Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method

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    Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method - Presentation Transcript

    1. Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method June 10, 2009 Mark W. Bell, Edward Castronova, & Gert G. Wagner
      • This study was conducted in a virtual environment created with funding from the German Federal Ministry of Education and Research (BMBF), Grant No. 01UW0706 - PT-DLR.
      ICA 2009 Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method
    2. Overview
      • New Tool
      • Introduction to Study
      • Methods
      • Results
      • Conclusions
      ICA 2009 Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method
    3. Surveying Virtual Worlds (VW)
      • Previous surveys were Web-based
        • Break immersive elements of VWs
          • Griffiths, Davies, & Chappell (2003), Seay, Jerome, Sang Lee, & Kraut (2004), Yee (2006a), Yee (2006b), Yellowlees & Cook (2006), Williams (2006c), and Kemp & Livingstone (2006)
        • Susceptible to social presence problems
        • Collected data or respondents through separate media spaces (Forums)
        • Limited attempt at random sampling
      ICA 2009 Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method
    4. Virtual Assisted Self-Interview (VASI)
      • An expansion of the Computer Assisted Self-Interview
      • CASI Example - Web surveys
      • A CASI like survey in a virtual world: VASI
      ICA 2009 Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method
    5. Virtual Data Collection Interface (VDCI)
      • Not only a new methodology but a new data collection interface: VDCI
      • Heads Up Display (HUD) in SL
      • Full immersion retained
      • More info – (Bell, Castronova, & Wagner, 2008)
      ICA 2009 Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method
    6. Research Questions of Our Study
      • Demographics
      • Quality of Life
        • Wagner, Frick & Schupp (2007)
        • Castronova (2004, 2008)
      • Especially: Does engaging in a mediated environment, such as a virtual world, have any effect on the quality of an individual's life?
      June 10, 2009 Customize footer: View menu/Header and Footer
    7. Methods
      • Sampling methods
        • Convenience Sample - Email & Classified Ad
        • Quasi-random survey protocol – random location protocol
      • Questions
        • Based on previous surveys (especially German SOEP)
        • 36 questions
      ICA 2009 Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method
    8. Kiosks
      • Like a newspaper box
      • Handed out -
        • Survey Heads Up Display (HUD)
        • Consent Note card
      • First question gave consent
      • Clicked on another part of the kiosk to be paid (250L$ roughly .90 USD)
      ICA 2009 Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method
    9. ICA 2009 Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method
    10. ICA 2009 Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method
    11. Results
      • N = 2094
      • Sample Method
        • Email = 325 (15 %)
        • Classified Ad = 1543 (74 %)
        • Quasi – Random = 75 (4 %)
        • No Valid Information = 151 (7 %)
      ICA 2009 Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method
    12. Demographics
      • Users (RL) vs Avatar (SL)
        • SL Gender – 40% Male vs. 52% Female N=1932
        • RL Gender - 51 % female vs. 43% male, N=1967
        • Country of residence – US roughly 20% - predominance of English countries
        • RL Age - 18-25 (34%) 26-35 (31%)
        • RL Yearly Income - $0-$10,000 (35%), 55% < 20K
      ICA 2009 Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method
    13. Quality of Life
      • SL Satisfaction (0-10 scale) – Mean = 7.57 (SD = 1.917)
      • RL Satisfaction (0-10 scale) – Mean = 7.26 (SD = 2.091)
      • USA RL Satisfaction (0-10 scale) – Mean = 7.67 (SD = 1.49) *
      • Germany RL Satisfaction (0-10 scale) – Mean = 6.99 (SD = 2) *
      • RL Satisfaction 1 year (0-10 scale) – Mean = 7.51 (SD = 2.017)
      • RL Satisfaction 1 year (0-10 scale) – Mean = 7.77 (SD = 2.087)
      • Controlling for survey type, RL age, and RL income, both SL and RL satisfaction positively associated with hours on computer and hours in SL.
      • * - 2006 World Database of Happiness  Ruut Veenhoven,  Erasmus University Rotterdam 
      ICA 2009 Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method
    14. Conclusions
      • VASI is a valid approach to surveying SL residence
      • Useful for RW and VW measurements
      • VW demographics are not the same for all virtual worlds
      • RL satisfaction maybe associated with time on the computer and in a VW.
      ICA 2009 Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method
    15. Contact Info
      • Mark Bell
        • [email_address]
        • SL: Typewriter Tackleberry
        • Twitter: typewriter
        • Facebook, LinkedIn
      ICA 2009 Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method
    16. REFERENCES
      • Bell, Mark W., Castronova, Edward and Wagner, Gert G. (2008)., Virtual Assisted Self Interviewing (VASI): An Expansion of Survey Data Collection Methods to the Virtual Worlds by Means of VDCI, DIW Berlin Data Documentation No. 37. Berlin. Available at http://www.diw.de/documents/publikationen/73/88367/diw_datadoc_2008-037.pdf
      • Castronova, E. (2004) Synthetic worlds. Chicago: The University of Chicago Press.
      • Castronova, E. (2008) Exodus to the Virtual World. New York: Palgrave Macmillan.
      • Griffiths, M. D., Davies, M. N., & Chappell, D. (2003). Breaking the Stereotype: The Case of Online Gaming. CyberPsychology & Behavior , 6 (1), 81-91.
      • Kemp, J., & Livingstone, D. (2006). Putting a Second Life “Metaverse” skin on learning management systems. Proceedings of the Second Life Education Workshop at the Second Life Community Convention (pp. 13-18). San Francisco: The University Of Paisley.
      • Lang, Annie, Shin, Mija & Lee, Seungwhan (2005). Sensation Seeking, Motivation, and Substance Use: A Dual System Approach. Media Psychology, 7 (1), 1-29. Retrieved May 19, 2009, from http://www.informaworld.com/10.1207/S1532785XMEP0701_1
      • Seay, A. F., Jerome, W. J., Sang Lee, K., & Kraut, R. E. (2004). Project Massive: A study of online gaming communities. CHI '04 extended abstracts on Human factors in computing systems (pp. 1421 - 1424). Vienna, Austria : ACM.
      • Wagner, Gert G., Joachim R. Frick and Juergen Schupp (2007), The German Socio-Economic Panel Study (SOEP) – Scope, Evolution and Enhancements, Schmollers Jahrbuch 127(1), 139-169
      • Williams, D. (2006). On and Off the 'Net: Scales for Social Capital in an Online Era. Journal of Computer-Mediated Communication , 11 .
      • Yee, N. (2006a). The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments , 15, 309-329.
      • Yee, N. (2006b). Motivations for Play in Online Games. CyberPsychology & Behavior , 9 (6), 772-775.
      • Yellowlees, P. M., & Cook, J. N. (2006). Education About Hallucinations Using an Internet Virtual Reality System: A Qualitative Survey. Academic Psychiatry (30), 534-539.
      ICA 2009 Comparing Real and Virtual Quality of Life Data Using a Virtual Assisted Self-Interview Method

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