EDUCATION AND VIRTUAL WORLDS - How Identity and Presence Affect Users' Experience - Brill
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EUN WON WHANG (CHERRYBERRY GERSTORT), KONA TAYLOR (MADISON POPPY) AND TIMOTHY CASH (TJ MILEV) 4. EDUCATION AND VIRTUAL WORLDS How Identity and Presence Affect Users’ Experience Virtual reality is the technology, discourse, and dream in which Second Life rests. Technologically, virtual reality is defined as: a technology that convinces the participant that he or she is actually in another place by substituting the primary sensory input with data received and produced by a computer … The “as-if” quality of virtuality becomes a pragmatic reality when the virtual world becomes a workspace and the user identifies with the virtual body and feels a sense of belonging to a virtual community. (Jones, 2005, p. 1) INTRODUCTION In today’s world identity is multiple, fragmented, and in relation to the Internet, oftentimes illusory. The Internet has become the new “third space” for many, and has taken the place of the corner café or coffee house where people would normally go in their free time to relax (e.g., see Oldenburg, 1999; Steinkuehler & Williams, 2006). The first space is a person’s home life and the second space is a person’s work place. The third space is separate from these first two spaces in that the third spaces are informal social spaces where people go to spend their free time and also involves a sense of community and togetherness. Previously, third spaces have included bookstores, coffeehouses, or café; however, this new third space of the Internet is so accelerated, varied, and at times even chimerical compared to the original third space (and especially compared to the first [home] and second [work] spaces), that identity is left fragile and even fragmented. Previously, identity was thought to be relatively fixed in association to an established and frequently recognizable other. But in today’s Internet world where the other is often un- recognizable and free from crystallized norms and roles, the rendering of a traditional understanding of identity in this context is relatively meaningless. As a result of interaction in the Internet third space, an individual can be who she or he chooses, and who she or he chooses to be (i.e., their identity) can be changed on a whim, which is the opposite of what is possible in the other spaces of home and work. One type of place within the third space where this concept of identity is constantly constructed and reconstructed based on an individual’s relationship with this third space is virtual worlds. While the use of virtual worlds started out for entertainment purposes (e.g., chat spaces or other social networking applications), educators have begun to realize the educational potential of virtual worlds for learning. Virtual S. Tettegah and C. Calongne (eds.), Identity, Learning and Support in Virtual Environments, 33–41. © 2009 Sense Publishers. All rights reserved. Eun won Whang, Cherryberry Gerstort, Kona Taylor, Madison Poppy, Timothy Cash, and TJ Milev - 9789087909949 Downloaded from Brill.com09/12/2021 10:23:57PM via free access
WHANG, TAYLOR AND CASH worlds provide people with access to, “parts of the real world that are too expensive, complicated, or dangerous for them except through computer simulations, and to worlds of imagination where they can play with social and physical reality in new ways” (Shaffer, 2006, p. 11). Recognizing these possibilities, educators have begun to focus more on the use of virtual worlds for educational purposes. Yet, to fully reap the educational benefits of this new third space it is important to better understand how identity and presence affects user’s experiences within these worlds. For the purposes of this chapter, presence in virtual worlds and their impact on the educational use of the virtual world, especially Second Life are going to be examined. VIRTUAL WORLDS Presence in Virtual Worlds Presence of oneself in a virtual world is directly related to sense of realism experienced within that environment. Bailenson and Balscovich (2004) used the term ‘copresence’ to express the idea of social presence in virtual worlds. For Bailenson and Balscovich, “Social presence reflects the degree to which people respond socially towards an avatar [An individual’s virtual representation of themselves] during interaction, compared to the degree to which they respond to normal physical humans” (p. 8). Realistic or not, the existence or absence of presence is of great significance to the user in virtual worlds. Yee (2006) found that the presence of avatars makes the virtual world more visually realistic for the players and/or users. Likewise, Guadagno, Blascovich, Bailenson, and McCall (2006) were able to show that people are more responsive to social presence within virtual worlds when avatars and objects within that world behave and interact realistically. Capin, Pandzic, Thalmann, and Thalmann (1998) further illustrated that “Even