scholarly journals Do As We Do, Not As You Think: The Effect of Group Influence on Individual Choices in a Virtual Environment

2013 ◽  
Vol 6 (1) ◽  
Author(s):  
Phil Kraemer

Second Life (SL) is a virtual world application that enables users to create virtual representations of themselves and interact with other users. SL is increasingly being used to study important psychological questions. The current project sought to replicate within SL Asch’s (1951) classic finding of group influence, in which participants often respond in accordance with choices expressed by other members of a group, regardless of the accuracy of those choices. Participants were given a series of perceptual judgment trials, in which they chose one of three stimulus alternatives that matched the length of a target stimulus. Participants were tested either alone or with three other confederate avatars whose choices were predetermined by the experimenter. On two of the trials, confederate avatars unanimously chose incorrectly before the actual participant made their choice. Results showed that on these trials participants were significantly more likely to choose in accord with the confederate’s choices, relative to participants tested as single avatars. The results generally support earlier research on group influence and extend these findings to a virtual world environment.

Author(s):  
Yungang Wei ◽  
Xiaoye Tan ◽  
Xiaoran Qin ◽  
Xiaohang Yu ◽  
Bo Sun ◽  
...  

The use of 3D virtual technology in cultural transmission has been more and more innovative and popular in the recent years. Meanwhile, with the high interactivity, experience of virtual technology deeply rooted in the people's hearts, the use of 3D virtual world in cultural transmission shows an evident advantage. Through scene construction and intelligent interaction in a 3D virtual world environment, we developed the project “Confucius' Journey”. And considering the problems in such applications, such as the lack of interaction and reduced effectiveness in representing the application purpose, we explored interactive objects and virtual human technology. In addition, we can verify the advantage of using the 3D platform via the experimental results.


Author(s):  
E. Brown ◽  
M. Hobbs ◽  
M. Gordon

This article seeks to show that a virtual world can provide a useful addition in the use of computermedi ated learning tools. We discuss the underlying educational context and link this to the properties of virtual worlds and, in particular, that of Second Life. We report on the progress of a project for developing group work that seeks to link affordances in the environment to learning outcomes and employs a socially situated, constructivist, pedagogical framework. We found that a virtual world environment can enable autonomous, differentiated learning through the use of suitably structured tasks, and postulate that an individual’s depth of engagement with the environment may be linked to the learning style.


1970 ◽  
Vol 4 (2) ◽  
Author(s):  
Stina Bengtsson

In this article I will present and discuss the Swedish virtual embassy as a new example of nation branding. By exploring the development of the Swedish embassy in Second Life, activities arranged by and involving the virtual embassy as well as the surrounding discourse of international mainstream media and people engaged in the development of Second Life, I will analyse the significance of the virtual environment in this virtual nation-branding project. I argue that the most important achievement of the Swedish virtual embassy was reached through the connection with the virtual environment in the coverage of traditional international mass media and that the key dimension, although not the only one, of the virtual world in branding Sweden was to serve as a fresh and influential brand signifier within the marketing project.


Proceedings ◽  
2020 ◽  
Vol 54 (1) ◽  
pp. 16
Author(s):  
Juan M. Alonso-Martinez ◽  
Shaghayegh Ravaei ◽  
Teodoro Rudolphi-Solero ◽  
Francisco Sendra-Portero

Nine professors of radiology from six different cities were invited to give a 1-hour seminar in the virtual world Second Life® to 154 third-year medical students from the University of Málaga. Students and teachers performed a questionnaire about the cognitive load that implies receiving/teaching seminars inside Second Life@ and several characteristics involving the experience. This experience was considered remarkably enriching by teachers and learners and opens new interesting pathways for educational contact between students and teachers from different universities, with the advantages of reducing costs and travel time.


Author(s):  
Erika deJong ◽  
Dave Chodos ◽  
Pawel Kuras ◽  
Patricia Boechler ◽  
Eleni Stroulia ◽  
...  

Virtual interactive environments such as Second Life are emerging as innovative tools that can support and enhance learning in various educational domains. However, for the educational practitioner new to these environments, developing educational settings and activities in a virtual environment can appear to be technically complex and beyond their area of expertise. This case study describes some of the technical challenges encountered and the solutions derived during the development of a virtual world for the delivery of a health science interprofessional communications course.


Author(s):  
Caroline M L Ho

This chapter focuses on participant engagement in an immersive virtual environment among a group of Singaporean teenagers in the context of the subject, General Paper, aimed at developing students’ critical thinking and argumentation skills. Investigation based on the functional linguistic resources of ‘Engagement’ (Martin & White, 2005) examined 17-18 year old pre-tertiary students’ engagement with each other in the Second Life virtual world. Of specific interest in this study were the linguistic resources and strategies used by students as they thought, ‘spoke’ and acted on issues from the perspectives of simulated personas. The exchange of perspectives revolved around the theme of euthanasia. Findings highlighted how students engaged with a range of perspectives on issues raised, and the level of assertiveness and moderation in their claims proposed. The examination also showed the extent of participants’ dialogically expansive or contractive stance. The pedagogical implications of the findings are discussed.


Author(s):  
Anjali Bal ◽  
Victoria Crittenden ◽  
Wade Halvorson ◽  
Leyland Pitt ◽  
Michael Parent

Author(s):  
Leslie Jarmon

Second Life® is a computer-based 3-D virtual world environment that is accessible over the Internet and that features massively user-created content. Second Life (SL) involves multiple users, called “avatars,” who create and interact in a spatially-organized ecology of virtual 3-D representations of people, space, time, motion, sound, objects, topography, and tools. First made publicly available in 2003 by Linden Lab®, this 3-D virtual world environment is an emerging convergence of technologies. It represents the robust creative nature of human-centered computing with a rapidly growing population from 100 countries around the world (Linden Lab, 2007). Open virtual world platforms such as SL (that are not games, although games may be played within them), are still in their infancy, and extensive research, development, and investment are on-going as critical challenges continue to emerge.


Author(s):  
Wenjun Tang

Cette étude s’inscrit dans un contexte de télécollaboration entre des apprenants d’anglais et de français dans un environnement virtuel en 3D - Second Life. Elle s’intéresse plus particulièrement aux relations entre l’utilisation des langues cibles, les activités proposées et l’environnement simulé. À partir d’une analyse qualitative des interactions entre les participants, nous avons défini six catégories d’interaction langage/environnement dans le but de comprendre l’influence de cet environnement sur les pratiques langagières.This study is part of a tele-collaboration project which links learners of English and French in a 3D virtual environment - Second Life. We are particularly interested in the relationship among the use of target languages, the activities and the simulated environment. According to our observation and recording of the interactions, as well as the interviews with participants, we have defined six categories of interactions based on the special virtual environment in order to understand its influence for the language practice.


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