Content-Type: text/html Deindividuated Individuals?: Ethnographic Study of A Virtual Community By Junghyun Kim, Ph.D. Candidate Department of Telecommunication Michigan State University, USA Communication Arts and Sciences, 406 East Lansing, MI 48824 1-517-353-3640 (H) 1-517-980-1700 (M) [log in to unmask] Paper submitted to Communication Theory and Methodology Division Association for Education in Journalism and Mass Communication 2003 Convention April 1, 2003 Deindividuated Individuals? : Ethnographic Study of A Virtual Community Abstract This is a study about how two unique characteristics of virtual communities – the lack of social context cues and group environments – may affect the individuals' interpersonal interaction as well as collective behaviors in virtual communities. From an ethnographic study, this paper found out that individuals in virtual communities behaved in congruent with their unique community norms with extreme loyalty toward their communities, and that they had hyperpersonal interactions with ingroup members. Keywords: Deindividuation, hyperpersonal interaction, ethnography, virtual communities Introduction "I am living two lives - a real life and a virtual life." This might be a slogan for the people who are indulged in virtual communities. The life in virtual communities can be totally different from the real one, and some people might earn more satisfaction from their virtual lives than from their real lives. Why is it that people are able to enjoy different lives in virtual communities away from their real lives? How do people behave differently in virtual communities? What kinds of factors in virtual communities contribute to such phenomenon? This paper tries to answer these questions through an ethnographic study of a virtual community. The main purpose of this study is to figure out how unique characteristics of virtual communities that affect the community members' communication patterns and behaviors. In this study, two important factors characterizing virtual communities were selected. The first factor is the lack of social context cues (Kiesler, Siegel & McGuire, 1984) in the computer-mediated communication (CMC) setting that virtual communities are based. In CMC settings, people cannot be exposed to physical cues such as gestures, voice tones and facial expressions, which are available in face-to-face (FtF) communication setting. Another important characteristic of virtual communities is that they are groups that have boundary and unique theme distinguishing them from other groups. Focusing on these two main attributes of virtual communities, this paper examines both interpersonal interactions and group behaviors occurring within a specific virtual community. For the interpersonal level of analysis, this paper introduces and compares three different groups of theories explaining the degree of interpersonal interaction in CMC. At the group level of analysis, a few social psychology theories are introduced that explain collective group behaviors, such as deindividuation theory (Zimbardo, 1969) and self-categorization theory (Turner, 1987). With such diverse theoretical frameworks, people's behaviors in a virtual community are observed and analyzed by the author as an observing-participant of the community. The virtual community selected for the ethnographic study comprise of people who have common interest and theme. This is an exploratory study testing theoretical frameworks and empirical support to explain unique behaviors of the virtual community members. However, it is the hope that this study can contribute to inspiring further research on the relationship between unique attributes of CMC setting in virtual communities and collective / interpersonal behaviors of the virtual community members. Virtual Communities vs. Reality-Based Communities A virtual community is a community of people sharing common interests, ideas, and feelings over the Internet or other collaborative networks. Virtual communities originally start from online or computer mediated social gatherings to prompt considerable debates (Jones, 1995). According to the traditional theoretical perspectives about CMC, social activities or relationships in virtual communities have been believed to be inferior to those in real world. Compared to FtF communication, CMC lacks social presence (Short, Williams and Christie, 1976) and social context cues, such as voice inflection, accents, facial expressions, directions of looking, gaze meeting, posture, and touching. Therefore, the online environment was seen as a forum prompting task-oriented, impersonal, or unsociable interactions (Walther, 1992). However, virtual communities maintained by CMC technologies share a lot of common characteristics with reality based communities. People share information and build social relationships in virtual communities as they do in the real world based groups. Virtual communities also manifest culture, such as learned beliefs, values, and customs that serve to order, guide, and direct the behaviors of their members as reality based groups (Arnould & Wallendorf, 1994). Therefore, it should not be surprising that virtual communities possess an as-if-real status for their participants and, thus, can have consequential effects on many aspects of their members' social behaviors (Armstrong and Hagel, 1996). Some virtual communities are composed of the members who are more devoted to their virtual community lives than they are to their real lives. One of the most salient examples is the X-files online community[1]. As the websites devoted to the TV show called "X-files" were numerous and growing rapidly, some fans proclaimed themselves as even "X-Philes" (from the Greek word philos, meaning "to love") and referred to the entire arena of discussion of The X-Files on the Internet as "the X-Net". Members of such virtual communities have a high