citations requested for 'what defines a virtual world'?

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William Krebs

citations requested for 'what defines a virtual world'?

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I get to write a paper for a UWash clas I'm taking in virtual worlds - cool!

What key papers should I reference?  I'm picking on Intellagirl / S. Robbins ofcourse, and pinging Jokay and ThinkBalm and Lyr Lobo and Tuxedo NineTails.

Sarah lists these items as key defining attributes:

- WAN
- Multi-User
- Persistent
- Avatar

I'm also wondering if we can make a case that virtual worlds my have 2 more criteria
K1)  Social queues 
- do we know how to act based on observation of other avatars and objects in our environment (i.e., we feel an urge to apologize when we bump, and know a chair is for sitting and usually listening).  Do true virtual worlds leverage our instincts?  Is that a good feature, defining criteria, or bad sim design? 

K2)  Creativity -
I used to hide the build system from my new clients and students.  But now I wonder if manipulation of the environment is key in getting their brains in learning mode.   Are 'virtual worlds' without the ability to create buildings and objects just chat tools with pretty avis?

Thanks for your thoughts!! 
AgileBill Firehawk / Krebs  @AgileBill4d





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Aldon Hynes

Re: citations requested for 'what defines a virtual world'?

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Some javascript/style in this post has been disabled (why?)
I thought wan and persistent were two key defining attributes of people that spend too much time in virtual worlds ;-)
 
Aldon
-----Original Message-----
From: [hidden email] [mailto:[hidden email]]On Behalf Of William Krebs
Sent: Tuesday, October 20, 2009 1:57 AM
To: [hidden email]
Subject: [SLED] citations requested for 'what defines a virtual world'?

I get to write a paper for a UWash clas I'm taking in virtual worlds - cool!

What key papers should I reference?  I'm picking on Intellagirl / S. Robbins ofcourse, and pinging Jokay and ThinkBalm and Lyr Lobo and Tuxedo NineTails.

Sarah lists these items as key defining attributes:

- WAN
- Multi-User
- Persistent
- Avatar

I'm also wondering if we can make a case that virtual worlds my have 2 more criteria
K1)  Social queues 
- do we know how to act based on observation of other avatars and objects in our environment (i.e., we feel an urge to apologize when we bump, and know a chair is for sitting and usually listening).  Do true virtual worlds leverage our instincts?  Is that a good feature, defining criteria, or bad sim design? 

K2)  Creativity -
I used to hide the build system from my new clients and students.  But now I wonder if manipulation of the environment is key in getting their brains in learning mode.   Are 'virtual worlds' without the ability to create buildings and objects just chat tools with pretty avis?

Thanks for your thoughts!! 
AgileBill Firehawk / Krebs  @AgileBill4d





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Matthew Trevett-Smith

Re: citations requested for 'what defines a virtual world'?

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Some javascript/style in this post has been disabled (why?)
If you are describing Second Life in particular, I often use Au's "immersive user-generated online world" from his "Making of Second Life" text.  And then provide definitions and examples for each term.  This is the strategy I've adopted for a article I'm working on anyway, discussing the pedagogical/methodological/experiential consequences for both the student and the instructor in a hybrid online/offline course environment, where I'm interacting with the same students in lab and within SL simultaneously.

~Matt

William Krebs wrote:
I get to write a paper for a UWash clas I'm taking in virtual worlds - cool!

What key papers should I reference?  I'm picking on Intellagirl / S. Robbins ofcourse, and pinging Jokay and ThinkBalm and Lyr Lobo and Tuxedo NineTails.

Sarah lists these items as key defining attributes:

- WAN
- Multi-User
- Persistent
- Avatar

I'm also wondering if we can make a case that virtual worlds my have 2 more criteria
K1)  Social queues 
- do we know how to act based on observation of other avatars and objects in our environment (i.e., we feel an urge to apologize when we bump, and know a chair is for sitting and usually listening).  Do true virtual worlds leverage our instincts?  Is that a good feature, defining criteria, or bad sim design? 

K2)  Creativity -
I used to hide the build system from my new clients and students.  But now I wonder if manipulation of the environment is key in getting their brains in learning mode.   Are 'virtual worlds' without the ability to create buildings and objects just chat tools with pretty avis?

Thanks for your thoughts!! 
AgileBill Firehawk / Krebs  @AgileBill4d





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-- 
M.D. Trevett-Smith
Visiting Assistant Professor
Department of Performance and Communication Arts
St. Lawrence University
Canton, NY  13617

Office: 315.229.5247
Email: [hidden email]
Web: http://www.stlawu.edu/news/bios/node/80

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Dr Hawksby

Re: citations requested for 'what defines a virtual world'?

