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NZ: Literature review on virtual worlds

The dynamos at SLENZ have published a literature review titled Engaging with Second Life: Real Education in a Virtual World.

Written by Ben Salt, Clare Atkins and Leigh Blackall, it provides a superb overview of research undertaken to date and covers a wide range of education-related topics including learning design in Second Life, applying behavioural and cognitive theories and the science applications of virtual worlds.

If you’re an educator or someone just interested in the academic underpinnings or work being done in Second Life, this is a more than worthwhile read.

Popularity: 3% [?]

Gender and virtual worlds: new research

Dmitri Williams from the University of Southern California has completed some research in conjunction with Mia Consalvo (Ohio University), Scott Caplan (University of Delaware) and Nick Yee (Stanford University). The title of the research is Looking for gender (LFG): Gender roles and behaviors among online gamers. The research employed a range of survey tools as well as some key health measures like Body Mass Index – the rigour in approach is certainly there.

Some standout points from the research (some aspects are direct findings, others are cited findings in reviewing the literature for the research):

  • The average player in the study had more than six alternate characters
  • Males were more focused on achievement as a reason for gaming
  • Female players tend to play more for social reasons and now comprise 40% of all gamers
  • Female players played the most and were the most healthy
  • There’s a lot more in the findings than the points above, but some of them alone challenge some significant stereotypes aimed at online gamers. There are obvious ramifications of research like this that turns common stereotypes on their head.

    Download the full paper here in MS Word format.

    Popularity: 4% [?]

    Journal of Virtual Worlds Research – second issue

    The latest issue of the Journal of Virtual Worlds Research has been released and this time consumer behaviour is the focus.

    There’s eight research papers, of which five are peer-reviewed, plus there’s six ‘think pieces’ on related topics.

    The full contents:

    Peer Reviewed Research Papers

    - Consuming Code: Use-Value, Exchange-Value, and the Role of Virtual Goods in Second Life (Jennifer Martin)
    - Virtual World Affordances: Enhancing Brand Value (So Ra Park, Fiona Fui-Hoon Nah, David DeWester, Brenda Eschenbrenner, Sunran Jeon)
    - On the Relationship between My Avatar and Myself (Paul R Messinger, Xin Ge, Eleni Stroulia, Kelly Lyons, Kristen Smirnov, Michael Bone)
    - The Social Construction of Virtual Reality and the Stigmatized Identity of the Newbie (Robert E. Boostrom, Jr.)
    - The “New” Virtual Consumer: Exploring the Experiences of New Users (Lyle R Wetsch)

    Research Papers

    - Ugly Duckling by Day, Super Model by Night: The Influence of Body Image on the Use of Virtual Worlds (Enrique Becerra, Mary Ann Stutts)
    - Symbolic and Experiential Consumption of Body in Virtual Worlds: from (Dis)Embodiment to Symembodiment (Handan Vicdan, Ebru Ulusoy)
    - Demographics of Virtual Worlds (Jeremiah Spence)

    “Think pieces”

    - Surveillance, Consumers, and Virtual Worlds (Douglas R Dechow)
    - Second Life and Hyperreality (Michel Maffesoli)
    - Having But Not Holding: Consumerism & Commodification in Second Life (Lori Landay)
    - Metaverse: A New Dimension? (Yohan Launay, Nicolas Mas)
    - Virtual Worlds Research: Global X Local Agendas (Gilson Schwartz)
    - Real Virtual Worlds SOS (State of Standards) Q3-2008 (Yesha Sivan)

    There’s some serious reading time in it all and if virtual goods, branding, avatar identification, new user experience or demographics are of interest, this is one must-read issue from a journal hitting the ground well and truly running. Well researched quantitative and qualitative studies will be key as virtual worlds expand in scope and popularity – this Journal deserves kudos as one of the pioneers of empirical observation of virtual worlds.

    Popularity: 2% [?]

    Journalism in Second life: research underway

    In the past week i had the pleasure of spending an hour with Annabelle Boyd Jones, an Honours research student from the Department of Media and Communications at the University of Sydney.

    Her research is on the role of journalism and governance in Second Life. To my knowledge this is an unexplored research area and should provide for some fascinating results. I’m pleased to have been what will hopefully be one of many research subjects. The Fourth Estate role of journalism in virtual worlds is at an early but influential stage. Research like Annabelle’s will help to encapsulate the progress so far and the challenges to come.

    Kudos to the University of Sydney in driving communications research in arenas like virtual worlds.

    If you’d like to put your view forward on this topic, head to Annabelle’s blog.

    Popularity: 4% [?]

    Journal of Virtual Worlds Research – it’s here

    Volume 1, Issue 1 of the Journal of Virtual Worlds Research is now available. It contains an extensive collection of research:

    Inductive Metanomics: Economic Experiments in Virtual Worlds
    Stephen A Atlas

    Toward a Definition of “Virtual Worlds”
    Mark W Bell

    Cityspace, Cyberspace, and the Spatiology of Information
    Michael L. Benedikt

    Another Time, Another Space: Virtual Worlds, Myths and Imagination
    Maria Beatrice Bittarello

    Virtual World and Real World Permeability: Transference of Positive Benefits for Marginalized Gay and Lesbian Populations
    Jonathan Cabiria

    Meeting in the Ether: A brief history of virtual worlds as a medium for user-created events
    Bruce Damer