with limited sensory information, a virtual human frame that reflects the activities of the user, can be constructed in the virtual world; and this increases the sense of presence in this virtual world (p. 2).” As avatars and environments within these virtual worlds become more immersive due to their ability to alter and control what avatars look like, where they live, and who they interact with, the sense of presence also increases. Vice versa, as the sense of presence increases, so do the individual’s immersion and their attachment to their “virtual” identity. For individuals who extensively participate in these virtual environments, it would be meaningless to draw a line between the real world and the virtual world. These virtual worlds are becoming an extension of people’s life space. Individuals, via their avatars, get married and/or sometimes then divorced, build friendships that often extend beyond the virtual world, hang out and socialize, network with other likeminded people, and sometimes even go to school! Extensions of self afford feeling of happiness, joy, sorrow, grief, love, and jealousy while existing, interacting, and sharing these emotions with other avatars in the virtual world. In other words, individuals are now truly ‘living’ their lives in the third space of virtual worlds. Yet, what is implied by this is that the users are experiencing a great 34 Eun won Whang, Cherryberry Gerstort, Kona Taylor, Madison Poppy, Timothy Cash, and TJ Milev - 9789087909949 Downloaded from Brill.com09/12/2021 10:23:57PM via free access
EDUCATION AND VIRTUAL WORLDS sense of “presence” within these virtual worlds that is then allowing for the trans- parency between their real and virtual lives. Without this sense of presence, users would not feel as connected to or as immersed within these virtual reality environments. In effect, a disconnection would be created between their perceived identity and their interactions in the virtual world. This would also impact the educational value of virtual worlds because if students did not feel like a part of the virtual world, then they would not react to situations or others realistically. Thus, given the previous research that has shown the importance of avatars and users’ sense of presence, it is vital to look at how avatars influence presence and in turn immersion in virtual worlds, and how this affects identity. Avatars and Their Influence on Presence In the third space of the Internet, avatars are used as a form each individual creates to represent themselves to others within a virtual world. In real life, “extreme self- transformations are expensive (e.g., cosmetic surgery) and difficult to perform (e.g., gender reassignment surgery)”, yet “nowhere is self-representation more flexible and simple to transform than in virtual environments where users can choose or customize their own avatars” (Yee & Bailenson, 2007, p. 271). One of the first tasks when an individual enters a virtual world for the first time is to create an avatar, which is the chance for the person to invent or even reinvent his or her own identity. Some virtual worlds allow individuals to use their own picture or other personal image files, but most worlds provide a human-like avatar as a prototype. In general, people tend to stay with this humanoid representation, making changes to gender, race, shape, body or facial figures. Yet, some change their avatars into completely different creations, such as cartoon like characters, animals, or other inanimate beings. From all of these options individuals are given when creating their avatars, the most important element an avatar provide is the “means by which an individual represents him or herself – a physical and located person/object – to others in the virtual environment and community” (Chan & Vorderer, 2006, p. 86). Thus, the process of making such decision requires one to think of their own choice of identity – whether they would keep their real world traits or choose completely different options from their own. The ability to create one’s avatar and in essence “identity” within virtual worlds is what helps to create a greater sense of presence and immersion within that world due to the connection individuals feel towards their avatar. Furthermore, the importance of an individual’s avatar is evident by the fact that people not only spend time creating the physical characteristics of their avatars, but also spend real world money (converted over to virtual world money) to buy skin, hair, eyes, clothes, and a multitude of other accessories to enhance their virtual representations. In addition, some people even create multiple avatars to depict different aspects of their personality or to suit certain moods, just like many people creating multiple e-mail accounts for different purposes (personal, work, shopping, etc.). Since avatars are a means by which individuals represent themselves in a virtual space to 35 Eun won Whang, Cherryberry Gerstort, Kona Taylor, Madison Poppy, Timothy Cash, and TJ Milev - 9789087909949 Downloaded from Brill.com09/12/2021 10:23:57PM via free access
