Ortiz de Gortar

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    Ortiz de Gortar - Presentation Transcript

    1. Health
    2. What is Second Life?
      • Second Life (SL) is a 3D virtual world, referred to as a metaverse, created and “own” by the users.
      • The physical appearance of most avatars and the nature of most activities are primarily based in real life.
    3. General Objective
      • We want to know what imply to
      • be engage in SL, why SL is
      • meaningful for its users
      • and how it impacts the user
      • psychology.
    4. Methodology Material – Instrument Construction
      • The survey is comprised of six distinct areas :
      • Socio-Demography [1]
      • Types of Activity [1]
      • Real Trade Money [1]
      • Psychological Engagement (behavioral engagement, perceptual engagement &
      • emotional engagement )
      • Conflict
      • Gambling
      The section of the instrument which measures emotional engagement was developed Based on criteria used in studies that measured gaming addiction (Kimberly, Young, 1998, Griffiths, M, 2000), as well as previous psychosocial analysis of video games by the author (see Appendix C). The items where modified, adjusted and classified in order to measure cognitions, feelings, and behavior which can precipitate from frequent participation in virtual communities. [1] Developed in collaboration with Pierre-Etienne . E-marketing researcher at the Toulouse Business School in France.
    5. Modes or Components of Psychological Engagement
      • Behavioral Engagement – Frequency, intensively (e.g. how much, how many times, for how long)
      • Perceptual Engagement – Reaction to environmental stimuli (e.g. telepresences, trance state, emotional reaction to avatars)
      • Emotional Engagement – Thoughts, emotions & conduct.
    6. Participants
      • A total of 657 online SL users took part
      • in a survey developed for the purpose
      • of this research.
      • 396 were male (60%)
      • 261 were Female (40%)
    7. Data Collection
      • Pilot test with beta subjects.
      • Officially published the survey at http: slsurvey.wordpress.com , cut-off date for data reported in this paper was July 26, 2007.
      • Data collection outside the virtual world and inside SL:
      • Outside SL :
      • Publications in various blogs
      • Particularly those with SL themes
      • Blogs relating to video games.
      • In SL :
      • Via strategic advertisement placement
      • Mapping locations with large concentrations of people
      • By soliciting participation in open high traffic areas through a public text communication.
      We implemented a verification of the participant’s IP address, yet we did not require egistration/login, avatar nickname or any other personally identifiable information. [1] Data collection and part of statistical analysis was done in collaboration with Pierre-Etienne. E-marketing researcher at the Toulouse Business School in France.
    8. Results Socio-Demographic N=657
      • Generally, participants are employed in professional positions and have some level of college education (college graduate, post-graduate work or degree, 55.4%).
      • Most are new users (2 to 6 months 42.8% and 1 month or less 25.7%)
      • A higher proportion of users have free accounts (64%)
      • 59% have are between 25 and 44 years old. Only 1.1% are under 18 years old and 0.3% older than 65 years old
      • Users state that SL is a place where they experience fun or excitement (52.5%), a world for building or creating (48.7), and establishing social contact (46.6%).
      • Participants usually log in to SL alone
    9. Diversification of Online Activities N=657
      • They find them self spending more and more time in SL (often/always 26.9%, sometimes 46%) which may indicate a subjective perception or desire to participate increasingly in SL activities.
      • Most SL user at some point feel “worried or excited about the events that have or will happened in SL” (often/always 23.6%, sometimes 41.4%)
      • They feel restless if they cannot log in to SL” (always/often 20.2%, sometimes 33.6%).
      • They use SL to forget from real life problems” (always/often 14%, sometimes 40.3%).
      • They has been thinking about SL and losing focus in other RL activities (12% often/always, 37% sometimes)
      Predominant Emotional engagement indicators in the General User N=657
    10. Engaged SL User Engage vs. Non engage User
      • The total population was randomly sampled to level it to the less engaged or Non SL user group (margin of error of 5.4 ±) and both groups were compared performing Z test on each pair of resultant proportions ( n=304 each in each group) (99% confidence level) in each one of the independent variables.
      • We report result base in the answers always/often and yes/no to the independent variables
      • Non significan difference between both groups related with gender, age or age account.
      Engaged SL user – Those who responded ‘often or always’ to at least one of the emotional engagement measures.
    11. Engaged SL User (n=304) Type of Avatar
      • Most in the engage group customize an avatar than look like their real self, but fewer than in the less engage group.
      • Almost one third create an idealize avatar, which was more than in the less engage group.
      • * Non significant difference between groups
    12. Engaged SL User (n=304)
      • **Non relevant difference between the both groups
      • Answers report always/often
    13. Engaged SL User (n=304) Real Trade Money
    14. Engaged SL User (n=304) Behavioral engagement
    15. Engaged SL User (n=304) Behavioral engagement
    16. Engaged SL User (n=304) Behavioral engagement **Non significant difference between the both groups
    17. Engaged SL User (n=304) Perceptual engagement “ When I am in SL I get so focused that I forget what is going on around me” “ In RL I’m good at blocking out external distractions when I’m involve in something (watch TV, read, etc)” – Non significant difference between the groups
    18. Engaged SL User (n=304) RL vs. VL: *Conflicts * Always/often
    19. Engaged SL User (n=304) RL vs. VL: Perception * Always/often
    20. Gambling in SL Gamble vs. Non Gamble (n=657) Over 62.5% were between ages 25 to 44 years old, with only about 3.8% either under 18 or over 64 years old
    21. Gambling in SL Gamble Only in SL (n=131)
    22. Gambling in SL Gambling Preference (n=131)
    23. Gambling in SL Stimulates Gambling (n=131)
    24. Conclusion
      • Virtual interaction in SL has considerable psychological implications for many users and they manifest their involvment through behaviours, thoughts and emotions.
      • Engaged users show a greater degree of:
      • - Behavioral engagement (e.g. frequency, time investment),
      • - Significantly greater degree of sensing time loss b ut , fewer engaged user present immersion into trance states.
      • More users tend to own virtual property and have invested more money in SL
      • Present more frequent conflicts related to RL activities.
    25. Conclusion
      • Fantasy gambling can provide an avenue for understanding real gambling behavior, and perhaps can be palliative for people who already present gambling, but in some cases can stimulate RL gambling.
      • The psychosocial implications of practicing fantasy gambling, and the deep immersion into fantasy, are individual and multifactor.
      • Actually we are in a phase in human time where the intensive use of the technology may be perceived as excessive, yet very well could be the normal lifestyle of tomorrow.
    26. Virtual communities are a mirror of our idealized reality, limitless projections of ours dreams, where we can practice our utopian society. - Angelica, O, 2000 - Thank You! [email_address]

    + M3.thevirtualM3.thevirtual, 2 years ago

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