Don't sweat it--it's not real life. It's only ones and zeroes.
Gene Spafford [129]
A simple definition of computer-mediated communication (CMC) as
"communication among people who are connected by networked
computers" [32] belies the complexity of the "process by
which people create, exchange, and perceive information using networked
telecommunications systems that facilitate encoding, transmitting, and
decoding messages" [32]. CMC is a technology, a communications
medium and a space within which people form communities [66].
The research in CMC systems reflects the changes in the technology, the
populations using the technology, the uses made of those systems, and the
contexts of those uses. In the previous chapter, I situated Usenet
interaction among the CMC systems used on the Internet. In this chapter,
I situate Usenet research by presenting traditional CMC studies, I then
present an overview of recent research on Internet CMC
systems and finally, I look at the existing research on Usenet.
TRADITIONAL STUDY OF CMC
The traditional study of computer-mediated communication and groups has
relied on data from organizational case studies [43, 58, 115, 130], field and
laboratory experiments [3, 39, 44, 59, 135, 150, 151], educational settings
[19, 56, 57, 63, 119] and computer conferencing systems [101]. The early
research on CMC, mostly in organizations or laboratory experiments, led to
its being characterized as inherently impersonal, lacking in normative
reinforcement and with less socio-emotional content than other forms
of communication [59, 115, 130]. Social presence theory, where social
presence is the quality of the medium to transmit visual and non-verbal
vocal cues [127], has been used to account for the impersonal nature of
CMC [59, 115]. Because the non-verbal cues are those that carry relational
information, the reduced social presence of CMC accounts for
communication with less socio-emotional content [150].
Sproull and Kiesler's social context cues theory [130] states
that social context, the aspects of the physical environment including
contextual, visual, aural and status cues, predicts that a sender will have
a greater sense of anonymity with less awareness of and sensitivity to
others as the number of cues is reduced [149]. The reduction
in social context cues with its perceived anonymity, detachment from
audience and social norms is believed also to result in an equality of
participation and status among users [90, 101, 115, 130].
The research in organizational settings considers the influence of CMC
on the quality of group decisions, group leadership, participation and time to decision.
In a case study of organizational use of email and discussion groups, Hiltz reported that
increases in the productivity could not be seen in such a short study,
but that the professional interconnections did enlarge and strengthen [58]. Rice,
relying on survey data, elaborated on the use of the "new media" stating that
computer conferencing systems were rated more satisfactory for tasks requiring
lower amounts of intimacy, conflict, or socio-emotional content [115]. The
weaknesses he found were missing nonverbal feedback, missing direct
interpersonal contact, infrequency of participation by some members,
intransigent or rigid negotiations and multiple threading in the discussions, which
"may develop and create confusion or information overload" [115]. Even though
the social context cues theory predicts that the fewer the cues available the
more impersonal, less inhibited and less adaptive a system will
be, Sproull and Kiesler note that electronic groups can provide
opportunities for social relationships [130].
Field and laboratory experiments have attempted to explain the influence
of CMC in group settings. Unable to determine why computer-mediated
groups (CMG) did not reach agreement, Hiltz, et al., speculated that
time, turn-taking, and lesser socio-emotional content
influenced the process [59]. Eveland and Bikson found the
CMG developed a different structure and working procedures which took
advantage of the asynchronous, distributed nature of the system but
which required a high level of computer support [39]. Ahern
documented the need for CMC systems to relate messages to
previous messages in order to sustain continuous discourse [3].
Straus and McGrath found few differences between groups
using CMC and FtF groups in the quality of work completed but did find
large differences in productivity favoring FtF groups [135]. Drawing
conclusions about CMGs based on experimental studies such as these
has been criticized due to the atypical, captive audience
used in the studies, the small number of people in the groups and
the contrasting of CMC with FtF [108].
Other studies contradict the above assessments. Most educational studies
focus on effective on-line teaching techniques, descriptions of the
collaborative learning environments, and efficacy of such learning environments.
In a report on a system used at the New Jersey Institute of Technology and
using results based on a post-course questionnaire and
comparison of course grades, Hiltz reported that learning did take
place, that faculty and students worked harder, and that
satisfaction with the course was good [57]. These kinds of results are published
in other reports [19, 56, 63, 119, 152] without regard to the negative portrayal of
CMC. Electronic social groups emerge in organizational settings despite the
reduced cues theories [43, 116, 130]. High levels of
socio-emotional content are evident in field experiments when
interaction time is not restricted [116, 150] and when future interaction is
anticipated [148]. A field study [118] and experiments testing the relationship
of anonymity and equalization of participation and status
[64, 121, 151] also contradict the social context cues theory, finding gender and
status accounting for differences in interaction quantity and style. Another study found
that email users develop consistent mis-perceptions
when judging personality traits of those with whom they communicate
but do not know, ranking them higher in thinking and judging dimensions
on a Myers-Briggs type scale [44].
