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Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
Stanko & richter   iec slides 10-14-10
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Stanko & richter iec slides 10-14-10

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Taryn Stanko and Jonathon Richter presenting at Oregon Immersive Ed 2010 on their NSF - supported research on collaborative virtual work.

Taryn Stanko and Jonathon Richter presenting at Oregon Immersive Ed 2010 on their NSF - supported research on collaborative virtual work.

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  • Adam Pasick (Adam Reuters) Reuters journalist, Mark Warner, Former Governor of Virginia
  • Abiity to manipulate the world around you
  • Abiity to manipulate the world around you
  • Abiity to manipulate the world around you
  • Transcript

    • 1. Identity at “Play” in Virtual Worlds <ul><li>Taryn Stanko </li></ul><ul><li>Jonathon Richter </li></ul><ul><li>University of Oregon </li></ul><ul><li>Oregon Immersive Education Conference, 2010 </li></ul>
    • 2. Research Overview and Introduction <ul><li>Virtual Organizations as SocioTechnical Systems grant from the National Science Foundation </li></ul><ul><li>Alan Meyer, Kathryn Aten, Luciara Nardon, Taryn Stanko, & Jonathon Richter </li></ul><ul><li>Sun Microsystems: Nicole Yankelovich & Kevin Roebuck </li></ul><ul><li>St. Paul College: Warren Sheaffer </li></ul><ul><li>Comparing team use of Second Life vs. Wonderland within Sun </li></ul><ul><li>Development of a Collaboratory: working in, authentic context, showcase results </li></ul><ul><li>Intercultural issues, open source as a phenomenon, collaboration routines & identity </li></ul>
    • 3. Identity at “Play” in Virtual Worlds
    • 4. Identity in Virtual Worlds <ul><li>Researchers have examined virtual worlds as a place to explore and “play” with identity (e.g. Turkle, 1995; Ducheneaut & Moore, 2004) </li></ul><ul><li>Emphasis is often on how individuals use virtual worlds for play/online gaming </li></ul><ul><li>Some important exceptions (e.g. Reeves and Read, 2009) </li></ul>
    • 5. What About “Work” Identity? <ul><li>Work identity: How an individual defines himself or herself at work (Wrzesniewski and Dutton, 2001) </li></ul><ul><li>Work activities provide opportunities for identity building (Van Mannnen, 2009) </li></ul><ul><li>How does work identity emerge and evolve in a virtual work environment? </li></ul>
    • 6. Sociomateriality as a Lens <ul><li>Why is sociomateriality a useful concept for studying identity in virtual environments? </li></ul><ul><ul><li>All Interactions mediated through technology </li></ul></ul><ul><ul><li>Level of plasticity </li></ul></ul><ul><ul><li>Immersive nature </li></ul></ul>
    • 7. Importance of Routines <ul><li>Routines as a way to help us view and study both the social and material in action and how they shape one another in this environment </li></ul><ul><li>Organizational routines provide opportunity for self-reflective behavior (Feldman and Pentland, 2003) </li></ul>
    • 8. Data and Methods <ul><li>Grounded theory approach </li></ul><ul><li>In-depth interviews </li></ul><ul><ul><li>Scientists, educators, software developers </li></ul></ul><ul><ul><li>Routines protocol and identity protocol </li></ul></ul><ul><li>Participant observation </li></ul><ul><li>Pictures, machinima, written descriptions of routines </li></ul>
    • 9. Findings <ul><li>Work in virtual settings elicits self-perceived & profound changes in work identity over time. </li></ul><ul><li>Witnessing a remarkable variation in adoption of work routines across work settings and by individual role. </li></ul><ul><li>Alignment of work and identity in virtual worlds requires adjustments in both domains. </li></ul><ul><li>The “real” affects the virtual... and vice versa </li></ul>
    • 10. Emergent Themes <ul><li>Push to align avatar with offline self </li></ul><ul><li>Transformative forces on work </li></ul><ul><li>Routines developed around affordances: </li></ul><ul><ul><li>Plasticity and Immediacy </li></ul></ul><ul><ul><li>Back Channel Communication </li></ul></ul><ul><ul><li>Feedback Loops </li></ul></ul><ul><li>How these routines shape identity </li></ul>
    • 11. Theme 1: Plasticity and Immediacy <ul><li>Plasticity and flexibility around both environment and avatar </li></ul><ul><li>Age, size, shape, clothing, color, gender, etc. </li></ul><ul><li>Alternate avatars </li></ul><ul><li>Ease of change </li></ul>
    • 12. Theme 1: Plasticity and Immediacy
    • 13. Theme 2: Back Channel Communication <ul><li>Multiple forms of communication </li></ul><ul><ul><li>Individual to individual text </li></ul></ul><ul><ul><li>Individual to group text </li></ul></ul><ul><ul><li>Audio </li></ul></ul><ul><li>Informal </li></ul><ul><li>Simultaneous </li></ul>
    • 14. Theme 2: Back Channel Communication
    • 15. Theme 3: Dynamic Interaction <ul><li>Building on multiple affordances </li></ul><ul><ul><li>Manipulating objects </li></ul></ul><ul><ul><li>Simultaneous text and audio </li></ul></ul><ul><li>Sharing, creating complex knowledge </li></ul><ul><li>Highly dynamic, interactive </li></ul>
    • 16. Theme 3: Dynamic Interaction
    • 17. Phases of Adoption Phases l------------------l---------------------l----------------------------------l-----------------------------l--------------------------l Pre-entry Entry Reality Check Starting to Click Retooling Maturity Time ------> Phases l------------------l---------------------l----------------------------------l-----------------------------l--------------------------l Pre-entry Entry Reality Check Starting to Click Retooling Maturity Time ------>
    • 18. Emerging Questions <ul><li>What is the most appropriate balance between transferring offline routines for virtual world use and creating new ones? </li></ul><ul><li>How should issues around ownership of “self” in virtual worlds be managed? </li></ul><ul><li>To what extent should we keep vs. discard the elements of ‘play’ or ‘game’ like dimensions of virtual worlds? </li></ul>
    • 19. The Collaboratory <ul><li>Design Charrettes with Nancy Cheng </li></ul><ul><li>Architect Brian Lockyear </li></ul><ul><li>Use of a Pattern Language that fits our data (data – wiki - collaboratory) </li></ul><ul><li>Google Sketchup (SketchLife) </li></ul><ul><li>Sketchup model to Open Wonderland </li></ul><ul><li>Connecting Wonderland and Second Life Collaboratories </li></ul>
    • 20.  
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    • 22.  
    • 23. http://virtualinnovation.wikispaces.com/
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    • 31. Questions?

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