Virtual Spaces Roundup

I’ve bumped into a few different takes on virtual spaces in the past few months, thought I’d share a few:

Sprout (https://sprout.place): Sort of a scrapbook-meets-chat room vibe. What I think is interesting about this is that it recognizes that modern communication is often messy, with a variety of mixed media and different attention spans.

Skittish (https://skittish.com): This one is made by Andy Baio (who also runs Waxy, founded Upcoming, and is one of the organizers behind XOXO), and takes the idea of a virtual space quite literally. One of the neat things about this one (aside from the cute event spaces and avatars) is that it uses spatial audio, so if you need to have a quiet conversation with one or two people, you can literally move your avatars away from others and do so, without actually leaving the space or switching to another room.

WFH.FM (https://wfh.fm): This is less about communication and more about shared vibes. It lets you create a space you can then share with others (with or without the edit code to let others also add to it), where you can add various bits of media, gifs, videos, music. Like Sprout, it has a sort of scrapbook thing going on.

Hopin (https://hopin.com): This is a bit more of a traditional approach to virtual spaces, so more like a series of chat rooms that have video integration (both streaming talks, and also for group video). The most recent Write the Docs event used it, and I think it was pretty effective overall (no real hiccups that I could tell, though I wasn’t privy to the behind the scenes).

Crows Developer Conference (and again in 2021): Okay, SO. This feels more like Old Internet™ than anything I’ve seen in ages. The development team at Crows Crows Crows made an “alternative to GDC” during the pandemic, complete with talks and art installations and people roaming around a weird, weird 3d virtual space. I haven’t checked to see if it’s still running, but you can at least go read the promo emails and get a sense of what it was all about. The other spaces I listed are, y’know, usable/useful for y’all, but I had to include this one as well.

Anyway, just wanted to share a few services for folks to check out. There are plenty more out there if you bother to look – these are just a few I’ve personally bumped into lately. Virtual spaces: they’re not just chatrooms! They’re not just games! They’re not just commercialized saccharine sanitized corpo-shit!

The Metaverse is Bullshit

I haven’t really added much to the discourse about Meta’s attempt to create the “Metaverse” – a term pulled from a cyberpunk novel (Snow Crash) – largely because there’s frankly already plenty of folks saying what I’d want to say. But hey, they once again made “big advancements” today with the addition of lower bodies for their virtual avatars, and just… for fuck’s sake.

I don’t entirely blame the development team working on this. I’m sure there’s some very smart people involved, and some of them may even have prior experience with virtual worlds and game development – though that might be optimistic, based on the results so far. I say I don’t entirely blame them, because it’s a very high profile, expensive project, with a lot of direct pressure and visibility from the head of the company. That’s bound to fuck up a roadmap or two.

More Ranting INcoming

Trying to Remove Anonymity is a Terrible Idea

Over at Garbage Day, Ryan Broderick discusses yet another recent pundit talking about how we should remove anonymity or pseudonymity from the internet, and start requiring everyone to use their real and verified name. It’s a fucking terrible idea for so many reasons, and I think Ryan put it quite well:

None of these questions seem to enter the equation when already-verified pundits write neoliberal fan fiction about how the internet could be redesigned to make them more comfortable. But, also, to even consider this argument while the country of Ukraine, anti-war protesters inside of Russia, and Iranian citizens all digitally organize and wage info wars against oppressive state actors and while Brazil navigates a deeply contentious election featuring a coup-loving WhatsApp-amplified would-be dictator incumbent is, frankly, absurd. It’s also a functionally impossible idea.

But let’s say it was possible. Magically, overnight, the internet became read-only for anyone who wasn’t verified by some kind of posting passport system. Not only would that absolutely knock dozens of countries and thousands of communities off the internet immediately, it would turn the social web into essentially the same kind of thing people see on broadcast media. Which sucks and is boring and exactly why the internet is so popular. I think it’s particularly funny that people who make this argument assume that anyone would even keep using the internet if the only thing they could do on it was read posts from verified users. In fact, I have never written anything more confidently in my life than what I am about to write right here: Verified users are without question the worst part of any mainstream platform and if you want to imagine a world without online anonymity, go tell me about the incredible original content trending on LinkedIn right now.

Ryan Broderick

Yup. There’s a laundry list of reasons removing anonymity/pseudonymity is both a bad idea and a technical impossibility (even systems that claim to require a real name like Facebook are filled with fake accounts). It also wouldn’t solve what they think it would solve – the internet didn’t invent gossips, mob mentalities, shunning, nor sociopaths. Even cynically, things are a just a bit more “writ large”, a bit easier to bump into or get embroiled in. And that wouldn’t change with some cockamamie “real id” system.

Human-Scale Online Games

Over at Lost Garden, Daniel Cook has a fantastic piece looking at how to create “human-scale” online games, and why that’s a better approach to MMOs. This is some really fantastic, well thought out stuff, and not just for games: what they’re really talking about is how to build community, thanks of the using online games like for exampleno deposit casino games you can learn everiything about those in glitchrunners.co.uk.

