Conference call, 9 December 2009

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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

Social net

Personal tools