At The Open University in the UK, we have conducted empirical qualitative research in Second Life, a virtual world. The first project is in the education domain in which we are investigating the designs of learning spaces in Second Life, while the second project is related to shopping and consumer behavior of users in Second Life. In this paper, we discuss our experiences of conducting empirical research in virtual worlds with a specific focus on the following aspects: ethical norms, real-world and virtual identities, privacy of the participants, communication modalities (voice, text and use of gestures), logistics of conducting user-based studies, and skills and training needs of researchers. Although our experiences are based on conductin...
A volume in Research in Management Education and Development Series Editors: Charles Wankel, St. Joh...
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating hi...
With the growing awareness on the research of virtual worlds, it is claimed the development of virtu...
At The Open University in the UK, we have conducted empirical qualitative research in Second Life, a...
At The Open University in the UK, we are currently involved in two research projects related to 3D v...
We will focus on the following aspects of conducting empirical research in virtual worlds: the toolb...
Three-dimensional (3D) virtual worlds have been employed in various domains and have been a topic fo...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
Aims: This paper discusses the methodological challenges of using the 3D social virtual world Second...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
In synthetic worlds, such as Second Life, World of Warcraft, or SIMS, the dichotomy between reality ...
Virtual worlds like Second Life are becoming important tools for, among other activities, socializat...
Researchers love virtual worlds. They are drawn to virtual worlds because of the opportunity to stud...
Participation in multi-user virtual environments (MUVEs) is becoming a part of the American culture,...
Aims: This paper discusses the methodological challenges of using the 3D social virtual world Sec...
A volume in Research in Management Education and Development Series Editors: Charles Wankel, St. Joh...
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating hi...
With the growing awareness on the research of virtual worlds, it is claimed the development of virtu...
At The Open University in the UK, we have conducted empirical qualitative research in Second Life, a...
At The Open University in the UK, we are currently involved in two research projects related to 3D v...
We will focus on the following aspects of conducting empirical research in virtual worlds: the toolb...
Three-dimensional (3D) virtual worlds have been employed in various domains and have been a topic fo...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
Aims: This paper discusses the methodological challenges of using the 3D social virtual world Second...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
In synthetic worlds, such as Second Life, World of Warcraft, or SIMS, the dichotomy between reality ...
Virtual worlds like Second Life are becoming important tools for, among other activities, socializat...
Researchers love virtual worlds. They are drawn to virtual worlds because of the opportunity to stud...
Participation in multi-user virtual environments (MUVEs) is becoming a part of the American culture,...
Aims: This paper discusses the methodological challenges of using the 3D social virtual world Sec...
A volume in Research in Management Education and Development Series Editors: Charles Wankel, St. Joh...
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating hi...
With the growing awareness on the research of virtual worlds, it is claimed the development of virtu...