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One way of thinking about the constraints suggested by Dunbar’s Layers is to imagine you have a budget of cognitive resources that can be spent on relationships. The physical limits of your human brain mean that you only have enough mental budget for a total of roughly 150 relationships.

Humans have developed a few tools that have expanded our ability to organize into groups well past our primate cousins—most notably language—but also large-scale systems of government and economics. In the early 2000s, people assumed that new technologies like online social networks could help break past Dunbar’s Number; by offloading the cost of remembering our friendships to a computer, we could live richer, more social lives, with strong relationships to even more people.

We now have copious data that this is not the case. Studies suggest that there’s still a limited budget of cognitive resources at play and even in online platforms we see the exact same distribution of relationships.

If anything, social networks damage our relationships. By making it possible for us to cheaply form superficial relationships (and invest our limited energy in maintaining them), such systems divert cognitive resources from smaller, intimate groups out towards larger, less-intimate groups. The result is that key relationships with best friends and loved ones suffer. And, unfortunately, it is the strength of these high-trust relationships that are most predictive of mental health and overall happiness.

Daniel Cook

It’s a long read (which you might have guessed by the size of my pull quote), but well worth it.

Link: The Trust Spectrum

Raph Koster has a great writeup of The Trust Spectrum, which is a design framework he worked on in collaboration with Google’s ATAP group and Aaron Cammarata. It examines how we build (and break) trust in games, though you could extend a lot the examinations of trust to community in general (which is sort of the point: the goal was to see how we could better build social connection in games).

It’s a good read, in particular if you’re remotely interested in game design, online communities, and online games. (In a similar vein – and mentioned in Raph’s article – is Dan Cook’s article, Game Design Patterns for Building Friendships, which is also worth the read.)

Link: Immortal Myths About Online Abuse

Anil Dash breaks down some of the most common myths about online abuse. The solutions aren’t always easy, but there are solutions to a lot of it.

We are accountable for the communities we create, and if we want to take credit for the magical moments that happen when people connect with each other online, then we have to take responsibility for the negative experiences that we enable.

Online Psychotherapy May Be More Effective

Psychotherapy Via Internet as Good as If Not Better Than Face-To-Face Consultations: I think this is fascinating, and look forward to seeing more research into this going forward. (I’d like to see the experiment replicated as well as a more thorough tear down of the paper, but I appreciate the research nonetheless.)

“In the medium term, online psychotherapy even yields better results. Our study is evidence that psychotherapeutic services on the internet are an effective supplement to therapeutic care.”

I’m both pleased and unsurprised by the findings, when you take into consideration some prior research that’s been done (thinking about some of the comments in the IRC Francais paper published back in 2002: I think it allowed us to get to know each other better. […] You learn about [the others] as people. We would talk about relationships and all kinds of things that you wouldn’t talk about in class.). It helps validate my feeling that online interaction and community serve very real, very valid roles, in ways that can be just as effective (or more) as in-person interaction. That’s not to say there aren’t issues that also need to be taken into account, but there IS value there.

Toxic Communities: Behavior vs People

Toxic Behavior in League of Legends: A nice summary of some of the research coming out of Riot Games about toxic behavior in gaming communities, over at Nelson’s Weblog. You should really go read it (and watch the talk it’s based on), but the quick takeaway is: most toxic behavior comes from people who are usually upstanding community members but end up having a “bad day.” As Andy Baio points out, the solution for toxicity in your community isn’t (always) banning, but rather having moderators and community managers available to intervene and check in on users when toxic behavior first starts manifesting. (This mirrors my own observations doing community management work — the people acting out are rarely bad people, and the more you can treat them like humans having a bad day, the more you can smooth out toxic behavior before it becomes overwhelming.)

Hypersigils, Identity, and the Internet

Back in 2010, I ended up having a really rewarding Twitter conversation with some very smart people, talking about hypersigils and how they apply to the internet. I’ve been thinking more about the topic lately, and wanted to expand on what was said before.

Let’s start with the term hypersigil. The term was coined by Grant Morrison, but the concept has been around for a lot longer than that. The term has a certain magickal [sic] connotation because of its origins, and I know that some folks get squicked out about that. If it makes you feel any better, just think of it as a psychological focus used to affect personal change, in the form of creating a narrative. If that’s still not enough, come up with a better term that does an even better job of wrapping a complex concept into a compact term, that does an even better job of packing loads of exformation into one word, and then popularize that instead. I’d love to hear it.
Continue reading “Hypersigils, Identity, and the Internet”

Intel's Social Media Guidelines

In an excellent example of corporate social-transparency, Intel just posted their social media guidelines, which they expect their employees to follow when engaging the public. I think this is fantastic, and a great example of a major company “walking the walk” when it comes to social media and community interaction. For anyone engaging in online communities and social media interaction, they’re an excellent guide to go by.