Robbins Virtual Worlds Iuswitc

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Faceted classification of virtual worlds

Transcript of Robbins Virtual Worlds Iuswitc

Using a Faceted Classification Scheme to Predict the Future

of Virtual Worlds

Sarah “Intellagirl” Robbins-BellRelive 2008

What is a virtual world?

text?

visual?

avatars?

persistent?

a game?

my definition

1. Persistence: A virtual world can’t be paused; it exists whether or not a user is logged in.

2. Multiuser: A virtual world must be populated or at least have the potential for population.

3. Avatars: Rather than offering an icon to represent a user, a virtual world allows a user to create an agent that takes action, an avatar. This representation of the user can perform actions that the user requests, such as fighting, expressing emotion, or simply moving through a space.

4. Wide Area Network: A virtual world is facilitated via a wide area network rather than a local one. Freed from the limited access of a locally hosted space, virtual worlds have the potential to be global and large.

VWs Definition

1.Persistent2.Multiuser3.Avatars4.Wide Area Network

so what’s the difference?

what’s the difference?

why are the differences important?

not defining the differences flaws our choices

Faceted Classification

Faceted Classification is used to categorize and analyze objects such as data points, library books, and other objects that need to be easily sorted, compared, and differentiated.

Ranganathan, S.R. 1962. Elements of library classification. New York: Asia Publishing House.

75 worlds, which fit the operational definition of a virtual world, were studied to define common facets among them

10 facets emerged

1. Dominant Content Form:

- Text dominant- Image

dominant- mix

2. Dominant User to User Communication form

- Text- Voice- Mix

3. Stigmergy:- Stigmergic- Non-stigmergic- Conditional

stigmergy

4. Object Ownership:

- Private- Public- Sharing

5. User Identity Formation:

- Static- Conditional- Custom

6. Access:- Public- Fee- Limited/Private

7. User relationship with other Users (U2U):

- Competitive- Conditional- Collaborative

8. User relationship with Environment (U2E):

- Competitive- Conditional- Collaborative

9. Access to groups:

- Private/Invite- Public- None

10. Number of groups:- Many- One- None

The Facets are Powerful

Facet WoW SLContent Form Image ImageU2U comm Text MixedStigmergy Non-stigmergic StigmergicObject Ownership Private Limited Sharing

U2U relationship Conditional CollaborativeU2E relationship Conditional CollaborativeGroup # One ManyGroup Access Permission OpenWorld Access Fee PublicIdentity Conditional Custom

Facet WoW SLContent Form Image ImageU2U comm Text MixedStigmergy Non-stigmergic StigmergicObject Ownership Private Limited Sharing

U2U relationship Conditional CollaborativeU2E relationship Conditional CollaborativeGroup # One ManyGroup Access Permission OpenWorld Access Fee PublicIdentity Conditional Custom

So what do WoW an SL have in common?

1.Persistence2.Multi-user3.Avatars4.WAN

Image-basedcontent

Worlds worth investigating for education

• Second Life/OpenSim – content creation, identity play

• Metaplace – experience construction• World of Warcraft – management, teams,

culture• Lord of the Rings Online – literature, narrative• Never Winter Nights – modification• Hello Kitty – collaboration, global culture

Sarah “Intellagirl” Smith-Robbinssabsmith@indiana.eduSkype, AIM, Gchat, Flickr, Second Life: Intellagirl

For more info and discussion check at

www.ubernoggin.com