Communication is much more than the spoken word!

Friday, July 29, 2011

Improving Intercultural Communication through Virtual Reality


Our textbook offers very interesting and useful information regarding the way various aspects of nonverbal communication vary between cultures.  For example, in the area of proxemics, which is the understanding of the parameters of personal space, textbook author Fred Jandt (2010) explains that an Arab might enter an elevator and stand within touching distance of another person even if there is no one else inside (p. 114).  This would be considered rude, aggressive, or even flirtatious to an American when, in reality, the Arab just has a different concept of personal space. Another example Jandt (2010) uses is with the application of silence.  The Chinese remain silent if they agree with you while Americans remain silent primarily when they disagree but don’t want to be offensive (p. 119).  These and other cultural differences in non-verbal communication are important pieces of information for someone who desires to be an effective communicator with those of other cultures. While it is possible to gain knowledge about the non-verbal traits of others via formal means of information gathering, there exists another, informal channel: the world of virtual reality.

Through online gaming and virtual simulations, people of many cultures have a chance to interact electronically rather than physically. Whether these gatherings are for the purpose of temporary activities in online role playing or through the more time consuming, life emulating, immersive avenue of synthetic worlds, people from all over the globe intermingle in a non-threatening environment. They choose and/or create virtual representations of themselves in the form of an avatar. This animated character generally reflects characteristics that exist in or that are desired by the individual represented.  The avatar may look like any ethnicity, gender, body type, and so forth. It may be bold, shy, outspoken, reserved, aggressive, passive, or any number of other personalities depending upon the preference of the individual and the parameters of the game itself.        

In these “worlds” there are tools already in place for use by the avatars that could be easily adapted to promote better understanding of cultural variations in verbal and non-verbal communication.  For example, when a virtual character needs to select an object, an article of clothing, or even a physical gesture to use during play, it would be very easy to integration cultural generalities in the coding.  The game could be written in such a way that it “understands” the significance of proximity, touch, movement, silence, etc., to the cultures of the individual players.  The game itself would learn the culture, or professed culture, of the individual during the registration process when the player enters his or her personal information.  Then, when a player from one culture selects a gesture or a movement, chooses to move closer to another player, or chooses not to answer another player, the game could warn or advise the player as to meaning their selection has in the culture of their opponent.  The game could advise the player, “Warning – the forefinger-to-thumb gesture that you have selected, which you believe means ‘okay’, is more offensive than the raised middle finger in the culture of your opponent” (Jandt, 2010, p. 119).  Or, the game could ask, “You have failed to respond to the comment made by your opponent which your opponent will believe signifies disapproval or disagreement.  If that is not your intent, please type a response to your opponent now.” On the flip side, it could say to the opponent, “The other player has remained silent in answer to your comment.  In his culture, this indicates agreement.  If you wish to confirm this, click here....”

These types of messages in the virtual world may seem cumbersome and counterproductive to the intent of the game, however, the benefit they offer in improving communication between real worlds is invaluable.  With the misunderstandings, stereotypes, and outright prejudices that exist in this world, it can be dangerous to have tempers flare over perceived insults.  There are individuals who believe in shooting first (or cutting off a hand or head first) and asking questions later, if at all. Violence can erupt long before there is a chance to clear up innocent, cultural miscommunications. As the players learn the rules of non-verbal communication in the various cultures, the messages will become less and less necessary and the fun of the game can continue without the unintentional insults that would otherwise be present.

Just imagine the possibilities that exist for improved diplomatic relationships through the use of this type of technology.  Children could learn effective intercultural communication through the use of fun activities and would rarely have to face the same communication challenges that currently exist in our world.  The possibilities are endless, but there are limitations.  There will always exist those whose own prejudices or traditions make them less receptive and less respectful of the customs and traditions of other cultures.  There are also cultures which do not accept or have access to this type of technology.  However, these limitations should not hinder the use of the technology for the improvement of intercultural relationships.  Knowledge is power, and intercultural knowledge can have wide-reaching, positive impacts on our society and in promoting world peace.
References
Jandt, F. E. (2010). An introduction to intercultural communication: Identities in a global community (6th ed.). Thousand Oaks, CA: Sage. Retrieved March 6, 2011, from http://coursesmart.com/ 9781412970105/firstsection

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