Abstract

This work explores the role of multimodal cues in detection of deception in a virtual world, an online community of World of Warcraft players. Case studies from a five-year ethnography are presented in three categories: small-scale deception in text, deception by avoidance, and large-scale deception in game-external modes. Each case study is analyzed in terms of how the affordances of the medium enabled or hampered deception as well as how the members of the community ultimately detected the deception. The ramifications of deception on the community are discussed, as well as the need for researchers to have a deep community knowledge when attempting to understand the role of deception in a complex society. Finally, recommendations are given for assessment of behavior in virtual worlds and the unique considerations that investigators must give to the rules and procedures of online communities.

Highlights

  • Peter Steiner’s adage about the Internet age, “On the Internet, nobody knows you’re a dog,” suggests that an affordance of online mediums is deception about identity

  • Rawka blocked future interactions in order to avoid having to admit his deception; yet, relationships were destroyed by players not admitting their deceptive behaviors, as in the cases of Filly and Sharky. These players who engage in deception by avoidance are tolerated but Detection of deception in a virtual world investigated and possibly mocked; those who go beyond avoidance and actively work to deceive in all linguistic modes are shunned

  • I have shown how deception is viewed in the virtual world of the online game World of Warcraft

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Summary

Introduction

Peter Steiner’s adage about the Internet age, “On the Internet, nobody knows you’re a dog,” suggests that an affordance of online mediums is deception about identity. The modal avoidance strategy described in the previous section is well-known by the players of the game, and any person who reported themselves to be a female but who refused to talk on voice chat had their gender identity put into immediate question This avoidance alone could not be solid proof of deception, it was often the first sign and caused players to look for other cues. Women are subjected to unwanted romantic and erotic advances by men, but when a woman engages in erotic or sexual behavior, she is often either assumed to not be women or shamed for her erotic interests This problematic situation for women in World of Warcraft complicates the picture of deception detection, because in order to have a pleasant playing experience some women must avoid revealing their gender. This would provide a difficult situation to overcome for any party attempting to apply a unilateral detection algorithm, as it would incorrectly identify as deceivers these people for whom these strategies are a safety net

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