degree of loyalty toward their community theme and tend to have tight bonding with ingroup members of their communities. Therefore, if a newcomer wants to be a member of one of those X-Philies' communities, he/she must build relationships of trust and gain rapport with existing members (Kozinets, 1999). Such communities that are based on specific theme also require respect for their ideals and beliefs. The requirement for respect can involve acts of contribution to the community, such as posting messages on regular basis, answering other members' questions, or participating in various activities held by the community, etc. The virtual communities with strong bonding may enable people to maintain detailed and personally enriching social relationships with other members. Thus, the interpersonal interactions among ingroup members of those virtual communities may even surpass the degree of interpersonal interaction within reality-based communities (Paccagnella, 1997). Theoretical Frameworks In this paper, the influence of virtual communities' unique characteristics on community members' behaviors is examined and analyzed from different levels of analysis. Two of the most important and salient characteristics of virtual communities are: (1) that virtual communities lack social cues because of their CMC settings; and (2) that they are groups made up by people with common theme or interest. To figure out the relationship between these characteristics and interpersonal as well as group behaviors in virtual communities, three theoretical frameworks are used. First theoretical framework, deindividuation (Zimbardo, 1969), is used to explain community members' decreased self-awareness as idiosyncratic individuals in virtual communities. How deindividuation phenomenon might influence the community members' communication patterns and behaviors is examined under both interpersonal and group domain of analysis. Interpersonal domain of analysis considers individual as a basic unit of analysis and focuses on interpersonal interaction that can be independent from contextual influences. On the other hand, group domain of analysis focuses on dynamics, rules or systems that are unique and different between groups. Group domain of analysis considers a group as a unit of analysis rather than focuses on individuals or their interpersonal interactions with others. For the interpersonal level of analysis, three groups of theoretical perspectives about interpersonal interaction in CMC are adopted. Meanwhile, the group level of analysis on community members' collective behaviors in virtual communities is guided by a couple of social psychology theories. 1. Deindividuation in Virtual Communities Deindividuation theory is one of the early social psychology theories that explain the psychological state of individuals when they are in large crowds. According to the theory, deindividuation is a state of diminished awareness of self and individuality (Zimbardo, 1969). Group or crowd settings make individuals immerse into anonymous beings by reducing their self-awareness as respective individuals (Postmes, 2002). This in turn makes individuals experience less self-regulation or self-evaluation, which leads to individuals' anti-normative and disinhibited behaviors (Postmes & Spears, 1998). However, such argument of deindividuation theory has not received much empirical support (Postmes, 2002). Instead, normative and regulated behaviors of individuals in a group or crowds have been observed, which is a phenomenon that is opposed to traditional deindividuation perspectives. Even with the controversial results from research, the basic assumption of deindividuation theory has been supported that individuals have less sense of idiosyncratic individuality in a group setting. Then how do virtual communities in CMC settings differ from physical groups in deindividuation phenomenon? People participating in CMC are exposed to limited number of social context cues. Especially in a virtual community setting, people cannot see each other nor listen to each other. In such environments, people do not have to reveal their personal identities nor can they be exposed to perfect personal information of others. With limited social cues available for communications, virtual communities have fewer resources to emboss individualities of the community members compared to that of a physical community. Thus, compared to the groups based on physical world, virtual communities may possess a higher degree of deindividuation as well as anonymity. How the intensified deindividuation phenomenon in virtual communities may influence interpersonal / collective behaviors of community members will be observed in the ethnographic study of a virtual community. 2. Interpersonal Interaction in CMC: Impersonal, Personal and Hyperpersonal Interaction The studies of interpersonal interaction in CMC have been mainly focusing on how do unique characteristics of computer media – lack of social context cues and mediated communication - influence on people's communication and interaction patterns. Another characteristic of those studies is that they focus on interpersonal domain of analysis - communication process between individuals. To organize diverse theoretical perspectives of interpersonal interaction in CMC, this article divides them into three groups according to the degree of the interpersonal interaction. The first group of studies takes on an impersonal interaction perspective. This is because this group assumes that CMC has an inferior degree of interpersonal interaction to FtF communication. This perspective is based on "cue-filtered-out" approach (Walther, et. el., 1994), which argues that the lack of nonverbal cues in CMC makes it more difficult for people to interact with each other compared to FtF communication. According to the cue-filtered-out approach, CMC lacks physical cues, such