    Help – Somebody Robbed my Second Life Avatar!
    James Elliott, Susan Kruck

    Avatars Are For Real: Virtual Communities and Public Spheres
    Eiko Ikegami, Piet Hut

    Towards a Theoretically-Grounded Framework for Evaluating Immersive Business Models and Applications: Analysis of Ventures in Second Life
    Kelly Lyons

    A Typology of Virtual Worlds: Historical Overview and Future Directions
    Paul R. Messinger, Eleni Stroulia, Kelly Lyons

    The Lessons of Lucasfilm’s Habitat
    Chip Morningstar, F. Randall Farmer

    From a Video Game in a Virtual World to Collaborative Visual Analytic Tools
    Theresa A. O’Connell, Yee-Yin Choong, John Grantham, Michael Moriarty, Wyatt Wong

    Virtual communities – exchanging ideas through computer bulletin boards
    Howard Rheingold

    Defining Virtual Worlds and Virtual Environments
    Ralph Schroeder

    3D3C Real Virtual Worlds Defined: The Immense Potential of Merging 3D, Community, Creation, and Commerce
    Yesha Sivan

    Second Life Mixed Reality Broadcasts: A Timeline of Practical Experiments at the NASA CoLab Island
    Stephanie Smith

    How Open Source Software Will Affect Virtual Worlds
    Francis X. Taney, Jr.

    In coming weeks we’ll feature stories on some of these pieces of research but if you’ve got a spare half-day, jump in and have a read. Special mention to Amanda Salomon from Smart Internet Technology CRC at the Swinburne University of Technology, who is an Associate Editor on the Journal.

    Popularity: 12% [?]

    Gamers not social rejects: Australian study

    I missed the announcement of this research a couple of weeks back but thought it was worth passing on the full announcement from Victoria University:

    The video gamer stereotype, which says gamers are lonely nerds with low self-esteem, who are addicted to gaming because they are unable to socialise, has been contradicted by research by Victoria University Honours graduate Dan Loton.

    In his Psychology Honours thesis, Loton explored the notion of video game addiction, and whether excessive gaming is related to social skills and self-esteem.

    He said: “There is a great deal of anecdotal evidence about gaming addiction. Online forums abound with tales of people who can’t get off the computer. But from a clinical point of view, an addiction is a mental illness with very serious consequences. In this context, we need to ask whether gaming is responsible for causing people’s lives to fall apart in the same way we see with gambling, alcohol or drug addiction.”

    For the study, Loton developed an online questionnaire that included scales to measure social skills and self-esteem. There was also the Problem Video Game Playing Scale (PVP) used to determine ‘problematic and dependence forming electronic game play’.

    He said: “The characteristics that might define a ‘problem gamer’ would be things like an intrusive preoccupation with gaming, where the amount of time they spend playing is affecting their work, sleep, and close relationships; and they want to stop playing games but can’t.”

    The gaming community responded well to Loton’s questionnaire and he was able to analyse 621 completed surveys. Around 15 percent of respondents were identified as ‘problem gamers’ who spent more than 50 hours a week playing games.

    He said: “We found that those who played Massively Multiplayer Online Role Playing Games (MMORPGs), such as ‘World of Warcraft’, which currently has over 10 million fee-paying monthly subscribers, were more likely to exhibit problematic game play. But, what is important to note is that even ‘problem gamers’ did not exhibit significant signs of poor social skills or low self-esteem. Only one percent of those identified as ‘problem gamers’, appeared to have poor social skills, specifically shyness.”

    “We also looked at whether problematic play is impelled by social difficulties, by using a multiple regression analysis to see if high scores on the social skills and self esteem scales could predict problematic playing scores. Our findings strongly suggest that gaming doesn’t cause social problems, and social problems are not driving people to gaming.”

    The findings contradict the widely reported statements made last year by the American Medical Association (AMA), which labelled MMORPG gamers as “somewhat marginalized socially, perhaps experiencing high levels of emotional loneliness and/or difficulty with real life social interactions”.

    Citing concerns “about the behavioural, health and societal effects of video game overuse” the AMA is likely to consider adding ‘video game addiction’ to the Diagnostic and Statistical Manual of Mental Disorders at its next review in 2012.

    Loton said such views may have been prejudiced by outdated stereotypes.

    He said: “I think it’s an evolution of social and cultural stereotypes that suggest only nerds and geeks play computer games. The reality is that nowadays everyone is playing video games. A 2007 report by Bond University found that in Australia online gaming is more popular than downloading music and internet shopping.”

    Dan Loton is an Ethics Officer with VU’s Office of Research, at Footscray Park Campus.

    What are your thoughts? My perception has been that there’s been a steady ‘mainstreaming’ of game play, including virtual worlds – but given my 20+ years of geekiness I’m not best placed to comment ;)

    Popularity: 2% [?]

    University of Melbourne seeks Second Life residents for research

    I received a message today from Greg Wadley, a researcher at the University of Melbourne. In his words:

    “I would like to interview Second Life residents about their reactions to communicating by voice in-world. I’m looking for any SL residents, whether they like voice, hate it, or have not tried it yet. Interviews can be in SL, RL, email, phone, with coffee (if in Melbourne) — whatever is convenient. However I cannot pay interviewees. There is an official project description at my uni staff page. Thanks in advance, Greg”.

    If you’re interested contact Greg on phone (03) 83441586 or email greg.wadley@unimelb.edu.au

    Popularity: 2% [?]