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Creativity is key. I agree

On Tuesday, October 20, 2009, Matthew Trevett-Smith <[hidden email]> wrote:

>
>
>
>
>
>
> If you are describing Second
> Life in particular, I often use Au's "immersive user-generated online
> world" from his "Making of Second Life" text.  And then provide
> definitions and examples for each term.  This is the strategy I've
> adopted for a article I'm working on anyway, discussing the
> pedagogical/methodological/experiential consequences for both the
> student and the instructor in a hybrid online/offline course
> environment, where I'm interacting with the same students in lab and
> within SL simultaneously.
>
> ~Matt
>
> William Krebs wrote:
> I get to write a paper for a UWash clas I'm taking in
> virtual worlds - cool!
>
>
>   What key papers should I reference?  I'm picking on Intellagirl
> / S. Robbins ofcourse, and pinging Jokay and ThinkBalm and Lyr Lobo and
> Tuxedo NineTails.
>
>
>   Sarah lists these items as key defining attributes:
>
>
>   - WAN
>   - Multi-User
>   - Persistent
>   - Avatar
>
>
>   I'm also wondering if we can make a case that virtual worlds my
> have 2 more criteria
>   K1)  Social queues
>   - do we know how to act based on observation of other avatars
> and objects in our environment (i.e., we feel an urge to apologize when
> we bump, and know a chair is for sitting and usually listening).  Do
> true virtual worlds leverage our instincts?  Is that a good feature,
> defining criteria, or bad sim design?
>
>
>   K2)  Creativity -
>   I used to hide the build system from my new clients and
> students.  But now I wonder if manipulation of the environment is key
> in getting their brains in learning mode.   Are 'virtual worlds'
> without the ability to create buildings and objects just chat tools
> with pretty avis?
>
>
>   Thanks for your thoughts!!
>   AgileBill Firehawk / Krebs  @AgileBill4d
>
>
>
>
>
>
>
>
>
>
> _______________________________________________
> Educators mailing list
> To unsubscribe
> https://lists.secondlife.com/cgi-bin/mailman/listinfo/educators
>
>
>
> --
> M.D. Trevett-Smith
> Visiting Assistant Professor
> Department of Performance and Communication Arts
> St. Lawrence University
> Canton, NY  13617
>
> Office: 315.229.5247
> Email: [hidden email] <javascript:_e({}, 'cvml', '[hidden email]');>
> Web: http://www.stlawu.edu/news/bios/node/80
>
>
>
>
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Marc Rexen

Re: citations requested for 'what defines a virtual world'?

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Social Queues is just a sub-set of the larger, and more important, concept of Community.  A sense of Community is critical for the long-term acceptance and adoption of Virtual Worlds.  Without it, folks will quietly abandon the ghost-towns for worlds that do offer them.  The issue for many platforms is how to get folks that could/would form a Virtual Community together.  Once identified, or formed, the Social Norms expected for that Community will then flow naturally (in clubs one apologizes for running over another, where in a combat sim, it's an expectation).

I agree that Creativity is also a critical addition to the largely technical list (WAN, Multi-User, Persistent, Avatar).  Tools to create have to be present at some level if the Virtual World is to be successful as part of being a member of a Community is creating, finding, or buying "something new" that can be talked about or shown off.  Tools to create not be available to all, especially at the onset for reasons of learning overload, but they do need to be available as an important sub-group will need and want them and the Community will require them to grow (and survive).  Without tools to create, creativity is limited to the ephemeral "moment of chat or interaction" that can be difficult to leverage. 

Created spaces also telegraph the "Rules and Roles expected" in a way that can be far more efficient than a listing of rules of how to act and interact, which helps in identifying a possible Community.  Pop into a beach and the expectation is swimsuits and folks who like water and chatting about boats.   Drop into Samurai Island with a sword and you can expect to be slashed...:)

All of the best Virtual Worlds play toward the top of Maslow's Hierarchy of Need (Belonging and Love Needs, Esteem Needs, Self-Actualization).  Creating (things or places) helps scope Community, and Community seems to be a pre-requisite for Maslow's Hierarchy.

Good luck.

On Tue, Oct 20, 2009 at 12:56 AM, William Krebs <[hidden email]> wrote:
I get to write a paper for a UWash clas I'm taking in virtual worlds - cool!

What key papers should I reference?  I'm picking on Intellagirl / S. Robbins ofcourse, and pinging Jokay and ThinkBalm and Lyr Lobo and Tuxedo NineTails.

