scholarly journals Saving Second Life: Issues in Archiving a Complex, Multi-User Virtual World

2011 ◽  
Vol 6 (2) ◽  
pp. 89-108 ◽  
Author(s):  
Jerome McDonough ◽  
Robert Olendorf

Virtual environments, such as Second Life, have assumed an increasingly important role in popular culture, education and research. Unfortunately, we have almost no practical experience in how to preserve these highly dynamic, interactive information resources. This article reports on research by the National Digital Information Infrastructure for Preservation Program (NDIIPP)-funded Preserving Virtual Worlds project, which examines the issues that arise when attempting to archive regions from Second Life. Intellectual property and contractual issues can raise significant impediments to the creation of an archival information package for these environments, as can the technical design of the worlds themselves. We discuss the implication of these impediments for distributed models of preservation, such as NDIIPP.

1970 ◽  
Vol 4 (2) ◽  
Author(s):  
Patrick D. Allen ◽  
Chris C. Demchak

Virtual environments (VEs) such as Second Life or World of Warcraft can be more than entertainment; they also offer new ways to test concepts and prototypes, train employees, and anticipate actions of an opponent.  The U.S. military and other government organizations are applying VEs to support achieving training, operational, and rehearsal objectives.  Business enterprises are starting to use virtual realities to lower costs and increase capabilities.  This paper provides a systematic characterization and analysis of the features of VEs that improve organizational effectiveness.  The paper describes: first, the key elements of a virtual world; second, the Use Modes or methods by which virtual worlds can be used to achieve a wide range of business or military objectives; third, a categorization of the wide range of application areas to which VEs can be applied; and lastly, the current limitations, emerging opportunities, and future research recommendations for using VEs to achieve organizational objectives.  


2016 ◽  
Author(s):  
◽  
Peter J. "Asikaa" Cosgrove

Students who are inexperienced with multi-user virtual environments (MUVEs) such as Second Life can experience significant difficulties when first entering the virtual classroom. The unfamiliar paradigm of moving an avatar around a simulated Euclidean space can lead to disorientation, confusion, frustration and ultimately, a defeatist affect that leads to abandonment of the format. Overcoming these barriers-to-entry necessitates a foundational training course in which students can become efficacious in the basic use of virtual worlds. However, researchers have not fully established evidence-based best practices for the design of these training courses. Gamification, the process in which non-game activities are endowed with the typical attributes of a game, is a technique that has been empirically shown to improve motivation and satisfaction in such fields as education and the workplace. This study experimentally tested the effects of gamifying a virtual world familiarization course on self-efficacy, persistence, task skill and satisfaction. The results inform a theoretical model and substantive recommendations for the design of familiarization courses for virtual world learning programs.


2009 ◽  
Vol 1 (3) ◽  
Author(s):  
Nick Yee ◽  
Liz Losh ◽  
Sarah Robbins-Bell

By being an online journal, the JVWR allows for the inclusion of some pieces that might not otherwise fit a standard journal. This was the thought behind bringing together a group of virtual world scholars to discuss a series of questions and share their thoughts. Meeting in Second Life, Nick Yee (PARC), Liz Losh (UC Irvine), and Sarah Robbins-Bell (Ball State University) were gracious enough to share their thoughts on the study of virtual worlds culture.


2020 ◽  
Vol 13 (1) ◽  
Author(s):  
Jean-Paul Lafayette DuQuette

Linden Lab’s Second Life (SL) is well-known for its hands-off approach to user conflict-resolution. Although users are given tools to mute and block individual accounts as well as ban undesirable avatars from user-owned land, that does not prevent determined, malicious users from disrupting communities and harassing individuals. This case study focuses on two such malicious users exemplary of two specific types of malevolent virtual world actors: in-world griefers and online stalkers. As part of a decade-long ethnographic research project within the Cypris Chat English language learning community in SL, this paper utilizes data gleaned from notes on participant observation, semi-structured interviews, and first-hand encounters. It categorizes the disparate strategies these individuals have used over the years in their attempts to disrupt group cohesion, sow distrust between students and teachers, humiliate individuals, and foment an atmosphere of fear and anxiety. It then reviews the methods community members used to defend themselves from such attacks and analyzes the efficacy of these strategies. This study builds on our understanding of harassment in virtual worlds and acts as a cautionary tale for future virtual world educators and community leaders considering the development of their own online classes and groups.


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.


2019 ◽  
pp. 172-192
Author(s):  
Reza Ghanbarzadeh ◽  
Amir Hossein Ghapanchi

Three Dimensional Virtual Worlds (3DVW) have been substantially adopted in educational and pedagogical fields worldwide. The current study conducted a systematic literature review of the published research relevant to the application of 3DVWs in higher education. A literature search was performed in eight high-ranking databases, and following scrutiny according to inclusion criteria, 164 papers were selected for review. The systematic literature review process was summarized, reviews undertaken by the authors, and results about the applicability of 3DVWs in higher education were extracted. A wide variety of application areas for the 3DVWs in higher education were found, and were classified into five main categories. Various 3DVW platforms and virtual environments used for educational goals were also identified. The results revealed Second Life as the most popular 3DVW platform in higher education. This study also found that by using 3DVW technology a wide range of virtual environments and virtual tools have been designed and applied in teaching and learning for higher education.


Author(s):  
Christophe Duret

This chapter will propose an ontology of virtual environments that calls into question the dichotomy between the real and the virtual. This will draw on the concepts of trajectivity and ‘médiance' in order to describe the way virtual environments, with their technological and symbolic features, take part in the construction of human environments. This theoretical proposition will be illustrated with the analysis of Arcadia, a virtual environment built in Second Life. Finally, a mesocriticism will be proposed as a new approach for the study of virtual environments.


2012 ◽  
pp. 149-160
Author(s):  
Linda W. Wood

Higher education institutions are constantly challenged with the task of educating a technology savvy generation of students. Colleges must be able and ready to meet the needs of these digital-age students. What are the perceptions of college faculty of using virtual world technology as a teaching tool in the classroom? The purpose of this chapter is to explore how virtual world environments can be used as a faculty development tool in order to encourage the use of virtual worlds as a teaching tool in the classroom. This chapter references research from a mixed methods study exploring college faculty perceptions of the adoption of virtual world technology into the classroom, which in turn, provides insight to the willingness of higher education faculty to adopt this type of technology. In addition, the final section of the chapter includes a suggested guide on how to create a virtual world faculty development workshop based in Linden Lab’s Second Life.


Author(s):  
Hsiao-Cheng (Sandrine) Han

The purpose of this research is to improve the understanding of how users of online virtual worlds learn and/or relearn ‘culture' through the use of visual components. The goal of this research is to understand if culturally and historically authentic imagery is necessary for users to understand the virtual world; how virtual world residents form and reform their virtual culture; and whether the visual culture in the virtual world is imported from the real world, colonized by any dominate culture, or assimilated into a new culture. The main research question is: Is the authenticity of cultural imagery important to virtual world residents? This research investigates whether visual culture awareness can help students develop a better understanding of visual culture in the real world, and whether this awareness can help educators construct better curricula and pedagogy for visual culture education.


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