The Added Value of 3D World in Professional, Educational, and Individual Dynamics

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 ◽  
Vol 2011 ◽  
pp. 1-11 ◽  
Author(s):  
Ulrike Lucke ◽  
Raphael Zender

Virtual worlds became an appealing and fascinating component of today's internet. In particular, the number of educational providers that see a potential for E-Learning in such new platforms increases. Unfortunately, most of the environments and processes implemented up to now do not exceed a virtual modelling of real-world scenarios. In particular, this paper shows that Second Life can be more than just another learning platform. A flexible and bidirectional link between the reality and the virtual world enables synchronous and seamless interaction between users and devices across both worlds. The primary advantages of this interconnection are a spatial extension of face-to-face and online learning scenarios and a closer relationship between virtual learners and the real world.


2009 ◽  
Vol 1 (3) ◽  
Author(s):  
Delia Dumitrica ◽  
Georgia Gaden

In this paper, we explore the experience and performance of gender online in Second Life, currently one of the most popular virtual world platforms. Based on two collaborative autoethnographic projects, we propose that gender has to be explored at the intersection between our own situated perspective and the vision embedded in the social and technical infrastructure of the virtual world. For us, the visual element of a 3D world further frames the representation and performance of gender, while technical skill becomes a crucial factor in constructing our ability to play with this performance. As we recollect and interrogate our own experiences in SL, we argue that the relation between gender and virtual worlds is a complex and multifaceted one, proposing our positioned account of experiencing this relation. It is critical, we suggest, that studies of mediated experience in virtual worlds take into account the position of the researcher in ‘real’ life (IRL) as well as the dominant discourses of the environment they are immersed in. In this we must also be critical, of ourselves, our assumptions, as well as the environment itself.


2019 ◽  
Vol 7 ◽  
Author(s):  
Magdalena Hofman-Kohlmeyer

Introduction: When virtual worlds (e.g. Second Life or World of Warcraft) became immensely popular, with millions of active users around the world, real life companies started to utilize them for business purposes, such as testing new products or organizing various events. However, the activities of companies can only be successful if a sufficient number of players are engaged in virtual worlds. Objectives: The present paper is aimed to investigate individual players’ motives for joining virtual worlds of computer games. Methods: The author carried out 22 in-depth interviews amongst polish players (20 were finally accepted) of three virtual worlds: The Sims, Second Life and Euro Track Simulator 2. Interviews were carried out from August 21, 2018 to December 5, 2018. Results: Respondents most frequently mentioned consecutively: curiosity (caused by TV series, TV programme, newspaper or advertisement), interact with others, interest in the topic of a game, enjoyment from playing, opportunity to see or do things unattainable in real life, exploring the virtual world, spending free time. With reference to the gratification paradigm, individual motivations were divided into: experiential (16 motives), functional (6 motives), social (3 motives). From the perspective of marketing managers, understanding the motivations of players allows them to describe the target market of their promotional activities inside the game environment. For game developers, it can help attract new and maintain current users.


2013 ◽  
pp. 1395-1416
Author(s):  
R. S. Talab ◽  
Hope R. Botterbusch

Topics discussed in this chapter include Generations Y and Z and their acceptance of virtual reality, the increase in the number of virtual worlds, gaming virtual worlds, and the social virtual worlds for educators selected for inclusion in this discussion. Open source virtual world platform portability issues are discussed in connection with the acquisition, development, and control of virtual property. The line between “play spaces” and real life is discussed in terms of the application of the “magic circle” test to teaching in virtual worlds with a real-money based virtual currency system, as well as how faculty can reduce student legal and ethical problems. Virtual world law is examined in light of the terms of service (TOS) and end-user license agreements (EULAs), the concept of virtual property, community standards/behavioral guidelines, safety/privacy statements, intellectual property and copyright. Ethical aspects of teaching in virtual worlds include a definition and analysis of griefing/abuse, harassment, false identity, and ways that each world handles these problems. Whyville, SmallWorlds, and Second Life are examined in terms of legal and ethical aspects Research findings and legal and ethical teaching guidelines are presented for those teaching courses using virtual worlds, with special considerations for teaching in Second Life. These topics are for informational purposes, only. Instructors should seek competent legal counsel.


