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Second Life

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lightbulbAbout this topic
Second Life is an online virtual world launched in 2003, where users create avatars to interact, socialize, and participate in various activities within a 3D environment. It serves as a platform for user-generated content, allowing individuals to build, explore, and engage in economic transactions using a virtual currency.
lightbulbAbout this topic
Second Life is an online virtual world launched in 2003, where users create avatars to interact, socialize, and participate in various activities within a 3D environment. It serves as a platform for user-generated content, allowing individuals to build, explore, and engage in economic transactions using a virtual currency.

Key research themes

1. How Does Second Life Facilitate Identity Construction and Social Interaction through Avatar Personalization and Virtual Communities?

This research area investigates how users construct, perform, and negotiate identities within Second Life via avatar customization and social engagement. Understanding identity formation in Second Life provides insights into the sociocultural dynamics of virtual worlds and the interplay between real and virtual selves, which has implications for digital anthropology, sociology, and human-computer interaction.

Key finding: Using a qualitative netnographic methodology including auto-netnography and participant observation, this study found that Second Life avatars serve as digital representatives that allow users to transcend physical reality... Read more
Key finding: Through participant observation, this paper reveals that Second Life functions as both a site for individual fantasy fulfillment and collective virtual community. The blurring of virtual and real identities leads to real... Read more
Key finding: This chapter conceptualizes online identity in Second Life as an extension of actual identity, shaped by sociocultural contexts and evolving over time. It introduces a framework focused on identity, relationships, and virtual... Read more
Key finding: This essay analyzes consumer behavior and ownership in Second Life, revealing that despite the virtual nature of goods, users attribute real satisfaction and social meaning to virtual possessions. The commodification... Read more
Key finding: Through digital ethnography, this paper examines the persistence of Second Life as a queer and countercultural space shaped by user-created environments and economy. It highlights the platform's complex user experience and... Read more

2. What Are the Pedagogical Potentials and Challenges of Using Second Life for Collaborative and Experiential Learning?

This theme explores the use of Second Life as a platform for education, focusing on its affordances for immersive, collaborative, and role-playing pedagogies. It is crucial for understanding how virtual environments can support experiential learning, language acquisition, and interdisciplinary collaboration, as well as identifying challenges related to technology, learner engagement, and instructional design.

Key finding: Through ethnographic journal data and interviews from participation in Second Life discussion groups, this study demonstrates that 3D virtual worlds provide enhanced social presence, immediacy, and community-building... Read more
Key finding: This case study describes the use of Second Life's MUVE for immersive second language instruction targeting ERASMUS students learning Portuguese. The findings indicate that Second Life's synchronous multimodal communication... Read more
Key finding: This exploratory qualitative research demonstrates that designing a virtual learning environment in Second Life aligned with cognitive apprenticeship and situated learning principles enhances affective, behavioral, and... Read more
Key finding: An experimental study with university students showed that Second Life enhances social dynamics, student engagement, and learning experiences in digital games education, particularly through role-play and communal activities.... Read more
Key finding: This case study involving high school students using Scratch4SL within Second Life found that combining 3D virtual worlds with constructionist programming environments can mitigate the steep learning curve associated with... Read more

3. How Can Second Life Support Interdisciplinary Collaboration and Complex Problem Solving in Professional Training Contexts?

This theme covers the implementation and outcomes of Second Life as a platform for interdisciplinary, collaborative professional training and telecollaborative learning. It highlights how Second Life's virtual spaces enable role-play, communication, and project development across disciplines, overcoming geographical and contextual barriers inherent in conventional training.

Key finding: This case study documents collaboration between occupational therapy and speech-language pathology educators leveraging Second Life to overcome geographic and logistical barriers. The research illustrates that Second Life... Read more
Key finding: Through evaluation of corporate training contexts, this study finds that Second Life's immersive environment and role-playing features allow for effective simulation of real-life scenarios, improving participant engagement,... Read more

