Campbell, Cynthia. "Familiars in a Strange Land". M/C Journal 3, n.º 4 (1 de agosto de 2000). http://dx.doi.org/10.5204/mcj.1864.
Resumen
As people spend increasing time interacting with others online, computer-mediated correspondence is rapidly becoming a common form of everyday communication. Computer-mediated communication ranges from text to voice to video, through a variety of technologies (e.g., e-mail, Web pages, listservs, chat). Real-time online 'conversation' occurs in group chat rooms and one-to-one instant messages, between people who may or may not know each other outside the cyber environment. Because of its emerging popularity, Internet chat has become a distinct form of discourse with characteristics unique to the medium. As people spend increasing time interacting with others online, computer-mediated correspondence is rapidly becoming a common form of everyday communication. Computer-mediated communication ranges from text to voice to video, through a variety of technologies (e.g., e-mail, Web pages, listservs, chat). Real-time online 'conversation' occurs in group chat rooms and one-to-one instant messages, between people who may or may not know each other outside the cyber environment. Because of its emerging popularity, Internet chat has become a distinct form of discourse with characteristics unique to the medium. The purpose of this study is to apply research findings investigating Internet communication between strangers to the online chats of 'familiars', people who already know each other. Although some people may become familiars through prolonged cyberspace encounters without face-to-face contact (Parks and Floyd; Walther), this study investigates only the chats of people who had an existing face-to-face relationship prior to chatting online. The genesis of this project came from our personal experience as friends who later became Internet chatters because of geographical distance. Because our communications often detailed professional matters, we would save our discussions as text files as an efficient method of record-keeping. We noticed at times, while sending instant messages, the need to make special accommodations to reconcile misunderstandings and effectively deal with interruptions. To get ourselves 'back on track' in those instances, we had to 'talk about the talk' (i.e., metacommunicate) in order to make sense of how seemingly straightforward communication had gone astray. Continued instant message sending resulted in more observations suggesting that our online chats were qualitatively different from our face-to-face conversations. In the following paragraphs, three examples from our transcripts are analysed and discussed in relation to findings from research in computer-mediated communication: (a) meaning negotiation through metacommunication and shared history; (b) disinhibition and reconstruction of self; and (c) rule establishment. Note that, in these examples, "DRCSC" and "Wickmansa" are the respective online screen names of the co-authors. Example One: Meaning Negotiation through Metacommunication and Shared History The first example illustrates difficulty understanding the essence of a sent message without cues typically available in face-to-face contact. It is important to note that the following exchanges were preceded by dialogue concerning a stressful situation where Wickmansa had responded "I can see why [there is a problem]". Beginning in line 35 below, DRCSC jokingly attempts to parallel Wickmansa's "I can see why" with "I can see why there is panic disorder". However, given the sober nature of the conversation up to that point, line 35's intended meaning is uncertain for Wickmansa (i.e., could be serious; could be sarcastic). The three lines subsequent to 35 represent deliberate attempts at meaning negotiation. February 4, 2000 The breakdown in communication between lines 35 and 36 required management and repair. To regain mutual understanding, we attempted to make sense of this misalignment in 37 and 38 and bring it back on track. Each line's query served two purposes: (a) to clarify the 'speaker's' previous statement; and (b) to request clarification about the other's meaning. Continuing the above dialogue, lines 39 through 48 below seem to work toward realignment through metacommunication. February 4, 2000 cont. It is noteworthy that in line 42, DRCSC strengthened the realignment by introducing a metaphor that invoked a shared deli counter experience (i.e., meaning negotiation through shared history). Wickmansa let DRCSC know that the reference was understood by building on the metaphor in line 44. In this way, shared history not only provided an efficient way to anchor meaning but also expedited realignment. Referencing shared history may be a distinct way familiars, unlike strangers, display social competence by demonstrating familiarity with both topic and person when negotiating meaning during Internet chat. The act of 'going meta' in lines 37-48 above seemed to renegotiate the initial misfires of 35 and 36, moving the conversation toward collaborative understanding. Moreover, it may be that part of the necessity for familiars to repair any perceived miscommunication is tied to consequences that do not exist for strangers over the Internet. Although strangers have the opportunity to reestablish 'anonymity' by creating a new screen name and/or persona (Kiesler, Siegal, and McGuire; Myers; Turkle), familiars are bound to the 'reality' of the Internet experience in later face-to-face contact. Consequently, familiars have a greater investment in the outcomes negotiated while chatting online. Example Two: Disinhibition and Reconstruction of Self As suggested by previous research, perceived anonymity between online strangers increases disinhibition and playfulness. This can lead to the formation of multiple 'selves' within a single individual that may bear little