2010 ◽  
Vol 2 (5) ◽  
Author(s):  
Ana Loureiro ◽  
Teresa Bettencourt

This paper intends to present a preliminary PhD research that is being developed by the authors, with the intention to determine how to improve teaching and learning situations, at the university level, based on experiences in immersive virtual worlds. The authors have realized that, nowadays, courses don’t fulfill our students’ needs. They belong to a networked and multitasking generation, and what they get from today’s teaching strategy does not, in many situations, fulfill students’ needs and perspectives. They need to gather competences in order to become motivated citizens, communicative and knowledge builders. It is our belief that we can take advantage from the immersive virtual worlds’ resources to overcome this situation and therefore to transfer it to real life. In order to achieve this we need, at the first instance, to understand how social interactions occur in these environments (in particular at Second Life®), how they grow and how they are developed. What we present here is a preliminary sample of our intended research.


2009 ◽  
Vol 2 (1) ◽  
Author(s):  
Marjorie A. Zielke ◽  
Thomas Roome ◽  
Alice B. Krueger

Many benefits are available to people with disabilities who wish to participate in a virtual world. These include self-efficacy and the ability to share in virtual world community support. Further, many disabled residents of virtual worlds can vicariously experience physical activities through their avatar such as dancing, walking, and running – actions sometimes not possible in real life. However, learning the technology in a virtual world can be daunting for many new residents. Virtual Ability Island in Second Life® offers a platform for adults with disabilities to learn the functionality necessary to enter a virtual world. This article lays out a learning model based on the andragogy theory of Malcolm Knowles, often called the father of adult learning, and complemented by other recent research on e-empowerment and virtual designs for those with disabilities. A composite construct is then created as a framework to study the development of Virtual Ability Island as a destination where new residents to Second Life® with disabilities can learn basic functionality and enjoy social and physical e-empowerment.


Educators around the world are experimenting with the possibilities virtual three dimensional worlds have for education and learning how to use these new environments efficiently. Virtual worlds have the potential to bring some new added value to education and educators can use them to create something that is not possible to do or show in traditional classrooms. Although a lot have been learned about virtual worlds and their potential, a lot more has to be learned before virtual worlds can become an integrated part of education on various levels. The article looks back at the birth and growth of the EduFinland community in the virtual world of Second Life and discusses lessons learned so far during the years of its existence.


2009 ◽  
Vol 2 (1) ◽  
Author(s):  
Pamela G. Taylor

Is it possible for the human beings, who are the driving forces behind virtual worlds and the avatars that inhabit them, to move beyond Real Life metaphors? What does this sort of questioning mean for teaching and learning in virtual worlds?


Author(s):  
R. S. Talab ◽  
Hope R. Botterbusch

Topics discussed in this chapter include Generations Y and Z and their acceptance of virtual reality, the increase in the number of virtual worlds, gaming virtual worlds, and the social virtual worlds for educators selected for inclusion in this discussion. Open source virtual world platform portability issues are discussed in connection with the acquisition, development, and control of virtual property. The line between “play spaces” and real life is discussed in terms of the application of the “magic circle” test to teaching in virtual worlds with a real-money based virtual currency system, as well as how faculty can reduce student legal and ethical problems. Virtual world law is examined in light of the terms of service (TOS) and end-user license agreements (EULAs), the concept of virtual property, community standards/behavioral guidelines, safety/privacy statements, intellectual property and copyright. Ethical aspects of teaching in virtual worlds include a definition and analysis of griefing/abuse, harassment, false identity, and ways that each world handles these problems. Whyville, SmallWorlds, and Second Life are examined in terms of legal and ethical aspects Research findings and legal and ethical teaching guidelines are presented for those teaching courses using virtual worlds, with special considerations for teaching in Second Life. These topics are for informational purposes, only. Instructors should seek competent legal counsel.


1970 ◽  
Vol 1 (1) ◽  
Author(s):  
Jonathan Cabiria

This study looks at how marginalized gay and lesbian people experience social pressures to conform to hetero-normative culture, how those pressures may lead to negative states, and how positive experiences in online virtual worlds would provide benefits over time and, presumably, become transferable into real life. I will show that engagement with Second Life can be a positive experience and that this positive experience can extend beyond the virtual world to provide lasting benefits in real life. The implications for educators are impressive. In creating virtual world communities, educators, psychologists, and other researchers can provide a safe harbor in which marginalized people can more fully explore their identities and develop the positive coping skills needed to deal with real world stigmatizing influences, which originate within the social environment. For scientists and technology innovators, the creation of virtual world communities and gaming/training programs would be an exciting path to explore, especially for those interested in social justice concerns.


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