Introduction
I logged on to AlphaWorld on a Sunday afternoon, a Wednesday afternoon and a Thursday morning and
found the same thing each time: nothing. AlphaWorld is an empty and garish virtual ghost town
filled with billboards, vacant buildings and teleports to other empty worlds.
Physical positions
Because of the sparsity of people in AlphaWorld, I believe one can make few interesting, statistically
significant observations. Avatars of course drop into the world at a particular location, but typically
stay in the central square. The few who do venture out from the square
may exit the world
at any time and any place and are therefore difficult to track. There seemed to be no formal position
for leaving, though people usually did preface their exit from the world with a brief message
to the chat screen. As users choose avatars themselves, it is also difficult to determine
gender differences (I believe the Smith paper mentions that users choose avatars of their own
gender less than 70% of the time).
Social positions
M u l t i p l e   M a n
Avatars are resurrected in AlphaWorld at the exact same location. Regulars
know the navigation scheme and know their way around the environment and therefore
disperse rapidly. Newbies, though, tend to cluster in their confusion. The result
is Multiple Man (Figure 1).
F i t n e s s   G i r l
I saw that a few female avatars would wonder away from the main square and begin
to "exercise" using the software's built-in avatar movements (Figure 2). Perhaps some
felt the need to test out their new bodies, as it were, before they would feel
comfortable interacting through them. Again, I do not believe that anything can be
made of the gender difference as there's no telling who is at the keyboard.
C o n t r o l l e r s
Customs Aides and Peacekeepers tend to station themselves above congregating
crowds (Figure 3). This is no surprise for the customer service agents, who use an eagle avatar, as they
need to be visible and to be able to spot confounded visitors. I was surprised
that the peacekeeper stood stationary atop one of the billboards, however. Why
not mingle with the crowd instead of maintaining such a cold distance? Perhaps
this has something to do with...
Social action: chat-only conversations
In light of what I observed in AlphaWorld, I find Smith's analysis
of relative avatar angles during conversations rather ridiculous. People
seem to hold conversations with others no matter how far away, nor
how appropriately oriented their avatar (Figure 4). Perhaps it is easier to
concentrate on either the 3D world or the chat screen but not both
at once.
Social space: empty interior plazas
AlphaWorld is nearly devoid of individuals, but the few who do frequent
the environment seem to avoid interior plaza spaces altogether (Figure 5). Avatars
can often be seen roaming the streets and admiring buildings, but rarely
mingling in an enclosed square. Why not? Perhaps because our avatars
are not our bodies. Avatars do not need to sit, to play, nor even do
they need to physically move to other locations for meetings or events.
With the absence of a body, the phenomenological effects of the body
disappear as well. The result is that avatar watching is a bland task in AlphaWorld.