Skip to main content

What People Talk About in Virtual Worlds

  • Chapter
  • First Online:
  • 1964 Accesses

Part of the book series: Human-Computer Interaction Series ((HCIS))

Abstract

This chapter examines what people talk about in virtual worlds, employing protocol analysis. Each of two scenario studies was developed to assess the impact of virtual worlds as a collaborative environment for a specific purpose: one for learning and one for designing. The first designed a place in Active Worlds for a course on Web Site Design, having group learning spaces surrounded by individual student galleries. Student text chat was analyzed through a coding scheme with four major categories: control, technology, learning, and place. The second studied expert architects in a Second Life environment called DesignWorld that combined 3D modeling and sketching tools. Video and audio recordings were coded in terms of four categories of communication content (designing, representation of the model, awareness of each other, and software features), and in terms of synthesis comparing alternative designs versus analysis of how well the proposed solution satisfies the given design task. Both studies found that people talk about their avatars, identity, and location in the virtual world. However, the discussion is chiefly about the task and not about the virtual world, implying that virtual worlds provide a viable environment for learning and designing that does not distract people from their task.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  • Akın, Ö. (1986). Psychology of architectural design. Pion, London

    Google Scholar 

  • Clark, S. & Maher, M. L. (2006). Collaborative learning in a 3D virtual place: Investigating the role of place in a virtual learning environment. Advanced Technology for Learning 3(4):208-0896.

    Article  Google Scholar 

  • Cross, A. & Cross, N. (1996). Observations of teamwork and social processes in design. In N. Cross, H. Christiaans, & K. Dorst (Eds.), Analysing design activity (pp. 291-317). West Sussex: Wiley.

    Google Scholar 

  • Ericsson, A. K. & Simon H. (1993). Protocol analysis: Verbal reports as data. MIT Press, Cambridge, MA

    Google Scholar 

  • Gabriel, G. & Maher, M. L. (1999). Coding and modelling communication in architectural collaborative design. In O. Ataman & J. Bermudez (Eds.), ACADIA ‘99 Conference on Media and Design Process (pp. 152-166). Salt Lake City, UT.

    Google Scholar 

  • Gero, J. & McNeil, T. (1998). An approach to the analysis of design protocols. Design Studies. 19:21-61

    Article  Google Scholar 

  • Maher, M. L., Bilda, Z., & Gül, L. F. (2006). Impact of collaborative virtual environments on design behaviour. In J. S. Gero (Ed.), Design computing and cognition’06 (pp. 305-321). Dordrecht, The Netherlands: Springer.

    Chapter  Google Scholar 

  • Rosenman, M., Merrick, K., Maher, M. L., & Marchant, D. (2006). DESIGNWORLD: A multidisciplinary collaborative design environment using agents in a virtual world. In J. S. Gero (Ed.), Design computing and cognition’06 (pp. 695-710). Dordrecht, The Netherlands: Springer.

    Google Scholar 

  • Schön, D. (1983). The reflective practitioner: How professionals think in action. Basic Books, New York

    Google Scholar 

  • Suwa, M. & Tversky, B. (1997). What do architects and students perceive in their design sketches? A protocol analysis. Design Studies 18(4):385

    Article  Google Scholar 

Download references

Acknowledgments

I acknowledge Steve Clark who collected and analyzed the data for the learning environment study as part of his PhD research and Ning Gu who designed the virtual learning environment in Active Worlds for this study. I also acknowledge the major contributions that Figen Gul and Zafer Bilda provided in designing the studies for DesignWorld and the collection and analysis of the data from the DesignWorld studies. The DesignWorld study was partly funded by the CRC Construction for Innovation Program, Project 2002-024-B “Team Collaboration in High bandwidth Virtual Environments.” The collaborators and research reports are available on http://web.arch.usyd.edu.au/∼mary/CRCWeb/.

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer-Verlag London Limited

About this chapter

Cite this chapter

Maher, M.L. (2010). What People Talk About in Virtual Worlds. In: Bainbridge, W. (eds) Online Worlds: Convergence of the Real and the Virtual. Human-Computer Interaction Series. Springer, London. https://doi.org/10.1007/978-1-84882-825-4_16

Download citation

  • DOI: https://doi.org/10.1007/978-1-84882-825-4_16

  • Published:

  • Publisher Name: Springer, London

  • Print ISBN: 978-1-84882-824-7

  • Online ISBN: 978-1-84882-825-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics