Novice Users’ Self-Presentation Strategies in Second Life: A Case Study

2014 ◽  
Vol 4 (1) ◽  
pp. 17-25
Author(s):  
Mark Mabrito
2015 ◽  
Vol 5 (1) ◽  
pp. 53-70
Author(s):  
Kiyomi FUJII

This study discusses language learning and identity, particularly pertaining to intermediate-advanced-level Japanese-language learners, focusing on their target language and identity expression through their interactions with peers and Japanese college students. When learners of Japanese express their identities while interacting with others in their target language, they feel a gap between the self-image they want to present, and the image they are capable of presenting in Japanese (Siegal, 1994, 1995, 1996). Along with adjusting their L1 and L2 usage depending on their interlocutor (Kurata 2007), learners also use different sentence-ending styles depending on the role they want to assume (Cook 2008). By conducting a case study, the present inquiry attempts to address how learners of Japanese express their identities through blog conversations, focusing on their language choice and expressions. Results suggest that participants use the formal endings for self-presentation and projection of their student and classmate identity. However, when expressing emotion some students preferred informal endings, or sentence-final particles.


Romanticism ◽  
2018 ◽  
Vol 24 (2) ◽  
pp. 191-202
Author(s):  
Susan Civale

The posthumously published Memoirs of the Late Mrs. Robinson (1801) has been read as a final – but flawed – attempt to defend the conduct and rescue the reputation of the notorious actress, poet, and one-time royal mistress, Mary Darby Robinson (1758–1800). Narrating her life as a pathetic tale of transgression and suffering, the Memoirs seems destabilised by inconsistencies in structure and gaps in content which are often discussed by modern critics as shortcomings: evidence of self-censorship, ‘confused’ intentions, or an inability to fashion an acceptable feminine persona. However, these so-called shortcomings may comprise a nuanced strategy of self-presentation designed to evoke curiosity and sympathy. Robinson's Memoirs was reprinted throughout the nineteenth century, spurring numerous novels, mini-biographies, and periodical articles. By examining nineteenth-century responses to the Memoirs, this essay argues for Robinson's life writing as innovative and influential, and gestures to the benefits of extending the traditional ‘edges’ of Romanticism in terms of both genre and period.


Author(s):  
Scott Grant ◽  
Rosemary Clerehan

<span>For the second-language learner, the affordances of a virtual world have the potential to confer benefits conventionally aligned with real world experiences. However, little is known about the pedagogical benefits linked to the specific characteristics of the virtual world, let alone the issues arising for staff hoping to assess students' participation in these worlds. This case study is based on a two-part assignment in a first-year Chinese unit at an Australian university, exploring the virtual world assessment practices of one lecturer. The findings, while suggesting the strengths of the assessment regime with respect to many of the affordances and to alignment with policy, highlight deficient aspects of the design and implementation processes which can relatively easily be addressed. The case study reveals the critical importance of sufficient scaffolding and support, feedback and appropriate communication of students' achievement to them in order to promote further reflection.</span>


Author(s):  
Kae Novak ◽  
Chris Luchs ◽  
Beth Davies-Stofka

This case study chronicles co-curricular activities held in the virtual world Second Life. The event activities included standard content delivery vehicles and those involving movement and presence. Several international content experts were featured and allowed students to meet and discuss ideas on a common ground with these experts. When developing these events, the researchers wondered, could an immersive learning environment be provide a deeper level of engagement? Was it possible to have students do more than just logging in? During the events, the students discovered a whole new way of learning. Chief among their discoveries was the realization that in these virtual world educational events, students, scholars, and faculty can all be mentors as well as learners. In virtual worlds, the expert-on-a-dais model of teaching is rapidly replaced by a matrix of discussion, collaboration, and movement that quickly generates a pool of ideas and knowledge.


Author(s):  
Melissa D. Hartley ◽  
Barbara L. Ludlow ◽  
Michael C. Duff

Second Life®, an online virtual world, is currently used at West Virginia University for simulation activities and role-playing exercises in teacher education programs in special education. The purpose of this chapter is to describe a design experiment in a pilot case study, explain the rationale for using virtual reality, describe how learning activities were developed, implemented, and evaluated, discuss plans for future research and practice, and offer suggestions for using virtual simulations in other teacher education programs.


