Conference call, 9 December 2009
From Driscollwiki
Contents |
Previously sex prediction work
74% accuracy predicting offline sex most of the respondents were females playing as female
problem: males playing as females identified as females
- maybe behavior or social network data
- looking at places where "males and females behave differently independent of their avatar sex/gender"
Bassiean (sp) model in machine learning technique
- intro 80s, popular recently
- allows you to specify qualitative causal relationships
- e.g. females tend to be more social than males, "frequency of chat"
Need variables, measures
- What differentiates men + women in general?
- SL: "number of chars they use to chat"
- Social networks, people you work with
- RW lit: men have larger nets with weaker ties, women have smaller nets w stronger ties
- Money
- How much they buy?
- Spend?
- Make?
- Identity
- Time spent making onself up
- Money spent on appearance related items (not so much in EQ2)
- Self-presentation
- Women with their boobs out?
- Body construction?
- Clothing choice
- Living
- Clustering geographically
- Using voice chat
- Consistent with their avatar/offline
- When cross-av dressing
SL v EQ2
- chat data is sparse in EQ2 as compared with SL
Gender variance
If the model doesn't fit the RW expectations, is the model broken? Or might the population of VW/MMO users not reflect the RW expectations?
- If so, it may be an effect of VW/MMO participation or a pre-existing preference for spaces with different sex/gender expectations?
Strategic v performative gender variance
- Variable: game play characteristics
- Offline females tend to mentor and gift more often than
- VW sex life role play
Qualitative needs
- In world interviews
Ego network
- Start with one user, move three steps
- Friends
- Friends' friends
Software
Machine learning
- foss tool: http://www.cs.waikato.ac.nz/ml/weka/
- http://www.faqs.org/faqs/ai-faq/neural-nets/part3/section-7.html
- http://learning.eng.cam.ac.uk/zoubin/bayesian.html
Social net

