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Peacekeepers Tips

Peacekeeper Tips

This month let’s take a look at "Grieving." Few users in Active Worlds have never experienced rude handling first or second hand. Most of us find insulting and derogatory comments in chat or plastered on objects as unacceptable and feel compelled to fight back.

“Harassment and assault are frequent infractions in virtual environs. London journalist Tim Guest, author of Second Lives: a Journey Through Virtual Worlds, estimated that "about 6.5 percent of logged-in residents" have filed one or more abuse reports in Second Life. By the end of 2006, he writes, Linden Lab, creator of Second Life, "was receiving close to 2,000 abuse reports a day."”  Aren't we glad we don't live in Second Life because it got a lot worse there over the last 4 years.


Crave Attention

Comparison of Allan Revich 3 Fundamental Needs Model with Abraham Maslow's hierarchy of needsLet's consider where this bad behavior originates. While quoting Maslow is a bit high brow, it allows us to create a frame of reference. People who revel in chaos are essentially insecure and they crave attention, any attention even negative attention. They do not belong and crave inclusion even if it involves the destruction of the very social inclusion they seek. Fortunately, we live in Active Worlds where a mediator exists in the form of the Peacekeeper. Peacekeepers are valuable but cannot be everywhere at once. It is the responsibility of every user to take care of a situation as much as possible before a PK gets involved.


Break the Cycle

Conflict is a cycle and familiar to anyone when the events get laid out graphically. Consider the example chat log and compare it to the Vicious Cycle diagram. This cycle expands and gets worse each time around. Peacekeepers see it all the time. Remember the picture and the next time you get involved in flaming you can decide to break the cycle.

Niceguy: Hello person I never met!
Badguy: *&%# you $@#!!

[Event] Niceguy gets a shock
[Chemical] Adrenalin rush evoking fight or flight
[Emotional Response] Niceguy is insulted and angry
[Decision] Niceguy decides to shoot back
[Action] Nice guy responds

Niceguy: Listen here you @#%$#@#! I am gonna #$%# your to a $%^&&!!
[Reaction] Badguy shoots back
Badguy: Oh yeah well your mother@!#$%%$$@#$%$!

And we are back at an event only its bigger now because of the preceding foundation. Within minutes we can get a flash crowd that shows up to watch the flame war. Eventually a PK puts out the fire.

But consider this:
Niceguy:  Hello person I never met!
Badguy: *&%# you $@#!!

Immigration Officer: Niceguy just left
Badguy: *&%# !

Or this one:
Niceguy:  Hello person I never met!
Badguy: *&%# you $@#!!
Nice guy:  I’m sorry but I am muting you…
Badguy: *&%# !
Niceguy:  If anyone found Badguy objectionable just mute him.

Immigration Officer: Badguy just left

The cycle ends with no PK involvement because Niceguy decided not to get involved and took action to simply not participate. The vicious cycle game is interesting and the only way to win is to not play. If these troubled individuals cannot create chaos in Active Worlds perhaps they will go away but don't count on it.



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