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MSTU 5000 - Possibilities of Virtual Worlds Teachers College, Columbia University Anthony Cocciolo cocciolo@tc.edu
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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)
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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?
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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
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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
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Presence in Second Life
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Designing survey (1)
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Designing survey (2)
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Ready to Administer
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Taking the Survey
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Viewing results (if owner)
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Second Look Architecture MS-SQL + PHP llHTTPRequest ()
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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
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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!
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