The only clear agreement among all these studies is that CMC is the
exchange of textual messages delivered via computer.
All of these studies used email or conferencing systems and treated
the results as if CMC were one medium with one type of interaction. As
explained in Chapter III, email is an asynchronous, interpersonal dialogue
with encapsulated, private messages distributed point to point. The
conferencing systems used were either synchronous, group multilogues with
fragmented, public messages similar to IRC or asynchronous, group
multilogues with encapsulated, private messages similar to listserv. Only
in the Walther study [148] was there any discussion of synchronicity
differences accounting for differences in results. These studies presuppose
that CMC is a tool rather than a context which affects communication [92].
In addition, all of these studies contrast CMC with FtF interaction, using FtF as the
preferred standard of communication [108].
With the growth and popularity of the Internet, CMC has expanded into areas
of interaction unanticipated by the founders of ARPANET including MUDs and
IRC. Internet communication adds new complexity to the ranges of expression
possible via CMC. These changes are reflected in the research on Internet
CMC systems that will be discussed in the next section. This Internet
research does not assume that CMC is an impoverished medium
but instead utilizes ethnographic methods to characterize the wealth of
interactions found in these contexts.
INTERNET CMC RESEARCH
Recent research on Internet interpersonal communication has included work
on MUDs [23, 25, 28, 111, 113], IRC [30, 112, 122, 146], listserv [54, 55] and
Usenet newsgroups [8, 12, 100, 109]. In addition, new book
publications are focusing attention on cyberculture [67, 126, 132, 145]. In
contrast to the previous CMC research results, a primary component of
Internet CMC is social communication [49]. Jones asserts that CMC "is not
just a tool; it is at once technology, medium, and engine of
social relations" [66]. Yet, most of what is known about the social uses of
the computer and CMC has been focused on sensational incidents of sexual
harassment [36, 123], gender-switching [21, 133, 145],
flaming [34, 55] and gender issues [27, 54, 123].
Both listserv studies [54, 55] looked at gender differences in on-line interactions.
Herring argues that women and men have recognizably different posting styles,
contrary to the claim that CMC neutralizes distinctions of gender, and that
women and men have different communicative ethics [54, 55]. For example,
they value different kinds of on-line interactions; men value
candor, originality and firm beliefs whereas women value expressions
of appreciation and helpfulness [55]. These studies corroborate the findings of
experimental studies on anonymity [64, 121, 151].
The work on MUDs [25, 28, 111, 113] and IRC [112, 122, 146] argue that each
is a culture with unique shared vocabulary, shared language signifiers, behavioral
norms and interpersonal relationships. Other forms of innovative uses
of CMC are virtual theater on IRC and interactive writing as performance [30]. These studies
reflect innovative behavior and adaptation to the CMC context that has also been found in a study of
a bulletin board system (BBS) [72]. These studies demonstrate that people who use CMC
for enjoyment manipulate text to enhance their communication, develop relational skills
and express individuality and originality. Elizabeth Reid emphasizes that
MUDing interweaves the play with social rules and expectations, that "descriptions,
communicative commands and specialized language and textual forms enable the social
understandings which link people together and allow the evolution and
transmission of social norms" [111].
Metacommunicative intent can be expressed by embedding words in
text [102]. Subtle differences in tone and style can be achieved with paralinguistic
features [72] such as emoticons, intentional misspelling, capitalization, grammatical markers
and repetition of words. Embedded words express emotion and explicit actions
(e.g., ). Emoticons or smileys imitate facial expressions (e.g., ":-)" for a smile),
misspellings depict verbalizations (e.g., "soooooo goooood" to simulate the spoken form) and
capitalization is used for shouting (e.g., "HEY YOU!"). Grammatical markers are repeated
punctuation symbols and provide emphasis (e.g., "!!!!!") as do repeated words (e.g.,
"yes yes yes").
The books on cyberculture also draw attention to the expressive
aspects of CMC. CyberSociety is a collection of essays
which tries to "assist its readers to become aware and critical of the hopes
we have pinned on computer-mediated communication and of the cultures
that are emerging among network users" [67]. These ten essays include a
discussion of community, power and Netiquette in a range of Internet
contexts including MUDs, IRC and Usenet. The purpose
of Cultures of Computing is "to explore a wide range
of cultural practices associated with the design and use of
computers" [132]. These thirteen essays provide a different look at cybersociety,
from collaborative writing to distance education, from the visual culture of
engineers to the use of multimedia for the study of
character development in Bali, from cyberpunks to MUDs.
