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2010 | OriginalPaper | Chapter

16. What People Talk About in Virtual Worlds

Author : Mary Lou Maher

Published in: Online Worlds: Convergence of the Real and the Virtual

Publisher: Springer London

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Abstract

This chapter examines what people talk about in virtual worlds, employing protocol analysis. Each of two scenario studies was developed to assess the impact of virtual worlds as a collaborative environment for a specific purpose: one for learning and one for designing. The first designed a place in Active Worlds for a course on Web Site Design, having group learning spaces surrounded by individual student galleries. Student text chat was analyzed through a coding scheme with four major categories: control, technology, learning, and place. The second studied expert architects in a Second Life environment called DesignWorld that combined 3D modeling and sketching tools. Video and audio recordings were coded in terms of four categories of communication content (designing, representation of the model, awareness of each other, and software features), and in terms of synthesis comparing alternative designs versus analysis of how well the proposed solution satisfies the given design task. Both studies found that people talk about their avatars, identity, and location in the virtual world. However, the discussion is chiefly about the task and not about the virtual world, implying that virtual worlds provide a viable environment for learning and designing that does not distract people from their task.

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Metadata
Title
What People Talk About in Virtual Worlds
Author
Mary Lou Maher
Copyright Year
2010
Publisher
Springer London
DOI
https://doi.org/10.1007/978-1-84882-825-4_16