Research on the Migration of Children’s Experience from the Virtual World to the Real World

2011 ◽  
Vol 271-273 ◽  
pp. 1842-1845
Author(s):  
Jin Yan Hu ◽  
Hong Yu Feng ◽  
Jian Heng Lu ◽  
Yuan Yuan Li ◽  
Yan Cui Li ◽  
...  

For children, learning and life in virtual worlds are related to the real world. In the traditional research on education, we have considered how to make the experience of children in the real world migrate into the learning in virtual world. But there are little people discussing whether the experience of children in the virtual world will turn to migrate to the real world.

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.


1970 ◽  
Vol 4 (1) ◽  
Author(s):  
Richard L Gilbert

The P.R.O.S.E. (Psychological Research on Synthetic Environments) Project was established to investigate the psychology of 3D virtual worlds. Under the auspices of the project, a systematic program of in-world behavioral research is being conducted that addresses three core questions related to the psychology of 3D immersive environments: What are the characteristics of active participants in virtual worlds? Do the principles of psychology that operate in the real world also apply to the virtual world? Do experiences in the virtual world have the capacity to influence behavior and subjective experience in the real world? The current paper describes a series of studies that examine each of these questions and outlines future directions for the project. If projections for a highly populated, ubiquitously accessible (web-based), and seamlessly integrated (interoperable) network of virtual worlds are borne out, a new realm of psychological reality and interaction will have been created that will be increasingly important for behavioral scientists to investigate and understand.


Author(s):  
Ulrich Gehmann ◽  
Martin Reiche

In this article the authors are going to explore a tendency in virtual world design towards the creation of non-functionalized virtual worlds, i.e. worlds which only exist to exist without resembling any function in their design. They are going to show how this tendency is grounded in the ongoing process of formatization in the real world by introducing a 4-step model of de-functionalization and show which chances exist for these non-functional virtual worlds to affect the real world through the mental world conception of the user.


1970 ◽  
Vol 1 (2) ◽  
Author(s):  
Paul R Messinger ◽  
Xin Ge ◽  
Eleni Stroulia ◽  
Kelly Lyons ◽  
Kristen Smirnov ◽  
...  

What is the relationship between avatars and the people they represent in terms of appearance and behavior? In this paper, we hypothesize that people (balancing motives of self-verification and self-enhancement) customize the image of their avatars to bear similarity to their real selves, but with moderate enhancements. We also hypothesize that virtual-world behavior (due to deindividuation in computer-mediated communication environments) is less restrained by normal inhibitions than real-world behavior. Lastly, we hypothesize that people with more attractive avatars than their real selves will be somewhat more confident and extraverted in virtual worlds than they are in the real world. We examine these issues using data collected from Second Life residents using an in-world intercept method that involved recruiting respondents’ avatars from a representative sample of locations. Our quantitative data indicate that, on average, people report making their avatars similar to themselves, but somewhat more attractive. And, compared to real-world behavior, respondents indicate that their virtual-world behavior is more outgoing and risk-taking and less thoughtful/more superficial. Finally, people with avatars more attractive than their real selves state that they are more outgoing, extraverted, risk-taking, and loud than their real selves (particularly if they reported being relatively low on these traits in the real world). Qualitative data from open-ended questions corroborate our hypotheses.


Author(s):  
Tanja Adamus ◽  
Nadine Ojstersek ◽  
Axel Nattland ◽  
Michael Kerres

The chapter describes different possibilities for the design of learning assignments in virtual worlds with a special emphasis on Second Life. For this purpose, it relates to didactical requirements to obtain criteria for constructing learning assignments for different contexts and conditions. A difference has to be made between distinct forms of simple and complex learning assignments, which have to be solved in the virtual worlds, but serve for the attainment of learning objectives either from the real or the virtual world. Furthermore, it is possible to reach learning objectives concerning the virtual world by means of the real world. It becomes obvious, that the bounds between virtual worlds and the real world are blurring. The decision, whether learning assignments should be edited in virtual worlds, depends on to what extent an additional benefit compared with other (technical) solutions, can emerge in these contexts. For these purposes a closer consideration of virtual worlds‘ specific features becomes relevant.


Author(s):  
Lee Hwang

Virtual worlds have long been a gleam in the visionary’s eye: the essential concept of a virtual world may have originated with Pliny (Biocca & Levy, 1995). Much has been written about the impact of virtual worlds, both socially and economically, on their users. This chapter offers an overview of the economies of virtual worlds and the business impact of managing them. Against logic, virtual economies are closer to true market economies than any real world economy. They are also rapidly growing in size and value. With increasing attention from real world governments and tax authorities, virtual economies are stimulating changes in the business of virtual worlds. Virtual world operators have an opportunity to, through their responses, either preserve their investments and their businesses by ensuring a secure role for the market economies they have created, or face serious threats to their business as the real world interferes with virtual fun.