All papers in Second Life

Within the recent surge in technology-mediated task-based language teaching (TBLT) research, this article employs the Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA) framework to review existing research... more
Learning experiences within Multi User Virtual Environments (MUVE’s) focus on discovery and active experiences and provide many opportunities to support multicultural learners. Virtual worlds have the potential to become meaningful,... more
Virtual worlds are a phenomenon raising interest among educators around the globe, with more than 500 educational institutions experimenting with, or offering classes in the virtual world of Second Life. While many educators are excited... more
Lindbøg Karlsen, Anette. 2014. ”Usynlig(e) kunst(færdigheder): Magasinet Kunst har besøgt Bevaringsafdelingen på Statens Museum for Kunst for at få et indblik i deres arbejdsgang.” Magasinet Kunst 2014 (5): 40-42.
The initial training of quality teachers is seen as a key to improving the learning outcomes of students in Chile. The TYMMI project is one of the initiatives being developed to provide a space for simulation for teaching practices in... more
O potencial da Web 2.0 na aprendizagem é evidenciado por diversos autores sublinhando-se entre outras, as possibilidades de autoria, partilha e construção colaborativa do conhecimento em espaços sociais. Caracterizando-se pela... more
This article aims to investigate the role of virtual worlds in enhancing the philosophy of openness in terms of accessibility in distance education. A bibliographic research was conducted, based on specific sampling criteria, to search... more
Talk and debate about the Internet and virtual communities seem to be ubiquitous. If not a reflection of trends and fashions in social inquiry, comprising an "online dimension" in research designs equates with keeping up with wider... more
The aim of this study is to compare face-to-face and online flipped learning models in the Educational Psychology course based on student perspectives. The study was conducted using the case study method, one of the qualitative research... more
Blockchain technology has become a major focus in data security and reliability. A foundation for innovations such as non-fungible token (NFT), which opens up new opportunities in managing ownership of digital assets. We investigate NFTs... more
Bu araştırmada lisans düzeyinde turizm eğitimi almakta olan üniversite öğrencilerinin İngilizce öğrenmedeki başarısızlık nedenleri belirlenmeye çalışılmış, başarısızlık nedenleri arasında anlamlı bir ilişkinin ve başarısızlık nedenleri... more
Bu araştırmada lisans düzeyinde turizm eğitimi almakta olan üniversite öğrencilerinin İngilizce öğrenmedeki başarısızlık nedenleri belirlenmeye çalışılmış, başarısızlık nedenleri arasında anlamlı bir ilişkinin ve başarısızlık nedenleri... more
This paper aims at sharing the experience we had in the design and implementation of a short pilot course of Italian in Second Life® (SL). The paper will provide a description of the course mentioning preliminary findings, discussed in... more
This document is the editorial for the Special issue of the ReCALL journal "Interactions for language learning in and around virtual worlds."
This paper aims at sharing the experience we had in the design and implementation of a short pilot course of Italian in Second Life® (SL). The paper will provide a description of the course mentioning preliminary findings, discussed in... more
Notwithstanding their potential for novel approaches to language teaching and learning, Virtual Worlds (VWs) present numerous technological and pedagogical challenges that require new paradigms if the language learning experience and... more
The Second Life Multi-User Virtual Environment (MUVE) has been used as an educational resource in many different ways, ranging from simulating the traditional classroom, though interactive experiences, to practical creational activities.... more
In the face of global challenges and the increasing need for education supporting sustainable development, innovative teaching methods combined with Information and Communication Technology (ICT) tools have significant potential to... more
The contemporary awareness of the body, both in theory and in its physical and emotional aspects, has undergone substantial evolution even more recently in the last years. Termed an artificial-natural assemblage, the hyper-real extended... more
This article describes the architecture and the network communication of a large-scale, networked virtual environment, which is designed to specifically support closely-coupled collaboration in highly interactive scenarios. Its main goals... more
Semantik web, dijital verilerin makineler tarafından anlamlandırılmasını sağlayarak, kullanıcı deneyimini iyileştiren bir teknolojik çerçeve sunmaktadır. Bu bağlamda, özellikle engelli bireyler için semantik web uygulamalarının... more
Summary Students are our most precious resource, and as such should be cultivated with the utmost care in well-designed educational environments. If our goal is to as-sist the learner in developing the knowledge, skills, and attitudes to... more
The current interest and extension of social networking are rapidly introducing a large number of applications that originate new communication and interaction forms among their users. Social networks and virtual worlds, thus represent a... more
