Conducting Empirical Research in 3D Virtual Worlds: Experiences from two projects in Second Life

At The Open University in the UK, we have conducted empirical qualitative research in Second Life, a 3D virtual world. The first project is in the education domain in which we are investigating the designs of learning spaces in Second Life, while the second project is related to shopping and consumer behaviour of users in Second Life. In this paper, we discuss our experiences of conducting empirical research in 3D virtual worlds with a specific focus on the following aspects: ethical norms, real-world and virtual identities, privacy of the participants, communication modalities (voice, text and use of gestures), logistics of conducting user-based studies, and skills and training needs of researchers. Although our experiences are based on conducting empirical research in Second Life, we hope that our experiences and discussions in this paper will also be useful for researchers who aim to conduct research in avatar-based 3D virtual worlds other than Second Life.

[1]  Steven G. Jones Virtual Culture: Identity and Communication in Cybersociety , 1997 .

[2]  Karen Holtzblatt,et al.  Contextual design , 1997, INTR.

[3]  S. Turkle Life on the Screen: Identity in the Age of the Internet , 1997 .

[4]  K. Wells,et al.  Interviewing in Qualitative Research , 2018 .

[5]  Michele Knobel,et al.  Rants, Ratings and Representation: ethical issues in researching online social practices , 2003 .

[6]  Steven G. Jones,et al.  Ethical Decision-Making and Internet Research: Recommendations from the AoIR Ethics Working Committee , 2004 .

[7]  Elizabeth D. Mynatt,et al.  Interviewing over instant messaging , 2004, CHI EA '04.

[8]  Shani Orgad,et al.  From online to offline and back: moving from online to offline relationships with research informants , 2005 .

[9]  C. Hine,et al.  Virtual Methods : Issues in Social Research on the Internet , 2007 .

[10]  Bernt Schnettler,et al.  Virtual Ethnography , 2007 .

[11]  M. Meadows,et al.  I, Avatar: The Culture and Consequences of Having a Second Life , 2007 .

[12]  Thomas W. Brignall,et al.  An Online Community as a New Tribalism: The World of Warcraft , 2007, 2007 40th Annual Hawaii International Conference on System Sciences (HICSS'07).

[13]  Keng Siau,et al.  3-D Virtual Worlds in Education: Applications, Benefits, Issues, and Opportunities , 2008, J. Database Manag..

[14]  Tom Boellstorff Coming of Age in Second Life: An Anthropologist Explores the Virtually Human , 2008 .

[15]  C. Hine,et al.  How can qualitative internet researchers define the boundaries of their projects , 2008 .

[16]  N. Yee Maps of Digital Desires : Exploring the Topography of Gender and Play in Online Games , 2008 .

[17]  Stephen C. Bronack,et al.  Designing Virtual Worlds to Facilitate Meaningful Communication : Issues , Considerations , and Lessons Learned , 2008 .

[18]  Martin R. Gibbs,et al.  You can be too rich: mediated communication in a virtual world , 2009, OZCHI.

[19]  Ming-Hui Wen,et al.  Body and mind: a study of avatar personalization in three virtual worlds , 2009, CHI.

[20]  Shailey Minocha,et al.  Interaction Design and Usability of Learning Spaces in 3D Multi-user Virtual Worlds , 2009, HWID.

[21]  Thomas M. Malaby Making Virtual Worlds: Linden Lab and Second Life , 2009 .

[22]  Lin Grensing-Pophal Social Media Helps Out the Help Desk , 2009 .

[23]  T. King,et al.  Coming of age in Second Life : an anthropologist explores the virtually human , 2009 .

[24]  Jim Everett,et al.  Coming of Age in Second Life: An Anthropologist Explores the Virtually Human , 2010 .

[25]  Shailey Minocha,et al.  Design of learning spaces in 3D virtual worlds: an empirical investigation of Second Life , 2010 .