In this third and final blog post this week for EAC 539, I
was asked to review another student's blog and react to their initial
post. After reading Megan Glancy's opinions on Second Life, I sprouted horns and decided to play ... Devil's
Advocate for the tool Second Life.
I should probably disclose my history with massively
multiplayer online games. Among the
first major MMOs was a game called Everquest, which I played for several years. I was an active raiding member of one of the
best guilds in the game, Triton of the Povar server. For those that need context, this is the
equivalent of holding down a full time job.
A raider in my situation at the time would put in at a minimum, five
hours of raiding a night, every night except Fridays. Also of note is the need for non-raiding time
to prepare one's avatar/character for raiding by way of gaining experience,
completing quests for access to raid zones and gathering useful raid
consumables.
Patented Triton Victory Shot |
First, Second Life and similar online environments deeply
engross their users in the environment.
If this can be cultivated in a useful manner, then students will spend
far more hours "studying" than they would otherwise, at least my thirty plus hours a week playing Everquest suggests this could happen.
Secondly, virtual worlds at their very core embody sociology. In some cases, they create societies of their
own with complex social structures, not simple mirrors of our own real world social
groups. In other cases, virtual worlds
allow for exploration more abstract concepts like the effect of society on its
members.
As an example of this type of exploration, Koles and Nagy explored
the question, "Who is Portrayed in Second Life: Dr. Jekyll or Mr. Hyde?"
in the Journal of Virtual Worlds Research.
This piece addressed how identity is shaped in an online
environment. Is the avatar just an
extension of the real life identity or something radically different. Conclusions reached in the article included
how social orientation was the most pronounced for the virtual identity. Seems like this could spur a lively debate
about the role of society in determining self?
Another approach to how virtual worlds might be applied to
the study of sociology by leading students through how to conduct research of
sociology concepts. A virtual world
seems like an excellent place to gather data.
You could have students canvas a virtual world to interview rather than
have the expense of conducting real world interviews.
Finally, today in politics a debate between the halves and
the have-nots is raging. Conservatives recently
have been accused of not caring about 47% of the population because they do not
pay income taxes. A similar social
concept was explored in second life by Hans Geser in his paper "A very
real Virtual Society," where he talked about the distribution of wealth in
Second Life following a U-shaped curve, with high amounts of non-owners and
owners but few in between or "middle class" residents. Exploration of similar themes might be great
for class discussions or projects in Second Life.
In conclusion, I understand it might be hard to integrate
virtual worlds into courses, but I do think there is some value in exploring
these structures. As you mentioned there
is a learning curve to all virtual worlds, but the time it will take for most
18-22 year old users to get up to speed today will be minimal because many of
them will have experience with gaming and those who do not are more willing
than ever to collaborate by seeking aid from their peers.