Quantitative vs Qualitative research methods in virtual worlds

Over at Terra Nova, Robert Bloomfield has written a very interesting post on research methods and virtual worlds. You can read it in full here.

The quantitative vs qualitative debate is nothing new in research, but Bloomfield posits that the current momentum toward quantitative research poses some challenges for the other side of the coin.

Pedagogy and Virtual Worlds: Journal of Virtual Worlds Research

The latest issue of the Journal of Virtual Worlds Research has been released, and as usual it’s full of peer-reviewed research papers, plus some discussion pieces and other features. Pedagogy is a key consideration for any educator, and this issue goes some way to establishing a pedagological framework for virtual worlds. Major kudos to the editorial team for the production of such a high quality publication.

Read on for the contents of the issue with links to abstracts and full versions:

Peer-Reviewed Research Papers

Learning in a different life: Pre-service education students using an online virtual world. Chris Campbell Abstract  |  PDF


An integrated framework for simulation-based training on video and in a virtual world David Chodos, Eleni Stroulia, Parisa Naeimi Abstract  |  PDF


Using Second Life for Problem Based Learning in Computer Science Programming Micaela Esteves, Benjamim Fonseca, Leonel Morgado, Paulo Martins Abstract  |  PDF


Beyond the Game: Quest Atlantis as an Online Learning Experience for Gifted Elementary Students Jackie Gerstein Abstract  |  PDF


Virtual Education: Teaching Media Studies in Second Life David Kurt Herold Abstract  |  PDF


Canadian Border Simulation at Loyalist College Ken Hudson, Kathryn deGast-Kennedy Abstract  |  PDF


Using Second Life to Teach Operations Management Peggy Daniels Lee Abstract  |  PDF


Questions and Answers in a Virtual World : Educators and Librarians as Information Providers in Second Life Lorri Mon Abstract  |  PDF


A virtual environment study in entrepreneurship education of young children Angela M Pereira, Paulo Martins, Leonel Morgado, Benjamim Fonseca Abstract  |  PDF


Second Life Physics : Virtual, Real or Surreal? Renato P. dos Santos Abstract  |  PDF


Second Life and Classical Music Education: Developing Iconography That Encourages Human Interaction David Thomas Schwartz Abstract  |  PDF


3D virtual learning in counselor education: Using Second Life in counselor skill development Victoria Lynn Walker Abstract  |  PDF


A Composite Adult Learning Model for Virtual World Residents with Disabilities: A Case Study of the Virtual Ability Second Life® Island Marjorie A. Zielke, Thomas Roome Abstract  |  PDF

Body image and virtual worlds

In the past week, the Journal of Virtual Worlds Research released its second issue, and one article that caught my eye from a health viewpoint is a research paper titled:

Ugly Duckling by Day, Super Model by Night: The Influence of Body Image on the Use of Virtual Worlds

The intent of the study was to determine the relationship of body image perception and the decision to use virtual worlds. 252 individuals were surveyed on some key measures: telepresence, physical attractiveness, perceived behavioral control, and subjective norms. The inidividual variables alone make for interesting reading, particularly telepresence, but the interrelationship is the focus of the research. The results? In a nutshell:

The results indicate that telepresence attitude, subjective norms, and the desire to become someone else are directly related to the use of virtual worlds and the influence of body image on the use of virtual worlds is mediated by the desire to become someone else

What this means is that the primary driver for people using virtual worlds is the ability to feel close to others and to be able to transmit emotions. The issue of becoming someone else and body image were found to be only the third biggest influence.

The authors make the firm point of what may determine success for business or individuals in virtual worlds:

These results highlight the relational aspect of virtual worlds which suggest that if individuals and firms want to be successful in virtual worlds, they should concentrate on providing relational experiences.

Who would have thought – people want to socialise with other people.

3-D healthcare learning environments: new research

Margaret Hansen from the School of Nursing at the University of San Francisco has written a review for the Journal of Medical Internet Research entitled: “Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments: A Review of the Literature”.

It’s a comprehensive overview of health research and education in virtual worlds. Current players are covered as well as discussion of the challenges and opportunities virtual worlds present for healthcare professionals.

Roger’s Diffusion of Innovations Theory is an interesting basis for part of the discussion and it encapsulates the challenges in arguing for virtual worlds as an education tool – complexity and compatability are two barriers to adoption cited by the theory and they are two critical challenges for virtual worlds as well.

As Hansen argues, until there’s significant empirical support for the tool it will be difficult to garner widespread acceptance of it. What’s encouraging though is the growing body of work looking at the issue and Hansen gives a hat-tip to the University of Technology Sydney for their support – collaboration is gaining momentum and it can only assist the quest for an empirical basis for virtual worlds healthcare education.

Thanks to Maged Boulos for the heads-up on this.