as gestures, voice tones and facial expressions, which are essential to foster interactions in FtF communication. Social presence theory (Short, et. el., 1976) and media richness theory (Daft & Lengel, 1984) are theories that exemplify impersonal interaction in CMC. Social presence theory assumes that there are fewer channels or codes available within a computer as medium, and that the user pays less attention to the presence of other participants because of this (Walther & Burgoon, 1992). CMC, with its paucity of nonverbal elements and feedback cues, is said to be low in social presence in comparison to FtF communication. When an individual experiences a lower sense of social presence, their messages would tend to be more impersonal and unemotional. Similarly, media richness theory evaluates the degree of interpersonal interaction according to communication technology (e.g. bandwidth of network) or number of cue systems available during the communication process. In most of the theoretical frameworks based on the perspective of impersonal interaction in CMC, mediated communication is considered to restrain interpersonal interaction, while FtF communication is touted as the richest, given the availability of immediate feedback and the number of cues and channels utilized (Walther, 1992). Therefore, the more natural the language is perceived to be, the richer is the medium (Daft & Lengel, 1984). The second group of studies has discerned that CMC can convey interpersonal interaction as much as FtF communication. According to the social information processing perspective (SIPP) (Walther, 1992), CMC is no less personal than FtF communication, given sufficient time for message exchange and interpersonal relationship development. Contrary to the impersonal interaction perspective, which emphasizes the value of nonverbal context cues, the personal interaction perspective argues that language and verbally transmitted messages are the main tools for developing interpersonal relationships (Walther & Burgoon, 1992). Through positive verbal messages as well as immediate responses and communication, CMC also allows intensified interpersonal interaction similar to FtF communication. Therefore, the personal interaction perspective has been trying to overcome the weakness of the impersonal interaction perspective by adopting the concepts of time and rate of message exchange as evaluation measurements of the level of interpersonal interaction other than the variety and number of communication cues. The third group of studies – the hyperpersonal interaction perspective - argues the possibility that there are more active and positive interpersonal interactions in CMC, even surpassing FtF communication. According to Walther (1996), CMC's characteristics of limited cues and asynchronous communication could help people develop positive and desirable relationships with their partners. The asynchronous characteristic of CMC gives users enough time to contemplate and edit their communication, making interactions in CMC more controllable and malleable. Limited social context cues in CMC also could free users from worries about unintended appearance or behavioral features being revealed. Those who receive only selected and positive expressions from their partners could construct idealized images of their partners and relationships. Those idealized perceptions make CMC hyperpersonal, exceeding FtF interaction in intensity (Kim, 2000). Examples of CMC that exceeds the levels of affection and emotion in FtF interaction can be easily found in virtual communities, on bulletin boards, in games, and in chatting. In particular, shared and common interests in virtual communities make users more active in their behaviors, and cause them to feel closer to other participants in CMC, notwithstanding that they share limited information about each other (Walther, 1996). 3. Collective Behaviors of Group Members Against the traditional deindividuation theory which argues that individuals behave in anti-normative way when they are thrown into a group, a few social psychology theories provide alternative perspectives. Among those theories, self-categorization theory (Turner, 1987) argues that once individuals become members of certain group, they define themselves in terms of group membership rather than individual beings. New identities as group members make people behave in congruent with their group norms rather than make them become anti-normative. After people categorize themselves into certain group, similarities among ingroup members are accentuated and they seek to favor their ingroup identity (Terry & Hogg, 2001). Social identity of the deindividuation effects (SIDE) theory (Postmes, 1998) also focuses on people's deprivation of awareness as idiosyncratic individuals in group settings, especially in virtual communities. One of the main purposes of the SIDE theory is to reconceptualize deindividuation phenomenon into something that can account for people's normative behaviors in a group. According to the SIDE theory, individuals who are deprived of their self-awareness as distinctive individuals tend to be more responsive to group norms. Therefore, it might be possible to say that deindividuation does not cause a loss of self-awareness, but rather it shifts a person's identity from an individual one to a collective one as a member of certain group (Postmes, 2002). According to self-categorization theory and SIDE theory, an individual in certain group changes his/her identity from idiosyncratic individuality to a group membership, and behaves in normative way to show respect to the group. The reason people behave in regulated ways is that they follow certain situational norms that are specific to the group they belong. The situational norms are considered appropriate and desirable only within the particular group setting, not outside of the