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Real relationships in a virtual world: Social engagement among older adults in Second Life
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2016
Year
Social IsolationOnline EnvironmentsEngineeringCommunicationSecond LifeSocial MediaOnline CommunityReal RelationshipsImmersive EnvironmentPersonal RelationshipSocial NetworksCommunity EngagementUser ExperienceGlobal AgingVirtual WorldInterpersonal CommunicationSocial ComputingSociologyInterpersonal RelationshipsHuman-computer InteractionVirtual CommunityArts
Background This study examined Second Life (SL), a 3D immersive environment, as an opportunity for older adults to create new social relationships. Method A total of 39 adults aged 60 and older (86.8% female, 13.2% male) completed the study. Outside of the weekly, two-hour formal instruction time, they spent a minimum of 20 hours in SL over the course of two weeks. Semi-structured in-person interviews were conducted with each participant to explore their attitudes toward and perceptions of online relationships; their experiences interacting with others in SL and the degree to which they formed relationships; and the challenges they encountered in creating these relationships. Results & discussion We found that older adults were largely receptive to the possibility of creating online relationships, but only a minority of them were successful in establishing them. A number of challenges to creating these relationships are discussed. This study suggests that SL may offer social benefits to a subset of older adults; however, simpler platforms should be explored to reduce challenges in navigating online environments.