Affordances in Virtual World Learning Communities

Author(s):  
Jean-Paul Lafayette DuQuette

Since the 2000s, much has been made of the potential technological affordances of virtual world education and training. However, despite their potential utilization for useful simulations, virtual worlds are first and foremost open, social platforms. In this chapter, the author will explore both the technical affordances and the oft-ignored social affordances of virtual world learning groups. Drawing from the literature and over a decade of experience with learning communities in Linden Lab's Second Life, the author will use ethnographic data gleaned from participant observation in two very different learning groups to develop a basic taxonomy of technical and social affordances in avatar-based multi-user online environments. It is hoped that through the rubric provided, educators, researchers, and technology stewards will have a clearer understanding of both the possible benefits and the drawbacks of hosting learning communities in this environment.

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.


2012 ◽  
Vol 9 (2) ◽  
pp. 292-318 ◽  
Author(s):  
Débora Krischke Leitão ◽  
Laura Graziela Gomes

In this paper we propose to share our experience of ethnographic research in the virtual world Second Life. We intend to narrate our experience producing machinima the method we used to enter the field and interact with residents. The production of films from the software and or hardware of video games or other real-time 3D graphics programs is called machinima. Our goal here is to discuss the possibility of using machinima as a technique for obtaining, presenting and interpreting ethnographic data.


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.


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):  
Lia DiBello ◽  
Whit Missildine

Instructional design has not kept pace with the growth of the globalized knowledge economy. In the area of project management, a volatile global economy requires immersive learning and training exercises targeted to expert learners that have not yet been widely adopted. The authors developed a 16-hour, immersive collective learning experience for mid- to high-level project managers. The exercise was carried out in the Second Life Virtual Worlds platform and aimed to accelerate learning among participants. In addition, the authors tested a number of questions about the capacity of Virtual Worlds to be used for running complex, immersive learning and training. Results indicate that participants experienced high levels of engagement with exercise and, in the second iteration, were able to achieve goals within the exercise. Various technological breakdowns pointed to both the downsides as well as the opportunities for Virtual Worlds to be used for immersive rehearsal engagements.


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):  
Ivonne Citarella

The author focused her studies on the series of professional competences which have grown within virtual worlds, and which have been made possible thanks to two main peculiarities: the highly intuitive software and playfulness gaming. The research allowed to classify the various professions born within the Second Life virtual world, these have allowed also to become a viable economic opportunities in real life. In parallel with the observations on the dimension of “work” within Second Life, the author gave also attention to the relational and educational dynamics. The author decided to enact her sociological and didactical experiment in the occasion of the event Salerno in Fantasy, a yearly convention dedicated to the Fantasy world.


2011 ◽  
pp. 2535-2543
Author(s):  
John M. Artz

Virtual worlds, while not a new phenomenon, have come to the foreground of information technology in the past few years largely due to the growth of Second Life, a three dimensional, global virtual world that has captured the imagination of millions. This article provides some background on this virtual world phenomenon providing both a history and a classification of virtual world technology. It then focuses on Second Life discussing the application, technology, and social implications. Included in the discussion are some current initiatives such as the open source client and server projects and the implications of those initiatives. Finally, we provide some speculation on the future potential of virtual world technology as an extrapolation of the current trajectory.


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.


Author(s):  
Daniel Livingstone ◽  
Paul Hollins

It is well documented that virtual worlds today are applied in both educational and commercial teaching and learning contexts. Where virtual worlds were once the reserve of entertainment, they have now taken on a variety of roles as platforms for business meetings, simulation, and training and education. In this context, the integration and interoperability with both online and offline resources and technologies is important. In this paper, the authors review progress toward increased integration and interoperability from the first virtual world games to today’s virtual world platforms. This paper highlights opportunities that will arise from further improvements in the ability to create virtual world platforms, content and activities that are truly interoperable, as well as more significant challenges along the way.


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