- 1. Psychology on Second Life? Learning, Support and Research in
3D Online Multi-user Virtual Environments . Simon Bignell Lecturer
in Psychology University of Derby, UK Email: [email protected]
2. Disclosure No conflict of interest to declare 3.
Acknowledgements 4. The Rise of the Net
- As of March 2007, worldwide there are 1.114 billion people
using the Internet.(http://www.internetworldstats.com).
- The speed at which this technology has been adopted into
society has been described as revolutionary, with particularly
significant saturation into schools, work and family environments
- Educators, Researchers and Support Groups have all embraced the
- Leicestershire University
The Rise of Virtual Worlds 6. 7. Why Virtual Worlds?
- They allow users to be able to carry out tasks that could be
difficult in the real world
- Virtual worlds have the capability to adapt and grow to
different user needs.
8. Why Virtual Worlds?
- Persistence allows for continuing and growing social
interactions, which themselves can serve as a basis for
- Virtual worlds represent a powerful new media for instruction
- The use of virtual worlds can give practitioners/educators the
opportunity to have a greater level of client/student
9. 10. 11.
- Problem-based Learning in Virtual Interactive Educational
Worlds for Psychology (PREVIEW-Psych)
- The project implemented a user-focused approach to develop
immersive collaborative tutorials and materials in 3D a multi-user
virtual world (Second Life).
- Used problem-based learning scenarios dealing withDepression
,Schizophrenia ,AlcoholismandAnorexia .
- Used automated intelligent avatars to role-play scenarios in a
simulation of a family home.
12. Learning and Teaching in Virtual Worlds
13. Supporting People
- Hundreds of support groups in Second Life.
- Like-minded people form SL groups and have regular
- Autism Society of America
- Appeal is immersive social qualities and 'community
14. Research in Virtual Worlds
- Virtual worlds can be used for qualitative and quantitative
- Can be used as a virtual laboratory to run participants across
a number of paradigms.
- Social Psychology experiments.
- Groups andindividuals under different social settings.
- Modified and customised environments and avatars.
- Identity and Personality experiments.
- Gender swap, facial disfigurement.
- Face perception, error and latency data.
- Unlimited supply of (cheap) participants 24hrs a day
15. A Framework for Learning, Support and Research in Multi-User
Virtual Worlds 16. A Framework for Learning, Support and Research
in Multi-User Virtual Worlds.
- Sound pedagogy, Blended, Supplementary.
- User-oriented, Dynamic, Responsive.
- Ethics, Methodology, Validity.
- The interaction between these three factors is critical for
17. Tools, Techniques and Technologies
- Virtual Infrastructure, PowerPoint Presenters, Avatars,
Gadgets, Building, Scripting,
- Inductions, Camera, Movement, Inventory, Communion, (text,
voice and video), Appearance, Groups, Mashups/Blended contents,
overcoming resistance, facilitating virtually, dealing with
- Broadband, GPU, CPU, Server Speed, Lag, Client, Firewalls,
18. A Framework for Learning, Support and Research in Multi-User
Virtual Worlds 19.
- Psychology in well placed to engage with many aspects of
- A platform for your ideas.
- Collaboration and interactivity.
- Research and scholarship.
- Leveraging a game-based culture for training.
- Need work within a framework:
- Learning, Support and Research.
- Tools, techniques and technology.
21. Simon Bignell Centre for Psychological Research University
of Derby, UK [email_address] +44 (0)1332 593043 (ext: 3043)
www.MiltonBroome.com www.PREVIEW-Psych.org Twitter:MiltonBroome