I had the opportunity for a short interview with Howard Rheingold. Howard is the author of The Virtual Community and Smart Mobs, and a well respected thinker and writer within the framework of social media, culture and digital journalism. Howard has worked on the Cooperation Commons, a joint project with Institute for the Future so I asked him some questions about his perspective on cooperation theories and how they apply to a Second Life setting and on corporate utilization of the medium. The interview ends with Howard posting a question for the TN readers to discussion and elaborate on.
Q: What
insights on cooperation have you acquired in Second Life so far?
Howard: I don't want to make anything like a strong claim in regard to that
question, but some of the basics of cooperation theory apply: people are more
likely to cooperate with people in an identifiable group, knowing someone's
real name increases the possibility of cooperation, reciprocity builds trust,
etc. So if you want to increase cooperation among a collection of people in SL,
for example, give them all an identifiable badge or hat or shoe or other easily
visible apparel to identify each other.
Howard: Just
like the real world. If you walk down the street and see someone else in the
same apparel -- a business suit or a mohawk -- you are more likely to be
available to cooperate with that person. In some ways, despite the prevalence
of conflict and competition, humans are hardwired for cooperation. Some recent
theories hold that the prefrontal cortex that gives us all those
"higher" functions evolved because it enables social memory that
other primates don't have, and thus enables collective action -- collective
defense, collective food-gathering, etc.
Howard:
Axelrod -- cooperation is dependent on the "shadow of the future."
You are more likely to cooperate today with someone who can reciprocate
tomorrow; you are less likely to cooperate today with someone who failed to
cooperate yesterday. So if people change their avatars all the time, they are
less likely to build up networks of potential reciprocators. Having a
persistent identity, even if it is pseudonymous, enables individuals to build
social capital.
Howard:
Certainly a persistent identity that exhibits trustworthiness is essential to
brand -- a brand is a promise that a produce or service with this identity
meets certain criteria. Coke tastes the same. Nokia phones are of a certain
level of quality. Etc. Pseudonymous identities build trust by acting in a
trustworthy manner over time. It is more important to identify a past cheater
or co-operator than to know his or her real name. So behavior over time is the
most important factor, not whether you know exactly who is behind the mask.
Q: Which
build reputation?
Howard: Yes. Reputation is the record, *in the minds of others* of your past
behavior. You can influence your reputation through your behavior, but it is an
attribute of a social network, not an attribute that you own or control.
Q: Now,
about a Second Life setting for brainstorm sessions for development of new
ideas. Would the mediated communication through avatars yield a greater
potential for generating better ideas than in real life?
Howard: You
always have more bandwidth in a face to face setting, and that isn't going to
change soon. Humans have evolved highly sensitive perception mechanisms for
evaluating micro gestures, tone of voice, etc. The point about virtual worlds
is not that they are better for human communication, but that they enable
communication that wasn't possible before -- connecting with people you never
met and don't know but who share an interest, interacting in real time or
asynchronously with people all over the world, socializing in a simulated
environment and using simulations in communications. However, in brainstorming,
I'd say that there might be an advantage in NOT seeing the look of skepticism
(or tone of voice that denotes skepticism) on the faces of others. The only way
to tell is to experiment.
Q: To finish
off, is there a future for enhanced cooperation in 3D spaces? And, what does a
Second Life type application need to evolve into before it can seriously
interlink with cooperative processes that adds value in a real world business setting?
Howard: I
would recommend experimenting with exercises and games to see what works. The
great advantage of SL in experiments like this is that you can record them from
multiple angles and replay them for analysis later.
Q: One last
thing. Do you have something you'd want to share and discuss with the TN
community?
Howard: Here
is something I came across during our interview, for example. Would this work
in a 3D environment? Link
The
link in question contain details of a workshop methodology for eLearning, Web
2.0, and Games as MUD maps, that I would recommend reading. (Intro from the
blog post)
This is the story of how I began to discover the way Web 2.0 may change learning for college students, the three journeys involved in building online systems, and why a workshop game may be a mud map. Oh, and how the Open Innovation Exchange model may be the way to tie a lot of these things together.
I
don't have insight knowledge about learning in 3D spaces or Second Life for
that matter but think that the methodology sounds like an interesting
experiment to carry out but TN community members with more expertise might have insights to share on the
subject?
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