Sarah lists these items as key defining attributes:

- WAN
- Multi-User
- Persistent
- Avatar

I'm also wondering if we can make a case that virtual worlds my have 2 more criteria
K1)  Social queues 
- do we know how to act based on observation of other avatars and objects in our environment (i.e., we feel an urge to apologize when we bump, and know a chair is for sitting and usually listening).  Do true virtual worlds leverage our instincts?  Is that a good feature, defining criteria, or bad sim design? 

K2)  Creativity -
I used to hide the build system from my new clients and students.  But now I wonder if manipulation of the environment is key in getting their brains in learning mode.   Are 'virtual worlds' without the ability to create buildings and objects just chat tools with pretty avis?

Thanks for your thoughts!! 
AgileBill Firehawk / Krebs  @AgileBill4d





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Linda Rogers

Re: citations requested for 'what defines a virtual world'?

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Well said!  "Build it" does not necessarily lead to "and they will come".

But the model seems to elude us in SL for recognizing, sustaining and fostering community. I know that I have created a positive community of musicians and appreciative audience members surrounding the Music Island concert series.  But I am also getting somewhat burned out after two years.   There is a cycle I've seen in SL content developers in which excitement and engagement leads to great work leads to a sense of commitment, leads to the development of community, leads to a sense of obligation, leads to work for others rather than self, leads to an expectation of appreciation (tangible and intangible rewards for efforts), leads to disappointment when appreciation lags, leads to burn-out and withdrawal.

This cycle is similar to the one we see in all volunteer organizations.

On Tue, Oct 20, 2009 at 12:26 PM, Marc Rexen <[hidden email]> wrote:
Social Queues is just a sub-set of the larger, and more important, concept of Community.  A sense of Community is critical for the long-term acceptance and adoption of Virtual Worlds.  Without it, folks will quietly abandon the ghost-towns for worlds that do offer them.  The issue for many platforms is how to get folks that could/would form a Virtual Community together.  Once identified, or formed, the Social Norms expected for that Community will then flow naturally (in clubs one apologizes for running over another, where in a combat sim, it's an expectation).

I agree that Creativity is also a critical addition to the largely technical list (WAN, Multi-User, Persistent, Avatar).  Tools to create have to be present at some level if the Virtual World is to be successful as part of being a member of a Community is creating, finding, or buying "something new" that can be talked about or shown off.  Tools to create not be available to all, especially at the onset for reasons of learning overload, but they do need to be available as an important sub-group will need and want them and the Community will require them to grow (and survive).  Without tools to create, creativity is limited to the ephemeral "moment of chat or interaction" that can be difficult to leverage. 

Created spaces also telegraph the "Rules and Roles expected" in a way that can be far more efficient than a listing of rules of how to act and interact, which helps in identifying a possible Community.  Pop into a beach and the expectation is swimsuits and folks who like water and chatting about boats.   Drop into Samurai Island with a sword and you can expect to be slashed...:)

All of the best Virtual Worlds play toward the top of Maslow's Hierarchy of Need (Belonging and Love Needs, Esteem Needs, Self-Actualization).  Creating (things or places) helps scope Community, and Community seems to be a pre-requisite for Maslow's Hierarchy.

Good luck.

On Tue, Oct 20, 2009 at 12:56 AM, William Krebs <[hidden email]> wrote:
I get to write a paper for a UWash clas I'm taking in virtual worlds - cool!

What key papers should I reference?  I'm picking on Intellagirl / S. Robbins ofcourse, and pinging Jokay and ThinkBalm and Lyr Lobo and Tuxedo NineTails.

Sarah lists these items as key defining attributes:

- WAN
- Multi-User
- Persistent
- Avatar

I'm also wondering if we can make a case that virtual worlds my have 2 more criteria
K1)  Social queues 
- do we know how to act based on observation of other avatars and objects in our environment (i.e., we feel an urge to apologize when we bump, and know a chair is for sitting and usually listening).  Do true virtual worlds leverage our instincts?  Is that a good feature, defining criteria, or bad sim design? 

K2)  Creativity -
I used to hide the build system from my new clients and students.  But now I wonder if manipulation of the environment is key in getting their brains in learning mode.   Are 'virtual worlds' without the ability to create buildings and objects just chat tools with pretty avis?

Thanks for your thoughts!! 
AgileBill Firehawk / Krebs  @AgileBill4d





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--
========================
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http://breadandroseslife.blogspot.com
http://music-island.blogspot.com
http://www.twitter.com/lindar


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Greg Wadley

Re: citations requested for 'what defines a virtual world'?

