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Journal of Virtual Worlds Research Volume 3, Number 1 released

I’m a big fan of the Journal of Virtual Worlds Research – it’s not just because they’re one of the few journals around devoted to the topic, but it’s the variety of articles in each issue.

The latest volume is titled The Researcher’s Toolbox, so as you’d expect its focus is research methodologies. That said, there’s plenty of different topics to sample. I’ll showcase the couple of the articles over coming weeks as I hopefully get time to read them.

In the meantime, here’s the full list of articles:

Editor-Chief′s Corner

Virtual Worlds, the IRB and a User’s Bill of Rights
Jeffrey M. Stanton .

Peer Reviewed Research Papers

How to approach a many splendoured thing: Proxy Technology Assessment as a methodological praxis to study virtual experience
Lizzy Bleumers, Kris Naessens, An Jacobs

dint u say that: Digital Discourse, Digital Natives and Gameplay
John Grantham

A Design Research Approach to Developing User Innovation Workshops in Second Life
Remko Helms, Elia Giovacchini, Robin Teigland, Thomas Kohler

What are users thinking in a virtual world lesson? Using stimulated recall interviews to report student cognition, and its triggers
Lyn Henderson, Michael Henderson, Scott Grant, Hui Huang

Applying Constant Comparative and Discourse Analyses to Virtual Worlds Research
Peter Leong, Samuel R. H. Joseph, Rachel Boulay

Learning spaces, tasks and metrics for effective communication in Second Life within the context of programming LEGO NXT Mindstorms™ robots: towards a framework for design and implementation.
Stewart Martin, Michael Vallance, Paul van Schaik, Charles Wiz

Conducting Empirical Research in 3D Virtual Worlds: Experiences from two projects in Second Life
Shailey Minocha, Minh Tran, Ahmad John Reeves

eLab City: A Platform for Academic Research on Virtual Worlds
Thomas P. Novak

Process, Paratexts, and Texts: Rhetorical Analysis and Virtual Worlds
Christopher A. Paul

Interviews within experimental frameworks: How to make sense of sense-making in virtual worlds
CarrieLynn D. Reinhard

Using Design-Based Research for Virtual Worlds Research Projects
Antonio Santos

Research Papers

The Neil A. Armstrong Library and Archives: That’s One Small Step for a Virtual World Library, One Giant Leap for Education!
Shannon Bohle

Encouragingly, the editors are putting out a second volume of this theme due to the volume of submissions received.

Virtual Mine: environment education at its best

Virtual Mine is “an educational 3D environment, game, and educational curriculum for teachers, students, and anyone who’d like to learn more about mountain top removal, coal fired power production, alternative energies, and the amazing music and culture in the Appalachian mountains”. Which sounds a little staid on the surface, but the reality is an engaging and immersive education experience. I attended the launch tour this morning alongside around 35 others, mostly educators and developers, to see what was on offer.

Funded by the MacArthur Foundation and the Independent Television Service, the Virtual Mine consist of an entire island in Second Life. After equipping a hard hat and HUD, a series of processes can be controlled and viewed. Whether it’s tree-clearing, the removal of the mountaintop for mining, or balancing the nearby town’s energy needs with the environmental impacts of the mining and cola-fired power station, it’s all covered.

Have a brief look for yourself:

This is the sort of build that tends to shine a very bright spotlight on the opportunities virtual worlds provide for education, including environmental education. That said, one of the tour participants made a humourous comment during the ‘turn off all the unnecessary lights in the town’ exercise, asking that we shut down the region’s server in the process to truly save some power.

Some of my other snaps from the launch tour:

Tree clearing simulation


The blasting begins


Coal-fired power and its town impacts


Turn off the damn lights!

Congratulations to the developers of Virtual Mine and the wider support team. You can find out lots more information on the project here.

(Mini) Review: Virtual Worlds – Learning in a changing world

Australian educators Judy O’Connell and Dean Groom have collaborated on a tidy tome called Virtual Worlds – Learning in a Changing World. Aimed squarely at educators who haven’t had any extensive experience with virtual worlds, it provides a concise overview of the current state of play, its implications for educators, and a comprehensive set of links for people that want to explore further. It’s a virtual worlds primer for a cohort of professionals who dually need the most insight into the area and who are likely to drive the substantive momentum in the field in coming years. In that aim, this book achieves what it needs to in a way that a lot of other publications in the field could do well to emulate.