group. Thus, even though members of certain groups do not follow the existing social norms within the group, they are not anti-normative or unregulated. They just replace their behavioral norms and rules of existing society with those of the group. In that sense, an individual's conformity to situational group norms is not consistent with the traditional deindividuation theory. Instead, it can be referred as depersonalization (Turner, 1987), a tendency to consider oneself as a member or representative of certain social groups rather as an individual with idiosyncratic characteristics who are bound by existing social norms (Postmes, et al., 1998). As mentioned earlier, individuals as group members have a common tendency to maintain their group by strengthening ingroup members' conformity to their group theme and norms. The group itself also has a mechanism pressuring its members to confirm to its norms and rules as a way of preventing the opprobrium of the group (Deutsch & Gerard, 1955). Conforming to the pressure might be considered as a willing expression of loyalty toward the group among the ingroup members, even though it might be looked oppressive to outside of the group. Such a strong cohesiveness and loyalty among members of certain group may increase the degree of attachment and attraction to the ingroup members, but may increase outgroup hostility (Postmes, et al., 1998). For example, a group of demonstrators marching to certain destinations to express their cause might feel high degree of hostility toward police troops who try to block them. Demonstrators have to express their opinion by marching on the public road, while cops have to ensure safe traffic on the road. When a group realizes that other group's behavior based on its own norm may cause harm to its ingroup activity, then both groups reject each other (Postmes, et al., 1998). Then, do virtual communities show the same kinds of collective behaviors as those of reality-based groups? In early CMC studies, the traditional deindividuation theory was directly applied to the behaviors of CMC participants. Thus, it was argued that the lack of social context cues and the weak sense of shared social norms lead online group members to be more aggressive and impulsive (Sproull & Kiesler, 1991). On the other hand, other studies emphasized positive effect of deindividuation in CMC. According to those studies, the lack of social context cues and deindividuation democratize power relationships among people and enables them to express themselves more openly through anonymity and depersonalization (Kim, 2000). Regardless of whether the effects are negative or positive, the characteristics of CMC, such as anonymity, limited social cues, and ability to assume a new identity have been considered to liberalize people from any kind of norms and boundaries (Postmes, et al., 1998). As more diversified CMC studies develop with time and the concept of deindividuation changes, the new research results show that individuals in a group setting behave normatively in congruent with specific group norms (Postmes, 2002). However, the degree of members' conformity with virtual community norms is expected to be stronger than that of the reality-based groups. In CMC environments where individuals have limited social context cues identifying each other, the idiosyncratic differences among group members might be even less than those of physical groups that are based on FtF communication. Thus, increased anonymity and decreased idiosyncrasy as individuals in CMC environments may tend to foster more sense of cohesion and attachment to ingroup members. Whether such inference can be supported or not is tested by an ethnographic study of a virtual community at the next chapter. Ethnographic Research of a Virtual Community The ethnographic research of virtual communities may be meaningful from both of the two theoretical frameworks addressed above. First, in interpersonal domain of analysis, most of the previous studies about CMC have been focusing on quantitative elements to explain the characteristics of CMC and its effects on interpersonal communication patterns. However, quantity of messages exchanged or length of time spent on conversation does not necessarily show whether there is a high degree of interpersonal interaction between communicators or not. There rises the necessity of studying content and quality of the interpersonal interaction in CMC. In addition, existing research of interpersonal interaction in CMC have been mainly focusing on the interpersonal communication free from situational or contextual influences. The quality and characteristics of communications can be varied according to communication types (one-to-one, one-to-many or group), the theme of communication, and the degree of communicators' participation (Kim, 2000). Second, there have not been enough empirical studies about deindividuation phenomenon and collective behaviors in cyber space. Virtual communities have different characteristics from those of the reality-based groups. So, it might be meaningful to explore distinctive attributes of virtual communities that result in unique group behavior patterns, rather than to apply existing research results of reality-based groups directly to virtual communities. As an exploratory step, this paper adopts a qualitative ethnographic approach to figure out unique attributes of virtual community members' communication patterns and behaviors. 