Cultures of Internet is a set of essays on the development
of Internet CMC. These articles describe the development of the Internet,
the role of governmental policies from censorship to Minitel, and rise of virtual
conviviality from MUDs to psychoanalysis to cyberfeminism [126]. In
contrast to these collections of essays is Turkle's Life on the Screen,
in which the author shows how people use computers to reevaluate their identities
and relationships. She also discusses "experiences of virtual environments
that confirm a dramatic shift in our notions of self, other, machine,
and world" [145].
These studies and essays describe CMC as a rich communicative context.
Thornberry uses systems analysis tools to define and delineate
CMC as well as present insights into the social
and cultural changes anticipated by widespread usage of CMC [143].
In her study CMC is equated with Internet communication, including both
informational and interpersonal services. She presents characteristics of
CMC users and systems, psychological aspects and
characteristics of CMC in use. This is a view of CMC as a global
communicative context with far reaching implications. Yet, CMC
networks are local phenomena
as well as global networks [125]; the studies in the next section
concentrate on the local phenomena of Usenet.
USENET RESEARCH
With all the attention on Internet cybersociety,
little is known about one of the earliest
cybercultures, Usenet. Rather than sensational,
most Usenet newsgroups are massive
quantities of mundane, routine interactions [13].
In order to more fully understand the
impact of CMC on users' lives and their workplaces,
more attention must be given to these
popular, social, and routine computer-mediated groups.
In his anecdotal report on virtual culture, Rheingold asserts
that "there is no such thing as a
single, monolithic on-line subculture" [114]. Agreeing with
Rheingold in his study of the
culture of the Internet and Usenet, North came to the
conclusion that the Internet formed a
"pan-societal superstructure" [100]. He
argued that Usenet contained key aspects of
culture within its written adaptations to a text-only
medium by citing examples of pervasive
mythological themes, acquisition of prestige, use of
Netiquette for social conformity,
and the use of a reciprocal economic exchange system.
North's ethnographic approach is in contrast to the
quantitative approach taken by the
ProjectH participants [109]. The ProjectH data
is selected from Bitnet lists, CompuServe
sections and Usenet newsgroups. Groups were randomly selected
from the three networks
until there were twenty lists from each network with
traffic of one hundred messages. Thirty
lists of one hundred messages were coded based on content
into the database. This
collaborative project was itself carried out via the
Internet and is an unprecedented effort
among a large group diverse in interests, time, age,
status and geographical location [109].
Although this study shows that such a project can be
accomplished, ProjectH participants
remind others "that an extensive coordinating overhead is necessary to
resolve conflict and foster cooperation" [138].
One analysis to come from this dataset uses an associative neural
network to construct sets of features of typical messages that contribute to longer lasting
threads [16]. Such features include medium length messages, statement of fact, and an appropriate
subject line. Another study, using a statistical analysis of the dataset, found that
messages are "predominantly factual, conversational, agreeable, and supportive" [108].
Although their contention was that interactivity increased the engagement of CMG participants,
only 10% of the messages were considered as interactive and 52% were considered
reactive. There were no other measures of engagement of the participants except by levels of a
thread. The statistics did reveal that "interactive messages contain more opinions, more
self disclosure, and more than twice as much use of the first-person plural pronouns" [108],
indicating personal involvement with the medium. This study asserts
that not all networked content is interactive and that messages, threads and groups can be more or
less interactive. In addition, although group CMC is not necessarily
interactive, it is more often humorous, playful and reactive.
Aycock's ethnography of rec.games.chess (r.g.c) presents
a "Foucauldian perspective on fashioning of self online" [8]. The four
components necessary for this social construction of
identity include the way people speak of themselves,
the degree and kind of commitment to a
shared interest, its adoption into personal routines and the
goal of personal transformation.
Commitment to chess in r.g.c requires a moderate stance which includes
the use of smileys
and flames, smileys to add emotional nuance and flames to express
formulaic anger. The use
of smileys to denote emotional intention is congruent with other
research. This
interpretation of flaming is not. Instead of an example of
extreme socio-emotional content
caused by a lack of nonverbal cues, flaming is portrayed as a
display of commitment and
moderate emotional involvement. The only other treatment of
flames as salient to on-line
culture is Dery's Flame Wars [34].
