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	<title>UberNoggin &#187; mmorpg</title>
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	<description>Intellagirl&#039;s Geeky Thoughts and Ponderings</description>
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		<title>Questions I&#8217;m thinking about</title>
		<link>http://ubernoggin.com/archives/135</link>
		<comments>http://ubernoggin.com/archives/135#comments</comments>
		<pubDate>Sun, 30 Dec 2007 14:39:30 +0000</pubDate>
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		<description><![CDATA[Mark and I often do a bit of brainstorming on the big dry erase boards in our dining room. Lately, we&#8217;ve been churning out research-type questions about virtual worlds. I thought I&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<p>Mark and I often do a bit of brainstorming on the big dry erase boards in our dining room. Lately, we&#8217;ve been churning out research-type questions about virtual worlds. I thought I&#8217;d post them to save them from little hands and erasers and perhaps to get some discussion going.</p>
<ul>
<li>What is a virtual world? what definition works best to aid research? Is it different than a virtual environment?</li>
<li> How does the ability to see others&#8217; friends list change our perception of them? How is that perception different in a space where we can&#8217;t who someone is friends with?</li>
<li>How can identity formation mechanics be made interoperable? Should they?</li>
<li>How is the style/goal of the world or environment tied to expected avatar behavior (ex. Miis with guns?)?</li>
<li>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?)</li>
<li>Are social networks virtual worlds?</li>
<li>Identity: does more information = more trust, does more or less choice allow for more succinct identities?</li>
<li>Are we more or less immersed in spaces where we have more choices in identity formation?</li>
<li>Does less identity = less immersion?</li>
<li>Does greater choice in identity formation result in more accurate identity portrayal? more trust worthy identity?</li>
<li>How would MUVEs and MMORPGs be changed if more SNS mechanics were added to them?</li>
<li>What influences greater number of friends in an MMORPG/MUVE? mechanics of friendship? purpose or advantage of friendship? personality expression?</li>
<li>Do SL or FB users have more friends? How does introversion or extroversion influence number of friends in each space?</li>
<li>Is FB a more powerful social network because it can incorporate multiple identities and connections? Pull info from other spaces?</li>
<li>Do we &#8220;know&#8221; people more if we&#8221;know&#8221; more than one of their online identities? If one of those identities is a SNS rather than a MUVE or MMORPG?</li>
<li>How do we verify someone&#8217;s identity? What info do we need to feel that we know who they are?</li>
</ul>
<p>These are pretty disorganized but you probably get the drift of where the ideas are going. I haven&#8217;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&#8217;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:</p>
<ul>
<li>the world goes on whether you&#8217;re logged in or not; you can&#8217;t pause the world</li>
<li>digital</li>
<li>hosted remotely</li>
<li>capacity more multi-user</li>
<li>users are represented by some kind of avatar, identity that they create (even if it&#8217;s text-based or very limited in construction)</li>
</ul>
<p>What would you add? Would you take anything away?</p>
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