2010
DOI: 10.4101/jvwr.v3i1.811
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Conducting Empirical Research in 3D Virtual Worlds: Experiences from two projects in Second Life

Abstract: At The Open University in the UK, we have conducted empirical qualitative research in Second Life, a 3D virtual world. The first project is in the education domain in which we are investigating the designs of learning spaces in Second Life, while the second project is related to shopping and consumer behaviour of users in Second Life. In this paper, we discuss our experiences of conducting empirical research in 3D virtual worlds with a specific focus on the following aspects: ethical norms, real-world and virt… Show more

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Cited by 38 publications
(25 citation statements)
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“…Where names have been used either in the body of the paper or in any figure these are all pseudonyms. In addition, pseudonyms have been used for all of the avatars in the present study (Minocha et al, 2010).…”
Section: Data Collection and Analysismentioning
confidence: 99%
See 1 more Smart Citation
“…Where names have been used either in the body of the paper or in any figure these are all pseudonyms. In addition, pseudonyms have been used for all of the avatars in the present study (Minocha et al, 2010).…”
Section: Data Collection and Analysismentioning
confidence: 99%
“…De Freitas and Oliver (2006), building on the conceptual knowledge and understanding of online immersive games and learning, have reported an inductive methodology augmented by the 'four dimensional framework' for evaluation (De Freitas et al, 2010). Childs (2010) has reported on a conceptual evaluation framework for mediated immersive environments and also defines the novel affordances that the virtual world provides including 'co-presence', 'immersion' and 'embodiment' (in the form of an 'avatar' or virtual persona) which are additional, new social and cultural affordances that were not available in earlier online 'virtual learning environments' such as Sakai or Moodle (Childs, 2010;Minocha & Roberts, 2008;Minocha, Tran, & Reeves, 2010). These novel features and multi-modal communication affordances and their impact on learning have still to be fully researched in authentic settings (Dede, 2009).…”
Section: Introductionmentioning
confidence: 99%
“…MUVE and virtual world are both used to label Second Life in one article by Honey et al (2012), while Ghanbarzadeh et al (2014) consider virtual worlds to be a subset of MUVEs. Others have labelled Second Life an immersive virtual world (McArdle and Bertolotto 2012), a social virtual world (Jarmon and Sanchez 2008), and a virtual environment (Singh and Lee 2009), yet virtual environment is also used by Minocha et al (2010) to label Facebook. Reasons for exploring the use of virtual worlds in education are often associated with the technical features of the technology and the opportunities they afford.…”
Section: Background: Competing Terms and The Complexity Withinmentioning
confidence: 99%
“…However establishing observation in the virtual world, for other instances see [25], becomes more fraught the closer to the machine you get. For example in Figure 4 a graph depicts some logged web server events for web page components with under a second 'life span' when the hosted website was navigated.…”
Section: Classical Scientific Revolution and Technological Advancementioning
confidence: 99%