Here's a fun short survey for SL users for a study on virtual cultures during the COVID-19 pandemic. (One of the questions above.) The study is led by my pal Tom Boellstorff of UC Irvine, who's easily among the most preeminent academics with a focus on virtual worlds. (He's the author of Coming of Age in Second Life, among many other related works.)
"I’ve been conducting various research projects in Second Life for almost 17 years now," Tom tells me, explaining the genesis of this study. "A couple years ago, I completed a study of disability in Second Life, and after that wonderful research experience moved on to some other projects (I’m actually finishing up a book on the Intellivision video game system from the early 1980s, which is great fun!) But then when COVID-19 hit, I decided to return to Second Life to see how COVID-19 is reshaping online interaction. I was lucky enough to get support from the National Science Foundation that means I have three wonderful graduate research assistants. Until next April we are conducting research in both Second Life and Animal Crossing. It’s a wild ride, setting up research with very little warning, but it’s been a great experience for all of us."
Here's the key questions Tom and his team hope to answer:
"The basic idea behind our project is that what people call 'social distancing' is really physical distancing. Online, new kinds of connections are being created. What are they, how are they working, and what lessons can we learn as it’s happening? In particular, the Internet isn’t a unified entity. Virtual worlds share some things with social network sites like Facebook or Instagram, with mobile devices, with online games, and so on, but there are distinctive features as well. What do virtual worlds specifically offer? What is the potential and what are the dangers? How can learning from what people are doing in virtual worlds help us better respond to the transformed lives we’ll all be living in the wake of COVID-19?"
Even better, Tom will share the results with New World Notes. More about the study here, excerpt below:




How Virtual Worlds Can Benefit Senior Citizens (Comment of the Week)
My "How avatars change who we are" article for Samsung EDGE's Components mentioned a study suggesting that being Einstein in VR seems to improve a user's IQ, and longtime reader Luther Weymnn notes that this phenomenon also seems to happen in non-VR virtual worlds:
Pulsar concurs, suggesting a reason why the Einstein experiment works, and how it might translate to non-VR worlds:
Continue reading "How Virtual Worlds Can Benefit Senior Citizens (Comment of the Week) " »
Posted on Monday, November 16, 2020 at 02:37 PM in Comment of the Week | Permalink | Comments (0)
|
|