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> - WAN
> - Multi-User
> - Persistent
> - Avatar


I agree with these, but think a definition of VWs has to include their representation of space. Avatars move and act within a simulated space. (The space is often Euclidean and 3d, eg Second Life, but not always, eg MUDs.)

Without spatiality, a definition of VWs would include systems that we wouldn't think of as VWs (FaceBook for example, depending on how you define 'avatar').

For discussion of spatiality I'd cite:

Aarseth, E. (2007). Allegories of space. In F. von Borries, S. P. Walz, M. Böttger, D. Davidson, H. Kelley & J. Kücklich (Eds.), Space time play: Computer games, architecture and urbanism: The next level. Basel, Switzerland: Birkhäuser.

and for discussion of how spatiality is integral to user interaction:

Benford, S., Bowers, J., Fahlén, L. E., Mariani, J. A., & Rodden, T. (1994). Supporting cooperative work in virtual environments. The Computer Journal, 37(8), 653–668.

Yee, N., Bailenson, J. N., Urbanek, M., Chang, F., & Merget, D. (2007). The unbearable likeness of being digital: The persistence of nonverbal social norms in online virtual environments. CyberPsychology and Behavior, 10(1), 115–121.

-Greg
http://disweb.dis.unimelb.edu.au/staff/gwadley


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Pavig Lok

Re: citations requested for 'what defines a virtual world'?

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On 21/10/2009, at 8:44 AM, Greg Wadley wrote:

>> - WAN
>> - Multi-User
>> - Persistent
>> - Avatar
>
>
> I agree with these, but think a definition of VWs has to include  
> their representation of space. Avatars move and act within a  
> simulated space. (The space is often Euclidean and 3d, eg Second  
> Life, but not always, eg MUDs.)

I've always argued (and I'm probably in the minority here) that a  
"virtual world" must have a predominantly normal approach to physical  
space - that is a persistent world with a single geography. Sharding  
or rooms based environments I don't think qualify - I'd call them  
simulated environments. If like in WoW you need to understand what  
server you're on, that there are multiple copies of the same space  
running concurrently, or like Lively effectively you're in a room and  
the world stops existing 50m from your location then I think it's a  
stretch to call it a "world".

The term "virtual world" has by convention come to mean anything that  
looks like a world from a screenshot, but many of these "world" are  
clearly simulated environments which only act like a world in a very  
local sense. In that way I think EVE online and second life are worlds  
(in the case of eve perhaps universe is a better description). Most of  
the things however classified as virtual worlds don't qualify via my  
criteria.

Second life of course does have a sense of purely local space - due to  
the way land is divided up into sims. Such technical constraints are  
inevitable on some level. I think the cutoff though depends on how  
seamlessly they adhere to our natural sense of how the world is  
structured. In second life (though it may not be strictly true) we  
feel like we are in a world rather than a room when we stand on the  
edge of a sim and look across at the content on next server.

Such things as sharding (where parallel timelines and alternate  
universes play out in the same space concurrently immediately  
disqualify an environment from the "world" label as it's just too  
radical a departure from our intuitive understanding of the world.  
Sony home as well, where, though we can see the horizon beyond the  
mall, we intuitively know that the mall is an enclosed entity and that  
we'll never be able to climb those mountains - everything outside that  
building is an illusion. Such spaces confound our natural sense of  
being, and though we can understand them we also understand that these  
arbitrary constraints mark the environment as entirely artificial and  
unreliable. There are different rules of existence for that which is  
near and that which is far.

Well that's my two cents.
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Robert A. Knop Jr.

Re: citations requested for 'what defines a virtual world'?

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On Sun, Oct 25, 2009 at 02:25:26PM +1100, Pavig Lok wrote:
> If like in WoW you need to understand what  
> server you're on, that there are multiple copies of the same space  
> running concurrently, or like Lively effectively you're in a room and  
> the world stops existing 50m from your location then I think it's a  
> stretch to call it a "world".

I certainly agree with your position on WoW, and probably agree with
your position on Lively.  The one question I have about Lively is if you
could take your identity in one room and move it to other rooms.  If so,
then I would say that Lively is closer to a real virtual world, just
with very limited geography.  In WoW, your identity exists only on one
shard, so one account can't in principle interact with any arbitrary
other WoW account.  To me, this greatly reduces it's ability to be
called a virtual world.

I think that the future of virtual worlds-- "the metaverse" as it were--
will be lots of little grids, somewhat anaoglous to the web right now.
There isn't one massive website, as Second Life is one massive grid,
there are lots and lots of websites, but we still think of it as one
Web.  One thing the web lacks, though, is a sense of identity that you
take with you from site to site.  (You have to log into each site
separately; there's nothing like an agent as there is in Second Life.)
OpenSim's Hypergrid already makes this architecture possible, although
it will take improvements to Hypergrid to make this practical.
(Hypergrid right now has serious security problems.)

