Empathy in online communities

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Authentic empathy giving help in an online forum to help an elderly person learn how to operate a new cell phone. Authenticity helping an elderly person use their cell phone.jpg
Authentic empathy giving help in an online forum to help an elderly person learn how to operate a new cell phone.

Empathy has been studied in the context of online communities as it pertains to enablers of interpersonal communication, anonymity, as well as barriers to online relationships, such as ambiguity, cyberbullying and internet trolling. The importance of this topic can not be underestimated as the landscape of online use drastically changed or evolved following the Covid-19 Pandemic of 2020 which forced many in the workplace, schools and even novice tech users into new and uncomfortable situations. This forced much more time spent and reliance on the virtual world, through our computers, phones, and tablets. Schools and workplaces moved online consumers also moved online for basic needs like grocery shopping, medical appointments and a host of new virtual services that impacted all generations.

Contents

In online communications context becomes very important in understanding of people and is foundational for empathy. The important role of context includes intrapersonal relationships or personal disposition the interpersonal that includes our interactions with family, peers, workplaces, and schools; and the environmental that includes how we move through our community.

For example, researchers Sameer Hinduja and Justin Patchin studied a national sample of 1,644 12- to 15-year-olds in the United States, and discovered that youth with higher levels of empathy were significantly less likely to cyberbully others. Cognitive empathy (understanding the feelings, or taking the perspective, of others) was linked to lower cyberbullying, while affective empathy (feeling or experiencing the emotions of someone else) was not.

Notably, it also has been found that on online health support communities members tend to exhibit higher levels of empathic concern. [1] [2]

Comparison/contrast with empathy in offline environments

A number of studies have explored the importance of empathy in offline settings. For example, one study found that mindfulness and acceptance-based behavioral approaches may have potential for increasing empathy in interpersonal relationships. [3] Other work has explored the link between fiction and empathy, suggesting that the experience-taking quality of fiction may increase empathy among readers. [1] [4] There is also evidence that individuals tend to more readily feel empathy for those that they view as similar to themselves. [5]

In online contexts, several researchers have pointed out that there are some key differences in how users interact online that may affect levels of empathy. For example, communication in online forum communities interact asynchronously, and are generally text-based rather than verbal communications. [6] Establishment of trust in online communities may also operate differently in online environments. [7] Furthermore, communications related interactions with others online might facilitate empathy while video or online gaming might negatively affect empathy. [8]

Enablers

Barriers

Related Research Articles

Flaming, also known as roasting, is the act of posting insults, often including profanity or other offensive language, on the internet. This term should not be confused with the term trolling, which is the act of someone causing discord online or in person. Flaming emerged from the anonymity that Internet forums provide cover for users to act more aggressively. Anonymity can lead to disinhibition, which results in the swearing, offensive, and hostile language characteristic of flaming. Lack of social cues, less accountability of face-to-face communications, textual mediation and deindividualization are also likely factors. Deliberate flaming is carried out by individuals known as flamers, which are specifically motivated to incite flaming. These users specialize in flaming and target specific aspects of a controversial conversation.

An internet relationship is a relationship between people who have met online, and in many cases know each other only via the Internet. Online relationships are similar in many ways to pen pal relationships. This relationship can be romantic, platonic, or even based on business affairs. An internet relationship is generally sustained for a certain amount of time before being titled a relationship, just as in-person relationships. The major difference here is that an internet relationship is sustained via computer or online service, and the individuals in the relationship may or may not ever meet each other in person. Otherwise, the term is quite broad and can include relationships based upon text, video, audio, or even virtual character. This relationship can be between people in different regions, different countries, different sides of the world, or even people who reside in the same area but do not communicate in person.

Interpersonal relationship define a social association, connection, or affiliation between two or more persons. They vary in degrees of intimacy, self-disclosure, duration, reciprocity, and power distribution. The main themes or purposes of the interpersonal relations are: family, kinship, friendship, love, marriage, business, employment, clubs, neighborhoods, ethical values, support and solidarity. Interpersonal relations may be regulated by law, custom, or mutual agreement, and form the basis of social groups and societies. They appear when people communicate or act with each other within specific social contexts, and they thrive on equitable and reciprocal compromises.

An online community, also called an internet community or web community, is a community whose members interact with each other primarily via the Internet. Members of the community usually share common interests. For many, online communities may feel like home, consisting of a "family of invisible friends". Additionally, these "friends" can be connected through gaming communities and gaming companies. Those who wish to be a part of an online community usually have to become a member via a specific site and thereby gain access to specific content or links.

Proxemics is the study of human use of space and the effects that population density has on behaviour, communication, and social interaction.

Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. While the term has traditionally referred to those communications that occur via computer-mediated formats, it has also been applied to other forms of text-based interaction such as text messaging. Research on CMC focuses largely on the social effects of different computer-supported communication technologies. Many recent studies involve Internet-based social networking supported by social software.

Expectancy violations theory (EVT) is a theory of communication that analyzes how individuals respond to unanticipated violations of social norms and expectations. The theory was proposed by Judee K. Burgoon in the late 1970s and continued through the 1980s and 1990s as "nonverbal expectancy violations theory", based on Burgoon's research studying proxemics. Burgoon's work initially analyzed individuals' allowances and expectations of personal distance and how responses to personal distance violations were influenced by the level of liking and relationship to the violators. The theory was later changed to its current name when other researchers began to focus on violations of social behavior expectations beyond nonverbal communication.

The uncertainty reduction theory, also known as initial interaction theory, developed in 1975 by Charles Berger and Richard Calabrese, is a communication theory from the post-positivist tradition. It is one of the few communication theories that specifically looks into the initial interaction between people prior to the actual communication process. The theory asserts the notion that, when interacting, people need information about the other party in order to reduce their uncertainty. In gaining this information people are able to predict the other's behavior and resulting actions, all of which according to the theory is crucial in the development of any relationship.