WHANG, TAYLOR AND CASH others, it is understandable why they would spend such great effort to personalize this artificial image. It is also not too surprising to find out how the interactions of avatars in a virtual world, especially in Second Life, are becoming so serious and similar to the real world of our first and second spaces. Exploring Avatar Creation and Identity in Second Life Second Life (http://secondlife.com) will be used as an example to better explain the creation and appeal of avatars because of the focus educators have placed on creating educational environments within this world. Second Life is a three dimensional virtual world categorized as a social simulation game. People help to develop and participate in (what they perceive as) a utopian society. In most cases, societies and living patterns in Second Life do not deviate far from that of the real world. In Second Life, when a user logs on, the avatar is simultaneously presented in virtual world. When the user logs off the avatar disappears from virtual world, but other objects or avatars still logged on continue to function. At first, Second Life provided only two different prototypes, each representing male and female as an option for users to choose. Currently, they provide more options for the users – six female and six male representations. Among those options, some are featuring humanoid looks while some are animal-like looks. You can check out these different options during registration process in Second Life web page (http://secondlife.com). There are many different ways to personalize an avatar. As one can see from Figure 1, Second Life provides an abundance of ways to shape one’s avatar. This abundance of shaping features is the reason why it is so hard to find two identical avatars, unless people intend to do so. Figure 1 also shows the multiple options individuals have to choose from when creating an avatar. For example, body parts are divided into four different categories of shape, skin, hair, and eyes, yet each category is subcategorized into several other options. Each category allows users to precisely control the look of their avatar by providing scroll bars that can be adjusted with almost infinitesimal degrees of change. In addition, an avatar can alter its physical appearance as many times as the owner wishes by drastically changing its body parts with a few small clicks of the mouse. Figure 2 is showing how one avatar can be transformed into many different looks. This avatar first started with the very left-side look. The second look is her wearing darker skin on a modified body shape. Although her face is not clearly shown, she has been modified to look more like an Asian female. The third picture now displays different hair color with different skin tone and outfits, which she got for free while travelling around in Second Life. The fourth one, still the same avatar, is wearing bridesmaid dress with different hair style. As one can see from Figure 2, Cherryberry crossed the racial line several times with just a few mouse clicks. 36 Eun won Whang, Cherryberry Gerstort, Kona Taylor, Madison Poppy, Timothy Cash, and TJ Milev - 9789087909949 Downloaded from Brill.com09/12/2021 10:23:57PM via free access
EDUCATION AND VIRTUAL WORLDS Figure 1. List of modification that can be made to an avatar (shown: Cherryberry). Figure 2. Variations on one avatar in Second Life (shown: Cherryberry Gerstort). Other than just avatar appearance, other features within Second Life that contribute to user’s identity are the ways they can physically interact and express themselves. Avatars can communicate through text and voice, walk around, fly, 37 Eun won Whang, Cherryberry Gerstort, Kona Taylor, Madison Poppy, Timothy Cash, and TJ Milev - 9789087909949 Downloaded from Brill.com09/12/2021 10:23:57PM via free access
WHANG, TAYLOR AND CASH run, and dance just to name a few. Yet, the most common instrument used to interact with other avatars is text. Interestingly, while in many instances textual communication limits the ability of interaction with one another. This limitation was the catalyst for the creation of certain terminology to express simple feelings or behaviors. For instance, LOL (Laugh Out Loud) is used to express that they are laughing in reality and to convey that sense of human emotion to the other avatars around them. Asterisks (*) are used to express behaviors (e.g. *yawning*) or to simply correct typing errors. In addition, with the knowledge of scripting or with money to buy “motions”, avatars can have a repertoire of various motions. Such motions are expressed through the body of avatars when the user selects and clicks the corresponding action from a list or the user can setup shortcut keys for often used motions. However, this delays the spontaneous emotions that are required in normal human behavior, so people tend to rely more on textual expressions. Presence and Education