Author(s):  
Susan Martin Meggs ◽  
Sharon Kibbe ◽  
Annette Greer

This chapter provides a comprehensive case study to demonstrate the longitudinal development of online pedagogy for higher education through a lens of interior design. The chapter presents constructivist theory as a guiding pedagogical framework for the creation of learning environments within Second Life (SL) virtual reality. Details of the rigorous process of incorporation of SL, as an enhancement to a traditional course with a laboratory component, is presented to validate the integrity of the scholarship of teaching and learning undertaken in the exemplar case study. The concluding components of the chapter review the iterative process of course outcome evaluation compared to course and accreditation standards to further demonstrate the educational value of virtual reality as an environment for learning.


Author(s):  
Sara Steffes Hansen

This case study uses multiple qualitative methods to examine cultural meanings of virtual goods in a virtual world or Massively Multiplayer Online Game (MMOG) with consumer marketing promotions. Through participant observation, avatar hair emerged as a key virtual good. Symbolic displays in social interaction showed different meanings and uses for types of hair available to users, including high-status rare hair, and versions aligned with marketing promotions and real-world brands. Study of online artifacts examined user-generated content, such as user forums and machinima. The long interview method subsequently was employed to gather insight from users. Findings demonstrate how different data from these online methods provide rich meanings for avatar hair related to symbolic interactionism and self-presentation. Methods explore co-production among users, platform, and marketing efforts. Cultural meanings, user self-displays, and corporate influences related to avatar hair are presented. Avatar hair emerged as a status artifact that often revealed levels of social skills or wealth in this virtual culture, at times connected with marketing promotions relevant outside of the virtual world. Methodological implications are explored for avatar-based participation, artifacts from social networking and other technologies, and ethical approaches.


Author(s):  
Jeremy O. Turner ◽  
Janet McCracken ◽  
Jim Bizzocchi

This chapter explores the epistemological, and ethical boundaries of the application of a participant-observer methodology for analyzing avatar design in user-generated virtual worlds. We describe why Second Life was selected as the preferred platform for studying the fundamental design properties of avatars in a situated manner. We will situate the specific case study within the broader context of ethnographic qualitative research methodologies, particularly focusing on what it means to live – and role-play - within the context that one is studying, or to facilitate prolonged engagement in order to have the research results accepted as trustworthy or credible (Lincoln & Guba, 1985). This chapter describes a case study where researchers can extract methods and techniques for studying “in-world” workshops and focus groups. Our speculations and research questions drawn from a close analysis of this case study will illuminate the possible limitations of applying similar hybrid iterations of participation-observation tactics and translations of disciplinary frameworks into the study of user-generated content for future virtual world communities. Finally, we will review the broader epistemological and ethical issues related to the role of the participant-observation researcher in the study of virtual worlds.


2016 ◽  
Vol 9 (2) ◽  
Author(s):  
Barbara Maria Mitra ◽  
Paul Golz

Virtual worlds (VWs) provide an environment to understand and explore notions of gender and identity, particularly given the ability for users to experiment with gender in online worlds. Our study analyses gender identity using the virtual space of Second Life (SL) to explore experiences and responses to gender in an avatar. We introduced 46 novice users to the VW of SL in order to see if real life gender influenced their choices of avatar. Participants selected the gender of their original avatar and once they were used to SL, they were then asked to change the gender of that avatar. We used mixed methods research consisting of paper based questionnaires (n=34) and focus groups (n=46) conducted in SL. Nearly all participants chose an initial avatar that reflected their real-life gender with females (n=22) reporting higher levels of identification with this initial avatar. Females were significantly more concerned with the gender-specific appearance of their initial avatar. On swapping gender, females reported higher levels of discomfort and many changed back before 7 minutes. Males (n=24) did not report significant discomfort with their changed-gender avatar and did not revert back to their original avatar as quickly. Our findings suggest that female participants in this study tended to reinforce gender binaries through such things as clothing, hairstyles and behaviors of their avatars. Male participants were less likely to experience discomfort through changing the gender of their avatar (with the males noting they still perceived an avatar with a female appearance as male).


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