they become
DisCussion engaged in more substantive aspects of game
play in Whyville.
Using a multi-modal investigation, we sought
While multiple methods served us well in
first to understand and confirm the prevalence
beginning to understand anticipatory flirting and
of flirting and dating interactions in Whyville by
dating of tweens, we also need to acknowledge
triangulating our data in a traditional way. Fur-
some limitations. Regarding our analyses of
thermore, we aimed to broaden our perspective
some of the more formal discourse concerning
on the range of anticipatory flirting and dating
flirting reported in The Whyville Times, articles
practices that had not been observed before
are submitted by Whyvillians and selected for
in virtual worlds. Our investigations of tween
publication by the paper’s editor, an employee
flirting and dating practices revealed nuances
of the company that owns Whyville. So while
and diversity in how much, in what ways, and
published articles represent a wide variety of

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46 International Journal of Gaming and Computer-Mediated Simulations, 2(1), 40-48, January-March 2010

opinions on most subjects, we cannot assume Whyville.net, has no control over the publica-
that the articles selected for publication are tion of the results. The authors have no financial
perfectly representative of Whyvillians’ views interest or any other official relationship with
because we do not know all the selection criteria Numedeon. We appreciate Numedeon’s will-
that influence what is published in The Whyville ingness to cooperate in the research studies and
Times. Furthermore, we used logfile data to to provide access to their logfile data. Special
capture the “who, when, how and where” but thanks also to Jason Fields who developed and
supplemented this with information available conducted the analysis of the chat records in
from field notes, video records, and interviews. Mathematica and to Cameron Aroz who assisted
Making sense of logfiles qualitatively, espe- in reducing the clicks and chat to first minute-
cially longitudinally following one person over by-minute and finally daily summaries.
several months, is challenging and unusual. We
did not have room in this article to detail the
case studies that provided the foundation for referenCes
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j.1083-6101.2008.00428.x

Yasmin B. Kafai is professor of learning sciences at the Graduate School of Education at the
University of Pennsylvania and co-executive editor of the Journal of the Learning Sciences. Her
research focuses on the design and study of new learning and gaming technologies in schools,
community programs and virtual worlds. Recent collaborations with MIT researchers have re-
sulted in the development of Scratch, a media-rich programming environment for designers of
all ages, to create and share games, art, and stories. Current projects examine creativity and IT
in the design of computational textiles with urban youth. Kafai earned a doctorate from Harvard
University while working at the MIT Media Lab.

Deborah Fields is a doctoral candidate at UCLA in the Division of Psychological Studies in


Education. With extensive experience working in areas of informal education, Fields engages
in research about learning across spaces, peer-to-peer learning & teaching, and play. These
interests have guided her studies in virtual worlds, science, and math in both formal and infor-
mal contexts. Fields’ recent work has been published in the International Journal of Computer
Supported Collaborative Learning, the International Journal of Science Education, and On
Horizon. She has a forthcoming book chapter coming out in Constructing Identity in a Digital
World published by Cambridge University Press.

Kristin Searle is a dual-degree doctoral student in the Teaching, Learning, and Curriculum
Program at the Graduate School of Education and the Department of Anthropology at the
University of Pennsylvania. She has studied and worked in a number of formal and informal
learning contexts, including the American Indian Teacher Training Program and the Upward
Bound Bridge/Jumpstart program, both at the University of Utah. More recently, she has begun
to explore the educational applications of virtual worlds, looking specifically at Whyville.net.
Throughout her work, Searle is interested in how identities are produced and negotiated in
educational contexts and beyond.

Copyright © 2010, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global
is prohibited.

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