resemblance to the corporeal self (Balsamo; Turkle; Waskul, Douglass, and Edgely). Although it is impossible for familiars to realistically 'reinvent' who they are, we, as familiars, found ourselves enacting a version of anonymity by accentuating contextually favorable aspects of our personalities. This is to say that despite the seemingly restrictive nature of text-only media, chatting online provided a new forum to lightheartedly reveal, for example, humour. Thus, a witty and clever side that might not have been otherwise readily apparent was now 'viewable'. To illustrate, the following lines are extracted from a tangential discussion about the Internet service provider America Online. February 3, 2000 In response to Wickmansa's 178 above, DRCSC playfully interjected cleverness in line 179. Wickmansa's reply "LOL" in 180 could demonstrate his understanding of DRCSC's play on "-OL" words by embedding a similar intentionality within his response. However, without contextual cues normally available in face-to-face interaction, whether Wickmansa 'really' picked up on intentionality, competency, and playfulness -- or was merely using a common chat abbreviation -- was not certain to DRCSC. Note that "LOL" stands for 'laughing out loud' and is among the most common Internet chat expressions (Grossman). To better understand (i.e, negotiate meaning), DRCSC responded in line 181 by: (a) clarifying her previous position; and (b) indirectly requesting clarification from Wickmansa. In this way, regaining equilibrium paralleled the accommodations described in example one, despite different end goals. Continued cleverness may have been evidenced again in lines 182 and 183, albeit unintentionally, with a collaborative "poet, know it" follow-up, representative of the playful context which had been co-constructed. Example Three: Rule Establishment Internet chatters create and conform to norms and rules exclusive to the medium (Hayashibara; Postmes, Spears, and Lea; Rintel and Pittam), such as abbreviating common phrases, ignoring capitalisation, spelling phonetically, and using typed symbols to transform elements from the typist's behind-the-keyboard experience into the co-constructed 'cyber' reality. The chats below illustrate the co-creation of a rule as a way to efficiently convey an abrupt interruption in the external environment. April 10, 2000 April 11, 2000 The April 10 example began with metacommunication that suggested the need for a shorthand way to signify 'interruption -- do not send instant messages now'. This led to our creating a way to do so with the "/" symbol in lines 230-250. The rule's effectiveness was evidenced immediately by its usage in lines 251-253. Rule application again was seen on April 11 when DRCSC opened the chat with "/?" In effect, she parsimoniously asked 'Are you available for online chat?' with two key strokes. The "/" became a regular chat feature after it was established, exemplifying an idiosyncratic rule created by familiars for Internet chat. As familiars chatting online, we found ourselves using metacommunication and shared history to realign after a conversational breakdown, accentuating contextually favorable aspects of our personalities, and following global Internet chat norms while creating idiosyncratic rules to accommodate for missing sensory cues. Moreover, distinct from strangers, familiars may have a greater need to display social competence due to real-world consequences. Further research is recommended to investigate the generalisablility of our experience as familiars and to explore other characteristics unique to Internet chat. Moreover, it would be interesting to see if: (a) familiars' online chats are patterned with the same idiosyncratic features as their face-to-face and telephone interactions; or (b) the chat patterns of familiars who know each other in 'real life' contain significant differences from persons who know each other only through regular online encounters. References Balsamo, Ann. "The Virtual Body in Cyberspace." Research in Philosophy and Technology 13 (1993): 119. Baym, Nancy. "The Performance of Humor in Computer-Mediated Communication." Journal of Computer-Mediated Communication 1.2 (1995). 14 Aug. 2000 <http://www.ascusc.org/jcmc/vol1/issue2/baym.php>. Grossman, Steve. "Chatter's Jargon Dictionary." 14 Aug. 2000 <http://www.stevegrossman.com/jargpge.htm#Dictionary>. 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Walther, Joseph. "Computer-Mediated Communication: Impersonal, Interpersonal and Hyperpersonal Interaction." Communication Research 23.1 (1996): 3-43. Walther, Joseph, Jeffrey Anderson, and David Park. "Interpersonal Effects in Computer-Mediated Interaction." Communication Research 21.4 (1994): 460-87. Waskul, Dennis, Mark Douglass, and Charles Edgley. "Cybersex: Outercourse and the Enselfment of the Body." Symbolic Interaction 24.4 (in press). Witmer, Diane. "Practicing Safe Computing: Why People Engage in Risky Computer-Mediated Communication." Network and Netplay: Virtual Groups on the Internet. Ed. Fay Sudweeks, Margaret L. McLaughlin, and Sheizaf Rafaeli, Menlo Park, CA: AAAI/MIT P, 1998. 127-46. Citation reference for this article MLA style: Cynthia Campbell, Scott A. Wickman. "Familiars in a Strange Land: A Case Study of Friends Chatting Online." M/C: A Journal of Media and Culture 3.4 (2000). [your date of access] <http://www.api-network.com/mc/0008/friends.php>. Chicago style: Cynthia Campbell, Scott A. Wickman, "Familiars in a Strange Land: A Case Study of Friends Chatting Online," M/C: A Journal of Media and Culture 3, no. 4 (2000), <http://www.api-network.com/mc/0008/friends.php> ([your date of access]). APA style: Cynthia Campbell, Scott A. Wickman. (2000) Familiars in a strange land: a case study of friends chatting online. M/C: A Journal of Media and Culture 3(4). <http://www.api-network.com/mc/0008/friends.php> ([your date of access]).