Social information processing in MUDs: The development of friendships in virtual worlds.
By Sonja Utz. 2000
294 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/9d5923246646d632085426e5b6f22e8f8d38df00
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Nicole B. Ellison
- Jennifer L. Gibbs
- Joseph B. Walther
- Cliff Lampe
- Charles W. Steinfield
- Brian H. Spitzberg
- Rebecca Heino
- Catherine M. Ridings
Citations in the corpus
- Computer-Mediated Communication Effects on Disclosure, Impressions, and Interpersonal Evaluations: Getting to Know One Another a Bit at a Time (2002, methodology): “…also provided further support for the notion that mediated interactants can and will develop personalized relationships characterized by intimacy, as suggested by SIP (Walther, 1992) and that individuals’ reactions to the limitations of the media prompt them to overcompensate (cf. Utz, 2000).”
- The Role of Anticipated Future Interaction, Self-Disclosure, and Perceived Success in Internet Dating (2006, background): “…of anticipated future interaction on information-seeking strategies, proposing that these strategies are likely to differ based on the relational goals of CMC users, specifically, whether they intend to have long-term interactions with others with whom they communicate (Utz, 2000; Walther, 1994).”
- A familiar face(book): profile elements as signals in an online social network (2007, background): “Evidence for SIP has been generated in online contexts such as MUDs [25] and online dating [11].”
- Predictors of Relationship Satisfaction in Online Romantic Relationships (2006, background): “Methods of adapting include the use of emoticons that can be used to convey intimacy in online contexts and to positively influence the development of online relationships (Utz, 2000; Walther & D’Addario, 2001).”
- Common bond and common identity groups on the Internet: Attachment and normative behavior in on-topic and off-topic chats. (2002, background): “It is typical for chatters to use a lot of “smileys” (faces made out of characters) and acronyms (abbreviations typically used in Internet communication) to compensate for the lag of nonverbal and paraverbal communication (Walther, 1992; Utz, 2000).”
- Preliminary Development of a Model and Measure of Computer-Mediated Communication (CMC) Competence (2006, background): “People who are skeptical of CMC’s capacity for facilitating relationships naturally appear to achieve less relationship development through CMC (Utz, 2000).”
- From Statistical Panic to Moral Panic: The Metadiscursive Construction and Popular Exaggeration of New Media Language in the Print Media (2006, background): “There is also a range of social variables that empirical research shows influences the nature and experience of CMC, such as the amount of time participants spend online (Walther & Burgoon, 1992), the nature of their relationship (Walther, Slovacek, & Tidwell, 2001), and their levels of motivation (”
- Word of mouth communication within online communities: Conceptualizing the online social network (2007, background): “…Information Processing model has found positive, socially rich, relational behavior in online communities and the development of both friendly and romantic relationships (Walther, 1992, 1996; Tidwell & Walther, 2002; Kraut, Patterson, Lundmark, Kiesler, Mukopadhyay, & Scherlis, 1998; Utz, 2000).”
- The Impacts of Emoticons on Message Interpretation in Computer-Mediated Communication (2001, background): “Utz (2000) analyzed their role in relationship development online.”
- Internet Use, Identity Development and Social Anxiety Among Young Adults (2004, background): “Short, Williams and Christie’s (1976) Social Presence Theory proposes that fewer channels of communication equate to less interpersonal contact and more impersonal communication, making it harder to build relationships (Utz, 2000).”
- The social side of gaming: How playing online computer games creates online and offline social support (2012, unknown): “…communities (Beaudoin & Tao, 2007; Lee & Lee, 2010), blogging (Ko & Kuo, 2009), communicating or gathering information in online settings (Skoric, Ying, & Ng, 2009), and online gaming (Cole & Griffiths, 2007; Huvila et al., 2010; Steinkuehler & Williams, 2006; Utz, 2000; Williams et al., 2006).”
- Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play (2007, unknown): “12 The sensation of being completely immersed in the game, or “enthrallment,” 13 may attenuate the need to seek out experiences (social or otherwise) that provide excitement in the real world, contributing to reductions in real-life socializing.”
- Functions of the Nonverbal in CMC: Emoticons and Illocutionary Force (2010, background): “Research work of this kind often includes explicit consideration of emoticons and interprets their contribution to communication in line with their presumed emotive construal (e.g., Merchant, 2001; Morahan-Martin, 2000; Utz, 2000).”
- The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006, background): “For example, Turkle illustrated how digital self-representation in MUDs allowed users to understand the fluid, dynamic, and postmodern Yee 311 nature of their identities.”
- Managing Impressions Online: Self-Presentation Processes in the Online Dating Environment (2006, methodology): “Although previous research has explored relationship development and self-presentation online (Bargh, McKenna, & Fitzsimons, 2002; McLaughlin, Osbourne, & Ellison, 1997; Parks & Floyd, 1996; Roberts & Parks, 1999; Utz, 2000), the online dating forum is qualitatively different frommany other online s”
- Virtual Community Attraction: Why People Hang Out Online (2006, background): “Virtual community participants have been found to believe that the communities are fun and enjoyable (Wasko & Faraj, 2000), and Utz (2000) proposes that the primary motivation for individuals in MUDs is an interest in recreational role-playing and game playing.”