Proceedings ◽  
2019 ◽  
Vol 31 (1) ◽  
pp. 83
Author(s):  
Lasala ◽  
Jara ◽  
Alamán

During the last decade some technologies have achieved the necessary maturity to allow the widespread emergence of Virtual Worlds; many people are living an alternative life in them. One objective of this paper is to argue that the blending of real and virtual worlds has been happening for centuries, and in fact is the mark of “civilization”. This project presents a proposal to improve student motivation in the classroom, through a new form of recreation of a mixed reality environment. To this end, two applications have been created that work together between the real environment and the virtual environment: these applications are called “Virtual Craft” and “Virtual Touch”. Virtual Craft is related with the real world and Virtual Touch is related with the virtual world. These applications are in constant communication with each other, since both students and teachers carry out actions that influence the real or virtual world. A gamification mechanics was used in the recreated environment, in order to motivate the students to carry out the activities assigned by the teacher. For the evaluation of the proposal, a pilot experiment with Virtual Craft was carried out in a Secondary Educational Center in Valls (Spain).


2021 ◽  
Vol 17 (2) ◽  
pp. 109
Author(s):  
Xiaowei Huang

Second Life, one of the most popular of virtual world was invented by Linden Lab Corporation: its philosophical statement is that Second Life is 'a place where you can turn the pictures in your head into a kind of pixelated reality’ (Rymaszewski, 2007, p. iv). Second Life is, for many reasons to be considered in this essay, a representative example of the (offline/real) world. This paper will argue that virtual worlds such as Second Life are an extension of the real world. Two major questions were posed earlier in this essay: ‘Does the virtual world represent the real world?’ and ‘Is it a refuge for its participants from the real world’. We can answer these questions. First of all, the virtual world is an extension of the real world, because it is built from, and continues to make use of, ideas, meanings, identity categories, performances, narratives and values derived from the real world. Secondly, Second Life is clearly not, in the long term, a refuge for its participants from the real world. Second Life can be understood as a virtual place that allows people to have temporary fun; however, it is only for a moment or for a short period, because the relationship between the virtual and the real world is interpenetrated.


2014 ◽  
Vol 23 (7) ◽  
pp. 504-515 ◽  
Author(s):  
Jayasankar Ramanathan ◽  
Keyoor Purani

Purpose – The purpose of this paper is to help marketing scholars view virtual worlds as new product–markets and trigger serious investigations on consumer evaluation of brand extensions when a brand is extended from the real world to a virtual world and vice versa. Design/methodology/approach – The paper makes an extensive review of studies on virtual world. Further, it amalgamates understanding from well-established literature on consumer evaluation of brand extensions into the emerging virtual world understanding to conceptualize moderating influence of contexts – the real world context and a virtual world context – on how consumers evaluate brand extensions. Findings – Through logical arguments supported by existing literature, the paper provides 14 well-conceptualized propositions that argue that the real world and virtual world contexts moderate the well-established relationships in brand extension literature. It broadly proposes that the relationships between the consumer evaluations of brand extension and its known determinants are stronger in case of within-the-world extensions and weaker in case of across-the-world extensions. Research limitations/implications – The paper introduces to the marketing scholars an entirely new area of enquiry as it challenges the known brand extension knowledge when a brand is extended across the worlds. Practical implications – Marketers considering launching new offerings across the contexts of real or virtual world would have implications on whether to extend the brand or not. Originality/value – Virtual worlds have largely been construed in marketing literature as fictional worlds. There is not much explored in terms of virtual worlds as new product–markets. The study offers unique value in conceptualizing differences among within-the-world brand extensions and across-the-world brand extensions.


Author(s):  
Alessandra Gorini ◽  
Andrea Gaggioli ◽  
Giuseppe Riva

The present chapter illustrates the past and the future of different virtual reality applications for the treatment of psychological disorders. After a brief technical description of the virtual reality systems, the rationale of using virtual reality to treat different psychological disorders, as well as the advantages that the online virtual worlds offer to the promising field of the virtual therapy will be discussed. However, challenges related to the potential risks of the use of virtual worlds and questions regarding privacy and personal safety will also be discussed. Finally, the chapter introduces the concept of “Interreality”, a personalized immersive form of e-therapy whose main novelty is a hybrid, closed-loop empowering experience bridging physical and virtual worlds. The main feature of interreality is a twofold link between the virtual and the real world: (a) behavior in the physical world influences the experience in the virtual one; (b) behavior in the virtual world influences the experience in the real one. This is achieved through: (1) 3D shared virtual worlds; (2) bio and activity sensors (that connect the real to the virtual world); (3) mobile internet appliances (that connect the virtual to the real world).


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