in SecondLife One of the reasons why the virtual world of Second Life has become so successful is its realistic environment, avatars, and complex avatar to avatar interactions, which have greatly increased users’ sense of presence and immersion within the world. Within Second Life, users can go shopping for any number of items to outfit themselves or their homes. They can interact with other avatars in clubs, restaurants, and amusement parks, as well as join any number of groups dedicated to such pursuits as having fun, discussing politics, or even religion. Thus, Second Life really does offer up a “third space” to its residents by creating a unique place that offers anything they could find in “real life,” and if something isn’t in Second Life you can always create it! The importance of identity and presence in Second Life is based on the value educators place on realistic interactions among group of people. Just like using simulations to gain realistic experiences, the more transference of learning from the real world to the virtual world may occur. Within the virtual world of Second Life, students have the opportunity to practice skills such as “media and computer literacy, cognitive skills such as problem solving and spatial awareness, and social skills such as the ability to collaborate” just to name a few (Linderoth et al., 2004, pp. 157–158). Even with the very basic experience of using a virtual sandbox (which allows users to design and create anything they want) or changing the appearance of their avatars has the potential of providing students with chances to practice basic math, literacy, technology, or art skills. The more realistic these virtual world interactions are, the more meaningful the learning will be for the student and the more likely to transfer their knowledge and skills to the real world. Another major opportunity Second Life affords, as it relates to education, is that it offers students and educators, particularly but not exclusively involved in distance education, a different and possibly better way to communicate than currently existing electronic course management systems offer. The sense of presence based on a 3D space allows for a different type of communication through synchronous avatar interactions, which is quite a different experience than synchronous communication 38 Eun won Whang, Cherryberry Gerstort, Kona Taylor, Madison Poppy, Timothy Cash, and TJ Milev - 9789087909949 Downloaded from Brill.com09/12/2021 10:23:57PM via free access
EDUCATION AND VIRTUAL WORLDS in a traditional instant messaging. The rules of interaction among users chatting in Second Life can be different. For instance, Second Life allows users to select scripted emotions, such as laughing, that can replace acronyms like LOL. A user’s decision to employ scripted emotions as well as being able to put a face to the person they are interacting with represents a significant change in communication in comparison to traditional instant messaging. In conjunction with the communication affordances Second Life provides, is the construction of community and collaboration. For instance, many researchers that analyze synchronous communication conclude that this type of communication affords great opportunities for community building. Second Life currently appears to enhance the ability to not only build community through its communication tools, but also provides users with opportunities to collaborate, and as a result, learn. In order to sense one’s presence in the virtual world, the person must go through a process of sensing another person’s presence. With the sense of co-presence, when participating in a collaborative study or project, teaching and learning will become more meaningful and realistic compared to other online or distance learning systems. Again focusing on how understanding presence in virtual worlds as tied to realism is a key component in the educational opportunities that Second Life may afford. CONCLUSION Virtual worlds are no longer the metaverse (Stephenson, 1992) dreams of science fiction writers and are becoming a common if not normal third space for individuals to interact online with other people. Advancements in technology, larger selection of games, and virtual reality environments that look and feel more like the real world, further enhance the appeal of virtual worlds to society. Recent research conducted on behalf of the U.S. Congressional Internet Caucus Advisory Committee indicated that when given the chance approximately forty-four percent of respondents would rather have their avatar look similar to the way they look in “real” life (Reuters, 2008), thus adding to the seemingly importance of realistic virtual environments and avatars. Yet, virtual worlds can be utilized as a tool not only for their pleasure and escape, but for its educational and therapeutic values. Sensing presence and immersion in virtual worlds can increase potential of users’ identity establishment in these worlds. Establishing one’s identity within