30 Dec 2007 @ 7:39 AM 
 

Questions I’m thinking about

 

Mark and I often do a bit of brainstorming on the big dry erase boards in our dining room. Lately, we’ve been churning out research-type questions about virtual worlds. I thought I’d post them to save them from little hands and erasers and perhaps to get some discussion going.

  • What is a virtual world? what definition works best to aid research? Is it different than a virtual environment?
  • How does the ability to see others’ friends list change our perception of them? How is that perception different in a space where we can’t who someone is friends with?
  • How can identity formation mechanics be made interoperable? Should they?
  • How is the style/goal of the world or environment tied to expected avatar behavior (ex. Miis with guns?)?
  • What are the trust implications of communication in multiple virtual spaces? (ex. Do I trust someone more who I know in SL and on Twitter?)
  • Are social networks virtual worlds?
  • Identity: does more information = more trust, does more or less choice allow for more succinct identities?
  • Are we more or less immersed in spaces where we have more choices in identity formation?
  • Does less identity = less immersion?
  • Does greater choice in identity formation result in more accurate identity portrayal? more trust worthy identity?
  • How would MUVEs and MMORPGs be changed if more SNS mechanics were added to them?
  • What influences greater number of friends in an MMORPG/MUVE? mechanics of friendship? purpose or advantage of friendship? personality expression?
  • Do SL or FB users have more friends? How does introversion or extroversion influence number of friends in each space?
  • Is FB a more powerful social network because it can incorporate multiple identities and connections? Pull info from other spaces?
  • Do we “know” people more if we”know” more than one of their online identities? If one of those identities is a SNS rather than a MUVE or MMORPG?
  • How do we verify someone’s identity? What info do we need to feel that we know who they are?

These are pretty disorganized but you probably get the drift of where the ideas are going. I haven’t had a chance to think through any one of them to the point of satisfaction but Mark and I have been wrestling with the definition of virtual world because we just don’t feel that the definitions offered by others are prepared to deal with the multitude of spaces that are popping up online. So far we think that a virtual world is one in which:

  • the world goes on whether you’re logged in or not; you can’t pause the world
  • digital
  • hosted remotely
  • capacity more multi-user
  • users are represented by some kind of avatar, identity that they create (even if it’s text-based or very limited in construction)

What would you add? Would you take anything away?

Tags Categories: facebook, identity, metaverse, mmorpg, research, second life, social network, software Posted By: admin
Last Edit: 30 Dec 2007 @ 07 40 AM

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Responses to this post » (2 Total)

 
  1. John Dennett says:

    I think it’s essential to add the notion of cause and effect. I’m sure there’s a better way to articulate this, but I think the idea that an action in a virtual world has the potential to impact other participants beyond one’s circle of friends is an important one. For example, not only does the world persist whether or not I’m logged in, but an artifact that I build can be encountered by and have unanticipated interactions with others.

    Perhaps related is the idea in one form or another of real estate. One can “be” in a place in a virtual world; different for instance than viewing a document found at a URL.

    Just thinkin’ out loud here…what say you?

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    The MMRPG network is pretty big and and can offer you valuable back links in exchange for your review of our game. Please let me know if this is something that would interest you. I am only approaching you because of the high quality of your blog,

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