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MSTU 5000 - Possibilities of Virtual Worlds Teachers College, Columbia University Anthony Cocciolo cocciolo@tc.edu. How do we do research in Virtual Worlds?. Discourse-analysis-based ethnographic work (e.g., Steinkuehler, 2004)
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MSTU 5000 - Possibilities of Virtual Worlds Teachers College, Columbia University Anthony Cocciolo cocciolo@tc.edu
How do we do research in Virtual Worlds? • Discourse-analysis-based ethnographic work (e.g., Steinkuehler, 2004) • Communication and space interaction (e.g., Clark & Maher, 2003) • Motor-Behavior, Eye Gaze (e.g., Garau, Slator, Bee, Sasse, 2001) • Virtual Worlds as Simulated reality, Public Speaking (Slater, Pertaub, Steed, 1999) • Survey Research of Demographics, Motivations (e.g., Yee, 2006)
Survey Research in Virtual Worlds • Yee (2006) conducted study of demographics, motivations, and derived experienced of N=30,000 MMORPG users. • Advertised survey on websites that cater to MMORPG users, but survey not administered in MMORPG itself. • Can we increase response rates (and selection bias) by including surveys directly within the MMORPG?
Second Look – What is it? • A tool for deploying surveys directly into SecondLife • Includes web-based interface for designing survey • Also includes web-based interface for viewing survey results • Survey is deployed using the chat interface
How it works • Copy Second Look to your inventory • Drag and drop Second Look to wherever you would like to administer your survey • Click Second Look to Design your survey • Have people take your survey • View results
Second Look Architecture MS-SQL + PHP llHTTPRequest()
Current Limitations • Answer choices must be a-e (5 options). • No feature for open-ended, true/false, or Likert-scale • Limited previous and next question control via chat interface • Security: No authentication (user login) – depends on the UUID of the object for security • No feature to go back and edit survey after created
References Clark, S., & Maher, M. L. (2003). The effects of a sense of place on the learning experience in a 3D virtual world. In Cook, J. and McConnell, D. (Eds), Communities of Practice. Research Proceedings of the 10th Association for Learning Technology Conference (ALT-C2003), 82-101. Garau, M., Slater, M., Bee, S., Sasse, M. A. (2001). The Impact of Eye Gaze on Communication using Humanoid Avatars. CHI 2001, March 31- April 5, Seattle, WA. Slater, M., Pertaub D., Steed, A. (1999). Public Speaking in Virtual Reality: Facing an Audience of Avatars. IEEE Computer Graphics and Applications, 19(2), 6-9. Steinkuehler, C. A. (2004). Learning in Massively Multiplayer Online Games. In Y. B. Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon, & F. Herrera (Eds.), Proceedings of the Sixth International Conference of the Learning Sciences (pp. 521-528). Mahwah, NJ: Erlbaum. Yee, N. (2006). The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments. Presence,15(3), 309-329. Thank you!