Baym's ethnographic study of rec.arts.tv.soaps (r.a.t.s) is a
more comprehensive treatment of
a newsgroup. She addresses the issues of community and
CMC groups, agreement and disagreement, as well as
humor and identity in a newsgroup [12].
Using the practice theory approach to culture which examines the
discourse, institutions and members of a group, she
argues convincingly that "Usenet discourse can operate as a
culture-creating force" [13].
Her analysis of the discussion is in terms of thought
and discursive practices, which leads to
insights into the community, rather than an analysis of
abstract issues, which ignores any
situated actions [136]. The conclusion that
r.a.t.s participants build a rich and well-organized
community with clear patterns of practice is based
partly in the shared culture of soap
viewing, partly in the culture of fandom,
and partly in the affordances of CMC.
Her analysis of r.a.t.s discussion includes
insights into the function of humor as well as
agreement and disagreement on a newsgroup. Baym argues that
Usenet discourse is a hybrid
of oral and written communication which is also asserted by
Ferrara, et al., who call it
interactive written discourse (IWD) [42].
Humor is critical to creating social meaning
on-line. Grounded in previous on-line messages, "humor
is a primary mechanism for the
establishment of individuality, as participants combine the
shared meanings and play with
the shared parameters of the group in idiosyncratic ways" [14].
Agreement and disagreement serve different functions in Usenet
than they do in FtF conversation. Both
agreement and disagreement provide a mechanism for putting an
interpretation into the
public sphere while keeping it grounded in previous discussion and for
building solidarity
based on the category and prevalence of elaborations [11].
Although Rheingold reports that on-line environments such as the
WELL are communities, he does not provide any evidence beyond the
anecdotal. North's study concludes that Usenet is a culture; however,
his conclusion, applied to a vast environment, is founded on the
selected postings from a few of the more than 6,000 newsgroups. The
studies which have emerged using the ProjectH database provide a
general description of CMC in on-line
discussion systems, but without contextual cues they provide no
insight into the ways CMC is used in formation and maintenance of
a computer-mediated community. Aycock's study
of r.g.c and identity does not provide any insight to the
larger issues of CMC and community. Baym's study, on the other hand,
provides substantial evidence from one newsgroup that it is a community
with a unique culture. Her work provides an excellent
framework for the continued study of communication and culture.
She does not, however, include any effect of the computer in the
community beyond the Usenet structural affordances of header,
signature and quotation. Her perspective places r.a.t.s in the context
of soap-opera fandom and treats CMC as a tool for communication
rather than the context of communication.
Usenet is not one or thirty newsgroups; it
is thousands of groups. These studies are just
beginning to touch on the complexity of
interactions among these groups. CMC has changed
since the early days of the Internet. While
sitting alone in front of a computer screen, you
are connected not to dozens or hundreds but
literally to thousands of people from around the
world [84]. Anecdotal accounts abound with tales
of utopian or dystopian effects of this new
medium of communication. Organizational studies portray a
hostile or negative environment
while Internet studies paint a playful one. These
conflicting aspects of CMC do not
necessarily negate the research that has been carried
out in the subcontexts of CMC. Indeed,
Walther consolidates the various CMC theories into
a theory of impersonal, interpersonal
and hyperpersonal interaction [149].
Since CMC has been shown to reduce personal
influences providing an impersonal effect and since impersonal
communication is sometimes advantageous, intentional depersonalization
of the medium has implications for Group Decision Support Systems
where anonymity may enhance the decision making process [149].
Given time to learn this new form of communication and time for
social information exchange, people have used CMC in satisfying
interpersonal relationships. In more recreational situations such
as MUDs and IRC, CMC has surpassed the level of affection and
emotion of parallel FtF interaction which Walther calls hyperpersonal
communication [149].
Thus, computer mediation is not inherently impersonal or hyperpersonal,
but like communication is both.
This chapter has been an overview of CMC research, Internet communication
research and Usenet research. Usenet is a hybrid of oral and written
communication in the very social space of cybersociety. It provides the
opportunity for interpersonal and hyperpersonal
interactions. New cultural meanings of CMC technologies are created as
people use them in new ways [24]. AGM, the newsgroup studied
in this research, presents an excellent forum in
which to examine the interpersonal and hyperpersonal effects of CMC.
Next Chapter
References
Back to Contents
Holly Patterson, September 1996.
Comments to Author:
hollyp@falcon.tamucc.edu
http://www.sci.tamucc.edu/~hollyp
Copyright © 1996, Holly Patterson