<story><title>Video chats short-circuit a brain function essential for trust?</title><url>https://www.cbc.ca/news/business/zoom-trust-business-pandemic-1.5628638?cmp=rss</url></story><parent_chain></parent_chain><comment><author>havelhovel</author><text>Before this article influences more discussion, I want to point out that it provides no research relevant to the claim that &amp;quot;video chats short circuit a brain function essential for trust.&amp;quot;&lt;p&gt;The only research cited show that face-to-face contact is more effective at soliciting donations than email [1], that non-verbal cues are important for feeling trust [2], something about sunglasses affecting theory of mind, and (ironically) that credibility assessments are stronger &lt;i&gt;without&lt;/i&gt; visual cues [3]. The only sentence that actually applies to video chat is Frances Westley&amp;#x27;s complaint that &amp;quot;the quality...and satisfaction of the interaction...is diminished.&amp;quot;&lt;p&gt;1: &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;www.sciencedirect.com&amp;#x2F;science&amp;#x2F;article&amp;#x2F;abs&amp;#x2F;pii&amp;#x2F;S002210311630292X&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;www.sciencedirect.com&amp;#x2F;science&amp;#x2F;article&amp;#x2F;abs&amp;#x2F;pii&amp;#x2F;S00221...&lt;/a&gt;&lt;p&gt;2: &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;journals.sagepub.com&amp;#x2F;doi&amp;#x2F;abs&amp;#x2F;10.1177&amp;#x2F;0956797612448793&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;journals.sagepub.com&amp;#x2F;doi&amp;#x2F;abs&amp;#x2F;10.1177&amp;#x2F;095679761244879...&lt;/a&gt;&lt;p&gt;3: &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;www.hindawi.com&amp;#x2F;journals&amp;#x2F;jcrim&amp;#x2F;2013&amp;#x2F;164546&amp;#x2F;&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;www.hindawi.com&amp;#x2F;journals&amp;#x2F;jcrim&amp;#x2F;2013&amp;#x2F;164546&amp;#x2F;&lt;/a&gt;</text></comment>
<story><title>Video chats short-circuit a brain function essential for trust?</title><url>https://www.cbc.ca/news/business/zoom-trust-business-pandemic-1.5628638?cmp=rss</url></story><parent_chain></parent_chain><comment><author>tzs</author><text>&amp;gt; In-person encounters are crucial for establishing trust and building successful teams, according to research&lt;p&gt;Sources of many counterexamples: EverQuest, World of Warcraft, Warhammer Online, Dark Age of Camelot, Rift.&lt;p&gt;In all of these games numerous groups of people who have never interacted with each other in person have formed long term successful trusting teams.&lt;p&gt;EverQuest in particular in its first several years required a lot of teamwork to reach the highest level content, with each team member having to put in effort equivalent to a full time job. EverQuest had a huge &amp;quot;death penalty&amp;quot; compared to pretty much every MMORPG since, with a death sometimes wiping out days or even weeks of advancement and preparation.
It was designed so that you could do very little solo or even in small groups at the high end so you had to rely upon and trust your teammates.&lt;p&gt;Later MMORPGs toned it down a bit compared to EverQuest [1], but they still all had things that greatly benefited from successful trusting teams, and those teams formed in all of them.&lt;p&gt;[1] As did EverQuest itself. In fact, EQ today is actually a quite fun and interesting game to play solo. On a free play account you can reasonably get a character up to around level 50 solo, which was the limit in original EQ, and that solo character will be able to do a large fraction of what had been the high end content back in the day. On a paid account, which opens up access to more abilities, you can easily solo into at least the 80s or maybe 90s (115 is the current max level).</text></comment>