1. Research Method The research presented in this paper is based on ethnographic research. Originally, ethnography refers to fieldwork, or the study of the distinctive meanings, practices and artifacts of particular human groupings (Lincoln & Guba, 1985). Ethnographers employ broad and structured participative, observational and interview methods. Ethnographic study of online communities might be fairly new concept compared to that of physical communities. However, according to Hamman (1996), there are a number of important benefits to conducting participant observation in online rather than in offline. Those benefits include ease of access to the sample population, the guarantee of physical safety and anonymity for the respondent, and the absence of travel costs. Another possible strength of conducting an ethnographic study on online communities is that the researcher's physical features do not affect those who are being observed as it might do in offline participant observation. There are also some negative aspects of doing participant observation online, such as the lack of observable physical cues and setting that often contain important data. The virtual community selected for this paper was set up by young Korean people who like comics and animation. The author had been a member of the community for a year from 2001 to 2002. Therefore, the author did ethnographic study as an observing-participant, who already has a position in the observed group before taking on the role of observer. For the protection of the group's privacy and the convenience of explanation, the community is named as 'community A'. Online communities that are based upon subcultures of Korea's young generation -comics, animation, idol stars or TV programs - attracted the author's attention because of their strong membership ties and strong affection to their own themes. Even though they look similar in their themes and activities, each virtual community has unique rules and culture distinct from other communities. Thus, to become new members of certain community, people have to go through initial period of adjustment such as learning their unique language, atmosphere or rules. In community A, the author spent a couple of months visiting its chat rooms, getting to know how things work, and finding main interests of the existing members to be fully accepted as a regular member. After two months, the author was recognized as one of the regular members in the community A. After accepted as a regular member, the author had been posting board messages such as review of comics or animation and participating in chat room conversation at least once a week. Through participation, observation and conversation with other members of the community A, the author tried to figure out the degree of interpersonal interaction among community members as well as collective behaviors in the community. More specifically, the way members of community A interact with each other and represent themselves in the community are used for indicating the degree of interpersonal interaction in the observed virtual community. Meanwhile, unique community norms and community members' behaviors toward the norms are observed to examine the members' collective behaviors in the virtual community. 2. Findings The findings of the ethnographic study of community A are divided into two sections based on different domains of analysis: interpersonal interaction among the community members and their collective behaviors in the community. Degree of interpersonal interaction in virtual communities Members of the community A turned out to have a high degree of interpersonal interaction with ingroup members. The hyperpersonal interaction among community members could be seen from the different ways they treated regular members and non-members. Once a person became a regular member after the process of building trust and gaining rapport with existing members, he/she was accepted and considered as a family member of the community. All the other members showed the new member much affection and tried to share as much information or valuable products related to the community's theme as possible. Every time a new accepted member uploaded certain message on the community board, reference rate as well as response rate became much higher than before he/she was accepted as a regular member. To receive unconditional affection and support from existing members, new comers were usually eager to be active in most of the community's activities. The more enthusiastic a member was, the more attention and support he/she could receive from other members. The degree of influence a member could exert on community operation and management also had something to do with how much effort and time he/she invested on the community activities. Most of the members of community A said that they felt included within their community or bonded to ingroup members even though they did not know much about each other. With such feelings of bonding, members could become kinder and nicer toward other members or more explicit in their emotional expression in community chatting times. According to one member of the community A, she became much kinder than usual in her conversation with other members when she was chatting with them. She said that she used a lot of emoticons or smiling faces during the conversation and that became more cheerful and affirmative toward other members to stimulate conversation. Another member of the community gave an interesting episode supporting that CMC setting can increase the degree of interpersonal interaction even more than that of the FtF communication. She said, "I happen to talk much to a guy whom I never met except in the virtual community. We become really good friends after many hours of chatting and I felt pretty sure that he must be a good person… We decided to meet face-to-face, but when we actually met, we were extremely shy and did not know what to say. In the conversation at the community chatting, we were like close friends who have known each other for years, but it was really awkward for me to see him face-to-face." Transition from an idiosyncratic individual to a group member Most members of the community A had their own virtual nicknames that were usually borrowed from their favorite comics or animation characters. They