Resumen: Con el desarrollo de la denominada Web 2.0 y el gran interés y extensión que han alcanzado actualmente las redes sociales, se están introduciendo rápidamente un gran número de aplicaciones que originan a la vez nuevas formas de... more
Purpose The purpose of this paper is to study the influence of user personality and vlaues on the number of connections users make, the number of requests for connections that users give out, and the number of connections invitations... more
With the continued advances in information and communication technology comes the interconnectivity of education institutions, businesses and industries. Either by default or association, the traditional education system will need to... more
In this paper, we present a novel approach to contextualize course design by the application of the Omnispective Analysis and Reasoning (OAR) framework to map the goals and intent of a course to its design and delivery. Effective design... more
This paper is about the role of authenticity and emotion to aid learning in immersive virtual environments; in particular the occupational health and safety in the operations and supply chain industry. With the introduction of relatively... more
Harari Sapiens’te anlatır: Homo sapiens diğer türlerden farklı olarak kolektif hayal gücü sayesinde işbirliği kurdu; inanç sistemleri, hukuk, para… Homo Deus’ta ise yeni “tanrılık” kaynağı biyoteknoloji ve veri kontrolüdür: “21. yüzyılda... more
The present study aims to analyze the return and risk performance of selected cryptocurrencies in order to find out which cryptocurrencies have small risks and large returns. The research time period is 2017 to 2022. The objective of this... more
The urgency to address climate change has made carbon markets critical for reducing global emissions. However, these markets face key challenges, including limited transparency, inefficient emissions reporting, and mistrust in carbon... more
Collaborative and student-centered learning are endorsed by modern educational approaches and (to a certain degree) are applied to educational environments. Early childhood education puts emphasis on such issues. Wiki environments provide... more
A fully automated, passively activated data-acquisition system was developed to allow routine, continuous, nonobtrusive monitoring of selected Activities of Daily Living/Instrumental Activities of Daily Living (ADL/IADLs) and the... more
Bu çalışmada, çevrimiçi haber metni üretiminde başvurulan yöntemlere ve metin üretimi sırasında gerçekleştirilen (sözel) işlemlere odaklanılmıştır. TRTHaber internet sitesinde 14 Nisan 2019–17 Kasım 2022 arasında yayınlanmış 100 adet... more
DÜNYADA YENİ DİL ÖĞRETME ARAÇLARINDAN BİRİ OLARAK HOLOGRAM VE TÜRKÇE EĞİTİMİ Elif ERMAĞAN 1 Öz Öğrenme süreçlerinin tasarlanması, gerçekleştirilmesi ve zenginleştirilmesi uzmanlık gerektiren bir alandır. Dil öğretiminde günümüzde... more
As technology continues to evolve, the dynamics of language learning have transformed dramatically, enabling students to engage with instructors and peers through interactive videoconferencing tools. This study explores how different task... more
PT Inovação, Rua Eng. José Ferreira Pinto Basto, 3810-106 Aveiro. arnaldo@ptinovacao.pt. ... This paper is based on the work of the research project 3D Virtual Classroom, a joint research initiative between the Department of ...... more
Over the past three years (2006)(2007)(2008), the medical/health and public health communities have shown a growing interest in using online 3D virtual worlds like Second Life ® () for health education, community outreach, training and... more
With the continued advances in information and communication technology comes the interconnectivity of education institutions, businesses and industries. Either by default or association, the traditional education system will need to... more
Much of the recent interest in virtual worlds has focused on using the immersive properties of virtual worlds to recreate an experience like that of interacting face to face with other participants. This thesis instead focuses on how we... more
در ده سال گذشته الگوی مصرف اخبار تغییراتی اساسی داشته و مخاطبان بیش از قبل از طریق شبکه‌های اجتماعی و پیام‌رسان‌های موبایلی اخبار را دریافت می‌کنند. این روند از دیجیتالی‌شدن و پدیده همگرایی آغاز شد، با ظهور روزنامه‌نگاری شبکه‌ای تداوم... more
The current interest and extension of social networking are rapidly introducing a large number of applications that originate new communication and interaction forms among their users. Social networks and virtual worlds, thus represent a... more
This paper is the beginning of a research project which will explore the function and impact of Transmedia (TM) in Higher Education (specifically English Literature studies). There are several underlying assumptions that are being tested... more
This article explores As aventuras de Paulo Bruscky [The adventures of Paulo Bruscky], a documentary directed by Gabriel Mascaro, featuring Paulo Bruscky himself. The documentary was made in Second Life, subverting the codes of film in... more
Transhumanists arc committed to re-evaluating the entire human condition and offering proposalsfor transcending mortality, principally by augmenting the human body with mechanical components or by transferring the human mind into... more
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