The social penetration theory (SPT) proposes that as relationships develop, interpersonal communication moves from relatively shallow, non-intimate levels to deeper, more intimate ones. The theory was formulated by psychologists Irwin Altman of the University of Utah and Dalmas Taylor of the University of Delaware in 1973 to understand relationship development between individuals. Altman and Taylor noted that relationships "involve different levels of intimacy of exchange or degree of social penetration". SPT is known as an objective theory as opposed to an interpretive theory, meaning it is based on data drawn from actual experiments and not simply from conclusions based on individuals' specific experiences.

Communication accommodation theory (CAT) is a theory of communication developed by Howard Giles. This theory concerns "(1) the behavioral changes that people make to attune their communication to their partner, (2) the extent to which people perceive their partner as appropriately attuning to them." The basis of the theory lies in the idea that people adjust their style of speech to one another. Doing this helps the message sender gain approval from the receiver, increases efficiency in communication between both parties, and helps the sender maintain a positive social identity. This theory is concerned with the links between language, context, and identity. It focuses on both the intergroup and interpersonal factors that lead to accommodation, as well as the ways that power, macro and micro-context concerns affect communication behaviors. Accommodation is usually considered to be between the message sender and the message receiver, but the communicator also often accommodates to a larger audience – either a group of people that are watching the interaction or society in general.

Online disinhibition effect is the lack of restraint one feels when communicating online in comparison to communicating in-person. People feel safer saying things online which they would not say in real life because they have the ability to remain completely anonymous and invisible behind the computer screen. Apart from anonymity, other factors such as asynchronous communication, empathy deficit, or individual personality and cultural factors also contribute to online disinhibition. The manifestations of such an effect could be in both positive and negative directions. Thus online disinhibition could be classified as either benign disinhibition or toxic disinhibition.

Interpersonal deception theory (IDT) is one of a number of theories that attempts to explain how individuals handle actual deception at the conscious or subconscious level while engaged in face-to-face communication. The theory was put forth by David Buller and Judee Burgoon in 1996 to explore this idea that deception is an engaging process between receiver and deceiver. IDT assumes that communication is not static; it is influenced by personal goals and the meaning of the interaction as it unfolds. The sender's overt communications are affected by the overt and covert communications of the receiver, and vice versa. IDT explores the interrelation between the sender's communicative meaning and the receiver's thoughts and behavior in deceptive exchanges.

<span class="mw-page-title-main">Social information processing (theory)</span>

Social information processing theory, also known as SIP, is an interpersonal communication theory and media studies theory developed in 1992 by Joseph Walther. Social information processing theory explains online interpersonal communication without nonverbal cues and how people develop and manage relationships in a computer-mediated environment. Walther argued that online interpersonal relationships may demonstrate the same or even greater relational dimensions and qualities (intimacy) as traditional face-to-face (FtF) relationships. However, due to the limited channel and information, it may take longer to achieve than FtF relationships. These online relationships may help facilitate interactions that would not have occurred face-to-face due to factors such as geography and intergroup anxiety.

The hyperpersonal model is a model of interpersonal communication that suggests computer-mediated communication (CMC) can become hyperpersonal because it "exceeds [face-to-face] interaction", thus affording message senders a host of communicative advantages over traditional face-to-face (FtF) interaction. The hyperpersonal model demonstrates how individuals communicate uniquely, while representing themselves to others, how others interpret them, and how the interactions create a reciprocal spiral of FtF communication. Compared to ordinary FtF situations, a hyperpersonal message sender has a greater ability to strategically develop and edit self-presentation, enabling a selective and optimized presentation of one's self to others.

Social presence theory explores how the "sense of being with another" is influenced by digital interfaces in human-computer interactions. Developed from the foundations of interpersonal communication and symbolic interactionism, social presence theory was first formally introduced by John Short, Ederyn Williams, and Bruce Christie in The Social Psychology of Telecommunications. Research on social presence theory has recently developed to examine the efficacy of telecommunications media, including SNS communications. The theory notes that computer-based communication is lower in social presence than face-to-face communication, but different computer-based communications can affect the levels of social presence between communicators and receivers.

<span class="mw-page-title-main">Interpersonal communication</span> Exchange of information among people

Interpersonal communication is an exchange of information between two or more people. It is also an area of research that seeks to understand how humans use verbal and nonverbal cues to accomplish a number of personal and relational goals.

Cyberbullying or cyberharassment is a form of bullying or harassment using electronic means. Cyberbullying and cyberharassment are also known as online bullying. It has become increasingly common, especially among teenagers, as the digital sphere has expanded and technology has advanced. Cyberbullying is when someone, typically a teenager, bullies or harasses others on the internet and other digital spaces, particularly on social media sites.

Emotions in virtual communication differ in a variety of ways from those in face-to-face interactions due to the characteristics of computer-mediated communication (CMC). CMC may lack many of the auditory and visual cues normally associated with the emotional aspects of interactions. Research in this area has investigated how and when individuals display and interpret various emotions in virtual settings.

Bullying is abusive social interaction between peers can include aggression, harassment, and violence. Bullying is typically repetitive and enacted by those who are in a position of power over the victim. A growing body of research illustrates a significant relationship between bullying and emotional intelligence.

In psychology, interpersonal accuracy (IPA) refers to an individual's ability to make correct inferences about others’ internal states, traits, or other personal attributes. For example, a person who is able to correctly recognize emotions, motivation, or thoughts in others demonstrates interpersonal accuracy. IPA is an important skill in everyday life and is related to many positive social interaction outcomes.

References

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