distinguished themselves from other members only with their virtual nicknames and even used them when they meet at offline meetings. However, they did not want to reveal their real selves during any kind of the community activities. They did not mention much about their real identities, nor reveal their age, jobs, or where they were living, etc. Unlike real organizations or groups in which people are treated based upon their social positions or personal profiles, members of the community A were evaluated and recognized by their knowledge about comics, animations and the degree of participations in diverse community activities. In case of member L, members of community A respected him only because he possessed a great amount of knowledge about animations and comics. L also participated every discussion opened by community A and uploaded more than five articles a day on community board as well. He served as a representative of the community A, and other members were always awed by his knowledge and enthusiasm. Most of the important decisions related to the community activities were followed according to his directions. The members of community A had a chance to meet at one of the offline meetings, and the member L turned out to be a high school student who was always at the bottom of his class. He told the author that he was more satisfied with his reputation and status in the virtual community than in his real life. One of the reasons why community members did not want to be recognized from their existing social identities was that they did not have positive attitudes toward their real social lives including their school lives. The student members of the community A usually thought that school did not know anything about them and going school was a waste of time. They hated to be regulated by school or family rules, which usually did not allow them to spend a great amount of time on chatting, writing articles about comics or animations they love, and searching for the information they wanted in cyberspace. By staying up almost every night and exchanging day lives with night lives, they showed that they did not want to be restricted by real society's rules and restrictions. While taking their real social lives less serious when they are in cyberspace, members of community A were enthusiastic in participating activities that were related to the community theme. Some instances could be found in chatting experiences. Once they started chatting, they stayed up all night talking about subjects such as who had seen more comics or animation, how certain comic might end eventually, what were the good things about certain comics, and how they could purchase comics or other licensed products, and so forth. Those were general issues that were brought up during chat sessions, but members wanted to show off their affinity toward certain comics or animation through explaining extreme details that cannot be caught easily. The enthusiasm toward the community theme also led to excessive consumption of products that were related to the community theme. Even though most of the members were students with limited financial resources, they were not afraid of paying huge amount of money for purchasing comics, animation tapes, DVD and laser disc, etc. One of the members, K, had strong affection for certain animation, that he bought almost every product related to it, such as original sound tracks, video games featuring the characters of the animation, film books, badges, stickers, and even parody comics of the original animation. He said that he had to spend most of the money he earned from working six days a week to buy what he wanted. Those products could not be found in usual markets, so members of the community A usually spent a lot of time on searching for the products they wanted in flea markets or websites dealing with products they wanted. If they could not find what they wanted in Korea, they even flew to foreign countries, such as Japan, where they could get the products. As predicted in both self-categorization theory and SIDE theory, the strong affection and loyalty toward ingroup sometimes led to hostility toward other communities that have different or conflicting opinion about the theme they cherished. In case of having discussions with other community members, members of community A rebutted other community members' critique toward their community theme in unison. Even within the same community, a member could be expelled or punished if he/she mentioned bad things about the comics or animation they loved. Critique, even though it was necessary for improvement of the community theme and community itself, was one of the strongest taboos and considered to be ruining harmonic atmosphere of the community A. Therefore, the community A wanted to play a role as a supporting group for its theme rather than a space for finding a better way to improve it though discussion and critique. As a supporting group for their theme, one of the most important community norms of the community A was confirming positive attitude and maintaining high degree of loyalty toward the theme. Another example of the tacit norm of the community A was that it was considered to be impolite to ask other members about their real-life identities, such as what they were doing for living, what school they were attending, or how they looked like, etc. Members were to be treated equally as long as they remained as members of the community and evaluated only from their activities within the community. Even though newly accepted members asked other members' social backgrounds, they could not receive satisfactory replies from the existing members. The author also tried to get personal profiles of other members of community A, but they usually showed indifferent attitude to any kind of question asking their real identities. By oppressing certain types of behaviors