You can purchase the book for AU$19.95 from the ACER website. Or – fill in our reader survey and if your name is drawn we’ll send you a copy as your prize – just specify that’s the prize you want in the appropriate section of the survey.

Why Second Life is already second-best for education

The announcement by Linden Lab in the past 24 hours that their discounting of pricing for educators and non-profits would cease in January 2011, has engendered the expected level of outrage. And rightly so, given the critical mass of educators that have generated significant outcomes for Second Life. In fact, it could be argued that it’s only the good news stories generated by the non-profits that have helped offset some of the negative aspects inflated by parts of the mainstream media and others. The comments section below the announcement is well worth a read: even taking out the initial emotion, the overwhelming attitude is that it’s time to downsize or move on. Of course, the migration to OpenSim grids is already well underway, for a range of reasons.

As someone who follows virtual worlds pretty closely, I thought I understood the specific reasons for the move from Second Life fairly well. However, I only got the full picture over the past month, when I needed to explore options for my own education-related build. Without boring you with detail, I’m looking at conducting some research that will involve some fairly complex simulations. When I wrote the proposal for the research, I was already assuming that Second Life wouldn’t necessarily be the platform due to cost constraints (and this was before the price-rise announcement). That assumption was confirmed after some detailed discussions with a number of people, including someone developing a number of education-related projects including one aligned with my own proposal.

Based on those discussions and my own observations, here’s the key reasons I’ll not be working in Second Life for my education project (and most likely using either Unity3D, OpenSim or both):

Content creation: Although SL provides some great scripting options, the learning curve is significant and there’s minimal support for defacto design and modelling platforms. This leads to the need to either hire an SL builder or give up a significant chunk of time to learn a scripting language that’s not transferable elsewhere (except in some respects to OpenSim).

Structured learning: There is minimal ability in SL to guide avatars through particular experiences. Heads-up displays can work to some extent, but the scene-by-scene capability of Unity3D is head and shoulders above.

Reliability: ignoring historical challenges, the fact remains that down-time in SL is totally at the mercy of Linden Lab. A standalone OpenSim grid or a Unity3D installation aren’t as susceptible.

Client: SL being still being a standalone client makes it a bigger challenge to use for education that a web-based client. That may change in the medium-term but it’s a deal-breaker for purposes where dedicated PCs aren’t an option.

Ease of use: One of the key weaknesses of SL is it’s ease of use, particularly for new users. It’s something that has improved and will continue to improve. Although competitors aren’t markedly better, they certainly aren’t worse.

I want to make an important point: Second Life deserves to continue to grow and I’m still confident it will, albeit with a very different focus to what it has now. The decision on education pricing fits the wider business model as it now stands. Even that is fine, if it’s based on confidence of a new market and unshakeable faith that the current shortcomings of SL will be overcome soon enough. On the face of it, that market isn’t apparent and the improvements still seem a while away.

I’d love to hear from educators / non-profits at the coalface. Emotions aside – have you started considering moving away from Second Life, and if so why?

Update: Linden Lab have made a follow-up statement with a rather interesting take on things.

Is Linden Lab up to the job of keeping younger teens safe in Second Life?

In some ways the decisions surrounding Linden Lab’s closure of Teen Second Life, and the plans for its teen users represent an almost perfect microcosm of Linden Lab process.

There’s the decision to close Teen Second Life, apparently made without consulting with … well, anybody at all. As a part of this, older teens (16-17 years old) will be migrated to the adult grid along with their elders, but under some restrictions that remain a secret at present, despite now being just a few weeks away.

There’s the much better decision to allow younger teens (13-15) to be allowed a form of restricted access to Second Life, in order for a number of worthy education, community and support programmes to continue. A decision which appears to have been grudgingly granted at the behest of programme providers, and which doubtless would have surfaced originally, if they had only been consulted.

Now it remains to be seen if Linden Lab can carry this off. A mix of teens and adults in Second Life can be a potentially volatile mix from a public-relations and media perspective. Reducing the risk of potential scandal will require the utmost care and attention-to-detail from Linden Lab as they prepare to migrate users.

Fortunately, most of the code required for younger teen users appears to already be a part of the grid systems, and has been mostly successful at keeping Teen Second Life and Second Life largely isolated from each-other so far. There’s certainly some expressing doubts that Linden Lab will be able to competently meet the challenge, as many feel that those levels of care and quality-assurance exceed the organisation’s capabilities.

