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Action cues in literature

 

Action cues we are going to discuss in this article  is not found in the literature on face-to-face nonverbal communication, and for good reason: actions that take place during a conversation (such as stubbing one’s toe or putting a book away on a shelf) may have little to no communicative function, or at least no function beyond being part of the environment or demonstrating that an interlocutor’s attention is divided. It is also possible that actions may be so situationally-based that to study them directly would prove extremely difficult.

These actions may not be a form of communication in face-to-face interactions, they are encoded in online conversations using the same marking systems as those used for kinesic and some vocalic cues. Because these actions are specifically encoded into text and marked off in the same way as body language, they may serve a similar function to the forms mentioned above. Even if their function is significantly different from more traditional kinesic and vocalic cues, the fact that they appear in the same marking systems makes it seem prudent to include them in this study.

The action cues under consideration here fall within the “specially-marked cues” group of internet forms. As mentioned above, these forms can convey facial expressions such as grinning or glaring or vocalic cues such as snickering or growling, but while there are sometimes similar forms of other types (the emoticon ‘:)’, for example) for these kinesic and vocalic cues, actions have only been found in these types of online forms.

There are a few different systems for marking these cues (described above; these forms include the double colon, the asterisk, and the bare form), but all of them can be used to mark actions of any kind that the speaker wishes to convey. For example, if the speaker wishes to convey a simple gesture, such as waving, he or she may type ‘*waves*’ or ‘::waves::’. However, unlike other forms, which are used often and may be conventionalized to some extent, these systems seem to allow for productive creation of action cues: a speaker may not only wave, he or she may use these systems to run into a lake, set the other speaker on fire, or dance around his or her room singing. Of particular note is that though it is possible that many of the more conventional online forms might refer to an actual action taking place (it is possible, though maybe unlikely, that when a speaker types ‘LOL’, he or she is literally laughing out loud while typing), these action cues can refer to actions that clearly cannot take place while the speaker is typing (for example, skipping merrily around a room) or that might not be able to take place at all (e.g. curling up in a ball with his/her nose under his/her tail).

A possible way to approach these action cues might be to consider them movements of a virtual persona, similar to a character in an online game (indeed, it seems likely that many of these marking systems evolved from various online gaming systems), and, given that these actions are marked exactly like other actions more traditionally covered under the umbrella of nonverbal behavior (such as smiling or grumbling), this virtual persona might also be a useful way of approaching the other nonverbal behavior outlined above.

Unfortunately, though there are some older studies that examined the online games that used similar action systems to those found today in other contexts online, studies of these cues as they are now are close to nonexistent and do not appear as the sole focus of studies. Some studies mentioned above include these types of action cues (such as Danet et al, 1997; Stevenson, 2000; and Utz, 2000), but the interesting variation on these cues and how they do or do not relate to nonverbal behavior has not been extensively explored.

One question that might be asked at this point is why, exactly, studying the links between traditional nonverbal communication literature and computer-mediated communication is important and how knowledge of such a correlation will improve and enrich our current knowledge. The most obvious benefits of comparing nonverbal communication and online forms are those to the study of computer-mediated communication. First, nonverbal communication provides a good, solid grounding in linguistic and related fields, giving studies of online forms a strong place to start. In addition, given how similar these online forms appear to be to text versions and names of various nonverbal behaviors, it is likely that nonverbal behavioral studies will, in fact, help to explain (or begin to explain) much of these online forms. In a more sociolinguistic direction, relating nonverbal communication literature to computer-mediated communication also links this area to studies of identity (shown in online discourse in everything from screennames and personal pictures to word choice), as well as language variation (where the choice of different forms of action cues, internet abbreviations, and other online forms might now or someday constitute a kind of online dialect), language socialization (as “newbies” or users new to an online community of some kind slowly learn what online forms are used by that community through discourse with more experienced members of the community), and other sociolinguistic concerns.

There are other linguistic benefits from studying these topics. One obvious result is a better understanding of the forms that are used online - what forms are possible and, perhaps someday, why certain structures (such as using the third person in action cues) are used and not others. In addition, as these forms begin to make their way back into language that is not used online (e.g. the use of emoticons in advertisements, internet abbreviations in newspaper articles, or even action cues in face-to-face conversation), knowing how they were used and what was possible in their “original” context online helps us to think about how they are being used in their newer, wider contexts.

Finally, there are some more general benefits to studying online forms from a nonverbal communication viewpoint. One of these benefits is that such a study should back-inform on nonverbal communication. For example, there is still some question as to how conscious people are of their own facial expressions and those of others. Seeing what facial expressions are encoded as online forms helps to address this issue, as those expressions that are encoded into an instant message conversation are likely to be salient to the interlocutors. The same goes for other nonverbal behaviors - vocalic cues such as snorting or growling are probably quite salient and at least occasionally produced and understood quite consciously considering the frequency with which they are produced and understood in online conversations, however subtle shifts in posture and stance might not be quite so salient to the participants in a conversation, as these cues are never deliberately encoded online (another, related question pertains to how important these cues might actually be to face-to-face communication if stable friendships and communities can be built online without use of these and many other subtle nonverbal cues). Lastly, studies of these online forms and the roles they fill with respect to online friendships, communities, and communication more generally help to confirm the importance of these online forms of socialization, legitimizing an activity that has become an important part of many people’s social lives, but which is still considered by many to be silly or shallow.

Bibliography:

1.     Stevenson, J. (2000). The language of internet chat rooms. Accessed at: http://www.demo.inty.net/ Last access: June 2, 2008.

2.     Utz, S. (2000). Social information processing in MUDs: The development of friendships in virtual worlds. Journal of Online Behavior, 1(1).