virtual worlds may imply existence of various personalities, appearances, behaviors, thoughts, life styles, and so on, just like the world we are physically living in. Users’ sense of identity in virtual worlds may imply serious and down-to-earth relationships and interactions in these worlds which eventually may imitate the world we live in. The more realistically people view the environment they are interacting in, the more seriously and realistically they will behave. Likewise, the more realistically they behave the more potential is created for education. If students are behaving and responding in virtual worlds much like they behave in real life, educators can harness these virtual worlds for learning experiences that would not have been possible otherwise. Paradoxically, the fact that virtual worlds are not truly “real” also has tremendous educational potential. For instance, 39 Eun won Whang, Cherryberry Gerstort, Kona Taylor, Madison Poppy, Timothy Cash, and TJ Milev - 9789087909949 Downloaded from Brill.com09/12/2021 10:23:57PM via free access
WHANG, TAYLOR AND CASH the existing paradox between real and imaginary that virtual worlds afford allows for creativity at levels that might not be possible in a more traditional educational setting. Identity, presence, and realities mix with imagination in virtual worlds to create amazing educational opportunities. REFERENCES Bailenson, J. N., & Blascovich, J. (2004). Avatars [Electronic version]. In W. S. Bainbridge (Ed.), Encyclopedia of human-computer interaction. Great Barrington, MA: Berkshire Publishing Group. Capin, T. K., Pandzic, I. S., Thalmann, N. M., & Thalmann, D. (1998). Realistic avatars and autonomous virtual humans in VLNET networked virtual environments. In R. Earnshaw & J. Vince (Eds.), Virtual worlds in the internet. Cambridge, MA: IEEE Computer Society Process. Chan, E., & Vorderer, P. (2006). Massively multiple online games. In P. Vorderer & J. Bryant (Ed.), Playing video games: Motives, responses, and consequences. Mahwah, NJ: Lawrence Erlbaum Associates. Ducheneaut, N., & Moore, R. J. (2004, November). Let me get my alt: Digital identiti(es) in multiplayer games. In G. M. Olson & J. Herbsleb (Co-Chairs) (Eds.), Representation of digital identities. Workshop conducted at the meeting of Computer Supported Cooperative Work, Chicago. Guadagno, R. E., Blascovich, J., Bailenson, J. N., & McCall, C. (in press). Virtual humans and persuasion: The effects of agency and behavioral realism [Electronic version]. Media Psychology. Jones, D. E. (2005). I, avatar: Constructions of self and place in second life and the technological imagination. Georgetown University, Gnovis. Journal of Communication, Culture and Technology. Retrieved May 8, 2006, from http://gnovis.georgetown.edu/articles/FA05-01-secondlife.pdf Linderoth, J., Lindstrom, B., & Alexandersson, M. (2004). Learning with computer games. In J. Goldstein, D. Buckingham, & G. Brougere (Eds.), Toys, games, & media. Mahwah, NJ: Lawrence Erlbaum Associates. Oldenburg, R. (1999). The great good Place: Cafes, coffee shops, community centers, beauty parlors, general stores, bars, hangouts, and how they get you through the day. New York: Marlowe & Company. Reuters, E. (2008). Poll: Most adults don’t want fantasy avatars. Reuters, Second Life News Center. Retrieved March 8, 2007, from http://secondlife.reuters.com/stories/2008/01/31/poll-most-adults- dont-want-fantasy-avatars Shaffer, D. W. (2006). How computer games help children learn. New York: Palgrave Macmillan. Steinkuehler, C., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places”. Journal of Computer-Mediated Communication, 11(4), Article 1. Retrieved October 15, 2007, from http://jcmc.indiana.edu/vol11/issue4/steinkuehler.html Stephenson, N. (1992). Snow crash. New York: Bantum. Weiss, P., Bialik, P., & Kizony, R. (2003). Virtual reality provides leisure time opportunities for young adults with physical and intellectual disabilities [Electronic version]. CyberPsychology & Behavior, 6, 335–342. Yee, N. (2006). The demographics, motivations and derived experiences of users of massively- multiuser online graphical environments [Electronic version]. Presence. Yee, N., & Bailenson, J. N. (2007). The proteus effect: The effect of transformed self representation on behavior. Human Communication Research, 33, 271–290. Eun Won Whang Curriculum & Instruction, University of Illinois at Urbana-Champaign. 40 Eun won Whang, Cherryberry Gerstort, Kona Taylor, Madison Poppy, Timothy Cash, and TJ Milev - 9789087909949 Downloaded from Brill.com09/12/2021 10:23:57PM via free access
EDUCATION AND VIRTUAL WORLDS Kona Taylor Curriculum & Instruction, University of Illinois at Urbana-Champaign. Timothy Cash Curriculum & Instruction, University of Illinois at Urbana-Champaign. 41 Eun won Whang, Cherryberry Gerstort, Kona Taylor, Madison Poppy, Timothy Cash, and TJ Milev - 9789087909949 Downloaded from Brill.com09/12/2021 10:23:57PM via free access
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