British Journal of Educational Technology · 2009 · 720 citations · 13 references
EducationEducational TechnologyImmersive VisualizationUser Experience DesignVirtual Reality In EducationImmersive Learning EnvironmentsImmersive MediaVirtual Environment DesignVirtual Learning EnvironmentsVirtual RealityVirtual Worlds3D Virtual WorldsDesign For Second LifeMultiuser Virtual WorldsSecond-life ApplicationsVirtual Environments In InstructionVirtual Reality Learning Environments
Second Life is the most mature and popular multi‑user virtual world platform, rooted in early online gaming and evolving into contemporary 3‑D immersive spaces. The article examines Second Life’s potential and barriers for educators wishing to employ immersive 3‑D spaces in teaching. The authors develop a typology of virtual worlds, describing key features—technical, immersive, and social—that make unstructured 3‑D spaces attractive to educators. They conclude that barriers to successful implementation exist, but ongoing developments aim to address these issues across virtual worlds.
Abstract Second Life (SL) is currently the most mature and popular multi‐user virtual world platform being used in education. Through an in‐depth examination of SL, this article explores its potential and the barriers that multi‐user virtual environments present to educators wanting to use immersive 3‐D spaces in their teaching. The context is set by tracing the history of virtual worlds back to early multi‐user online computer gaming environments and describing the current trends in the development of 3‐D immersive spaces. A typology for virtual worlds is developed and the key features that have made unstructured 3‐D spaces so attractive to educators are described. The popularity in use of SL is examined through three critical components of the virtual environment experience: technical, immersive and social. From here, the paper discusses the affordances that SL offers for educational activities and the types of teaching approaches that are being explored by institutions. The work concludes with a critical analysis of the barriers to successful implementation of SL as an educational tool and maps a number of developments that are underway to address these issues across virtual worlds more broadly.
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Synthetic worlds: the business and culture of online games
Choice Reviews Online · 2006 · 1.2K citations
Social Sciences, Economics, Finance +17
Toward a Definition of “Virtual Worlds”
Mark W. Bell · Journal of Virtual Worlds Research · 1970 · 454 citations · Full text