The plan with younger teens is to restrict them to the estates of a sponsoring organisation or programme. Each of the younger 13-15yo teens will be signed on with a particular group, and allowed no access beyond that group. Adult members of the organisation will keep estate-controls tight, allowing only approved and authorised adults access. Additionally, younger teen accounts would not have access to the new Second Life marketplace on the Web.

Now, that’s good, but clearly it isn’t enough. Teens in Teen Second Life have thus far had much greater protections than this, being protected from messaging by adult accounts who weren’t currently logged into the teen estate (a very limited privilege), and unable to be sent content by adult accounts from outside of the teen estate.

Under the new system, adult accounts in the sponsoring group would clearly be able to bring content into the sponsoring estate from the broader grid of Second Life, or (while in the estate) give content to or instant-message a younger-teen account in their sponsored group. These are fine. What about instant-messages or inventory transfers from adult accounts outside of the sponsored estate, however?

If those were to be permitted, any teen could be sent prurient account or sexually harassed by any adult or prankster with a throwaway account who wished to do so. That’s a media scandal in the making right there, and there’s certainly a minority of people in the world who would choose just such tactics to cause one.

As I said, of course, the code exists now to prevent this inappropriate crossing of estate boundaries with respect to contact with younger-teens, if it is appropriately planned, carefully adapted and diligently tested, and if Linden Lab has even thought to do so.

The question is, is Linden Lab up to the job of keeping younger teens safe in Second Life?

Update (Lowell): On top of the Teen grid decision, Linden Lab have now announced a cessation of discounted pricing for educators purchasing full regions on the main grid. It’s hard to see a result other than less nuanced education projects as pricing forces them to Homestead and Open Space regions. More on this later.

Body image study: last chance for participation

Back in January we promoted a study being undertaken by Doctorate student Jon-Paul Cacioli on body image in virtual worlds (the study participants need to be aged 18 or over and be male). Click here for the survey link

The response over recent months has been good be Jon-Paul needs a few more people to take part in the survey:

We have introduced an amazon gift voucher of $100 which will be randomly drawn from all participants who entered after data analysis is complete. If individuals have already entered prior to the prize they can email me at jcaci@deakin.edu.au and I will add them to the draw.

Thanks for your help

So why not jump in and assist in developing the body of knowledge in an area we all know fairly well – the results could be interesting to say the least.

An endless map

It’s safe to say that one of the most discussed areas of virtual environments is the link between the ‘real’ and the ‘virtual’. Like any philosophical debate, there’s a minefield of perspectives, preconceptions, research and outright conflict. So to attempt an objective discussion on ‘mapping’ the parallels between the two spheres is quite an undertaking, and that’s what Dmitri Williams has done.

I’ve spent the past six weeks digesting Williams’ lengthy piece titled The mapping principle, and a research framework for virtual worlds. Attempting to summarise the whole is nearly pointless and I’d strongly recommend taking the time to read the whole paper, as it addresses some key issues that are far from resolved.

What’s particularly appealing to me with the paper is its direct dissection of some of the hyperbole around the validity of mapping the real to the virtual, and the commitment to a research framework that may help drive some higher quality research into the future. The framework amongst other things recognises a key issue in virtual worlds research – comparing like with like:

Therefore a strong assumption of this framework is that we cannot automatically treat virtual worlds as equivalent to one another. The reasons for this lie in the concepts of code and social architecture… behavior in virtual spaces is governed by software as much as by laws, markets or social norms. In real space we take it for granted that we can walk but not fly, or talk with people who are in hearing distance. These abilities and limitations are not safe to assume in virtual spaces where the affordances and limitations of human actions and interactions are whatever the code says they are. Indeed, they may all be flipped. Code may also control who can interact with whom, when and how.

To the seasoned virtual worlds observer this may seem self-evident, but the development of well thought out research frameworks assists those for whom virtual environments are a subject for investigation and more specifically those who have no significant experience with virtual worlds but recognise their value for expanding knowledge. As Williams says: “the field of virtual worlds research is poised to take off”, and work like this is going to help ensure the momentum has some sort of guidance system.

It’s also worth spending some time sifting through the comments on the paper’s blog post on Terra Nova, as there’s some significant commentary and debate on the paper and related issues.

Over to you: if you’re interested in virtual worlds research, do you see the fleshing out of the mapping concept a worthwhile pursuit?