in implicit way, members of community A, including the author, learned not to disturb confirmative atmosphere within the community. In addition to such implicit norms regulating community members' attitude and behaviors, there were also explicit rules for consolidating its uniformity and membership. Community A applied strict rules that directed what members should do and should not within the community. The community A placed rules upon its members such as: 1) members should participate in community chat sessions at least once or twice a week; 2) members should upload articles at least once a week on the community board; 3) members should spend a certain amount of time a day at the community website; 4) members should not use impolite language toward other ingroup members, and if they do, they can be expelled from the community; and 5) members have obligations to protect valuable information or products from being misused, so they should not share them with others who are not the members of the community A without permission from community board members. If anyone wanted to be accepted as a community member, he/she had to strictly follow these rules. Even though someone was already a member of the community A, he/she could be expelled or punished if he/she did not follow those community regulations. Discussion The ethnographic study of virtual community A suggests some points that could help figure out interpersonal interaction and collective behaviors of the members of virtual communities. The discussion section, however, focuses more on virtual community members' collective behaviors in CMC based group settings. First of all, the phenomenon of deindividuation in virtual communities leads to community members' congruent behaviors with group norms rather than anti-normative behaviors. Limited social context cues in CMC setting of virtual communities seem to intensify deindividuation, since people in cyber space are more likely to be less sensitive about their or others' appearances or social status. Such characteristics of CMC diminishes even more of community members' self-awareness as individuals that are based on existing social values and norms, compared to physical group setting. In other words, the community members change their identities from individual beings to parts of the group they belong. Once included in the group, the members try to identify strongly with ingroup members and reinforce their group identity though coercive as well as voluntary measures. One of the ways to strengthen the group identity is to show a supportive and positive attitude toward the group theme, while not permitting negative attitude the theme. For that purpose, virtual communities use filtering systems or group rules that block their members' behaviors that could disturb harmonious atmosphere of the communities. The filtering system could be either ostracizing a member who presented negative opinion about the community theme or deleting posted messages containing controversial content. By observing the filtering procedure and receiving penalties, members of virtual communities become to learn what they should do or should not do. Thus, all the new members of virtual communities have adapt to the positive confirmation culture of their communities. In that sense, the tacit norms and atmosphere promoting positive confirmation toward its theme can have coercive power over community members. With certain degree of oppressive influence, virtual communities can make their members follow unique codes of conducts. Second, the fact that virtual community members behave in congruent with group norms may lead them to depend less on the existing social norms or rules. The demographic background or social status in real life is not important in virtual societies as long as community members are interested in the same theme and follow the community's norms. In that sense, online community could contribute to reducing social barriers that differentiate or segment people into varied levels according to their races, gender, age, jobs, social status, and even cultural differences. However, it does not necessarily mean that people can create a boundary-free world in cyber space. Instead, people build up different types of boundaries in cyberspace by moving out of existing social groups into virtual groups. Each virtual community has unique group theme and norms. However, norms that are used for supporting virtual communities' identities and themes could be different or even deviant from the existing norms regulating real world. Therefore, certain behaviors that are consistent with certain virtual community norms might be considered as anti-normative or rude outside of the community. For example, virtual community members may have different time concepts from that of the real world when they are spending time in cyberspace. Even though they have to go to school or work next morning, it is possible that community members stay up all night participating in community activities and be late for school or work. In that sense, online community members become to possess much more loosened and unregulated attitudes toward reality-based time concept while they are indulged in their virtual community activities. Third, the fact that virtual communities do not have to be bound by real world norms seems to attract young generation that does not want to be regulated by rules that are placed upon by society. Young people create their own virtual communities with unique subcultures where they could liberate their suppressed desires or interests that could not be expressed in their real lives. Community A was a typical cyber group that was set up by people who were eager to share their interests with others. The members of community A were interested in comics or animations, which were considered as harmful and unhealthy hobbies ruining their school lives