Each institution will run their grid, and there will be hosting
providers (places like Linden Lab) that run either a big grid, or lots
of small grids.  You can have your land on whatever grid makes the most
sense.  You'll then have your identity from your home institution or
from a hosting provider, and you'll be able to take that identity to all
of the various grids out there.  ("Interoperability.")  Each grid may be
as small as a single region, may be a handful of related regions, may be
something like the SciLands (60ish? regions), or may be as large as one
of the SL mainland continents.  Ultimately, though, even though they
can't all be mapped on to one x/y map, they still form one "place", in
that you can take your identity and go from place to place.

This is in contrast to sharding, where you have multiple copies of the
"world" but a different set of accounts in each shard, and you can't
freely move between shards.

--
--Rob Knop
  E-mail:    [hidden email]
  Home Page: http://www.pobox.com/~rknop/
  Blog:      http://www.scienceblogs.com/interactions
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mitja_mreza

Re: citations requested for 'what defines a virtual world'?

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Maybe this source has been mentioned already, but I've found Bartle's  
definition in Designing Virtual Worlds, 2003 New Riders, to be very  
useful because it's precise and to the point (and that's what I've  
used in my diss.work (blatant self-promotion)).

In brief, Bartle's essential points which I find useful are:
- a virtual world is a simulated place ("virtual")
- it has accepted conventions and supporting infrastructures ("world")
- its inhabitants regard it as being self-contained ("world")
- it does not exist in reality ("virtual")
- it's implemented as simulation supported by computing hardware  
("virtual")
- in it, people interact with simulated places and other residents  
("world")
- all simultaneously affect the same environment in a shared fashion  
("world")
- persistency: simulation carrying on even when nobody interacts with  
it ("world")

So for example ActiveWorlds, by the above definitions, isn't quite  
100% a virtual world, because it's a collection of separated  
environments with different rules and inhabitants. And vice versa some  
text-only social environments ought to count as virtual worlds, since  
the visual/graphic aspect should not be an indispensable part of the  
concept.

-Mitja (RL: Hmeljak, SL: Omlet)
www.cs.indiana.edu/~mitja


> From: Pavig Lok <[hidden email]>
> Subject: Re: [SLED] citations requested for 'what defines a virtual  
> world'?
>
> On 21/10/2009, at 8:44 AM, Greg Wadley wrote:
>
> >> - WAN
> >> - Multi-User
> >> - Persistent
> >> - Avatar
> >
> >
> > I agree with these, but think a definition of VWs has to include
> > their representation of space. Avatars move and act within a
> > simulated space. (The space is often Euclidean and 3d, eg Second
> > Life, but not always, eg MUDs.)
>
> I've always argued (and I'm probably in the minority here) that a
> "virtual world" must have a predominantly normal approach to physical
> space - that is a persistent world with a single geography. Sharding
> or rooms based environments I don't think qualify - I'd call them
> simulated environments. If like in WoW you need to understand what
> server you're on, that there are multiple copies of the same space
> running concurrently, or like Lively effectively you're in a room and
> the world stops existing 50m from your location then I think it's a
> stretch to call it a "world".
>
> The term "virtual world" has by convention come to mean anything that
> looks like a world from a screenshot, but many of these "world" are
> clearly simulated environments which only act like a world in a very
> local sense. In that way I think EVE online and second life are worlds
> (in the case of eve perhaps universe is a better description). Most of
> the things however classified as virtual worlds don't qualify via my
> criteria.
>
> Second life of course does have a sense of purely local space - due to
> the way land is divided up into sims. Such technical constraints are
> inevitable on some level. I think the cutoff though depends on how
> seamlessly they adhere to our natural sense of how the world is
> structured. In second life (though it may not be strictly true) we
> feel like we are in a world rather than a room when we stand on the
> edge of a sim and look across at the content on next server.
>
> Such things as sharding (where parallel timelines and alternate
> universes play out in the same space concurrently immediately
> disqualify an environment from the "world" label as it's just too
> radical a departure from our intuitive understanding of the world.
> Sony home as well, where, though we can see the horizon beyond the
> mall, we intuitively know that the mall is an enclosed entity and that
> we'll never be able to climb those mountains - everything outside that
> building is an illusion. Such spaces confound our natural sense of
> being, and though we can understand them we also understand that these
> arbitrary constraints mark the environment as entirely artificial and
> unreliable. There are different rules of existence for that which is
> near and that which is far.
>
> Well that's my two cents.

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