from their parents' perspectives. Those student members spent much time on talking about how bad their classes were, how oppressive their parents had been toward them, or how they could forget about their unsatisfactory school lives. Most of them did not have high goals of life, such as entering good universities or becoming the people society wants them to be. For them, doing what they really enjoy right here and right now was the most important thing in their lives. Thus, virtual communities are the perfect space for those young people enjoying what they want without restrictions and rules from society. Fourth, strengthening ingroup ties may lead to divisive, prejudiced and discriminatory behaviors against the outer groups. As seen from the ethnographic study of the community A, the members showed extreme hostility toward any outer group that does not agree with their ideas or criticize the theme of the community A. The more are community members identified with their group theme and ingroup members, the more hostile and discriminatory attitudes they have toward other groups. One of the reasons behind such hostility toward outer groups may be virtual community members' strong belief that their community's identity can be maintained and strengthened only when their community theme is strongly supported by ingroup members. Since most of virtual communities are created and inspired by specific themes or interests, to lose ingroup members' support and enthusiasm toward those themes can be fatal to the very existence of virtual communities. Thus, virtual communities are concerned that their community themes may lose support ground if ingroup members are exposed to critique or negative opinions from outer groups. Finally, deindividuation that is intensified by limited social cues in CMC will lead to hyperpersonal interactions among community members. The hyperpersonal interaction in virtual communities can be explained by two reasons. On the interpersonal level of analysis, people have positive and active interaction with each other because of the fact that they could have totally different personalities in CMC. Due to anonymity and the lack of social context cues when engaging in CMC, a person can create a better and even idealized self in virtual communities. According to the hyperpersonal interaction perspective, the interpersonal interaction among those idealized or refined people tends to be more confirmative and affectionate. Conversely, on the group level, virtual community members' loyalty toward their group theme and norms seem to lead to hyperpersonal interaction. To support and reinforce their community itself and its theme, community members show affectionate feedback to other members who are doing confirmative behaviors that are congruent with the community norms. A virtual community's supportive atmosphere to its members' behaviors that are congruent with community theme is one of the strategies maintaining a unique ingroup identity that is distinctive from other groups. Members of virtual communities have much more confidence in their behaviors when their behaviors are consistent with the community norms, and such confidence lead to active and positive interaction among ingroup members. The discussion of the relationship between deindividuation and group norm-oriented behaviors as well as hyperpersonal interaction can be summarized in the following flow chart: Hyperpersonal interaction among ingroup members Lack of social cues in CMC settings Intensified Deindividuation -Hostile to outgroup -Deviant behaviors from existing society norms Congruent with ingroup norms Figure 1: The relationship between deindividuation and interpersonal/group behaviors of virtual community members Conclusion It is hard for an individual to be distinctively distinguished as a person when he/she is with many other people in a group. People in a group or large crowd can be anonymous, but it does not necessarily mean that they do not have any sense of self-awareness or identity. Instead, individual idiosyncrasies tend to be worn out and overwhelmed by a group theme or cause that all the group members share in common. Therefore, identity as a group member is amplified and is substituted for an identity as an individual in a group setting. Virtual communities - groups based in CMC settings – can experience intensified deindividuation of their members more than communities based on real world. Virtual communities with limited numbers of social context cues strip their members of their individual self-awareness as well as personal characteristics that are based on the real world. Lack of accessibility to the community members' real selves allows them to be easily exposed to a larger and common theme beyond individual differences. With the guidance of new identity as a group member and group norms, an individual behaves in confirmative and regulated way within virtual communities. One of the most unique collective behaviors in virtual communities is that their members tend to strengthen and protect their group identities by encouraging positive attitudes while restricting negative attitudes toward their community theme. Such atmosphere of upholding the community theme makes its members show strong affection and support toward other ingroup members whose behaviors are congruent with their community norms. Community members who receive support from other ingroup members become confident in their behaviors, which in turn stimulate other members' desire to be accepted and supported. Through the encouragement and filtering process, the reinforcement and maintenance of the community theme can be achieved. However, the community members' behaviors that are consistent with their cherished norms and themes are not necessarily harmonious with those in real world they are actually living in. 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