Browsing by Subject "Virtual worlds"
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Item Being polite in your second life : a discourse analysis of students’ interchanges in an online collaborative learning environment(2010-12) Chiang, Yueh-Hui; Resta, Paul; Schallert, Diane L.; Maloch, Beth; Liu, Min; Hughes, JoanWith the improvement of computer technology and the prevalence of the Internet, learning activities taking place in cyberspace by means of computer-mediated communication have become more common and accessible than even a decade ago. Being interested in how politeness phenomena as universal principles in human interaction played a role in the process of online collaborative learning in a graduate-level course, I conducted a naturalistic inquiry to explore students’ interaction through the lens of Brown and Levinson’s politeness theory (1987). I analyzed the exchanges of 18 students divided into four teams with a consideration for such contextual factors as concerns about netiquette, time, modes of online communication, discourse functions, and sense of community. Influenced by the tradition of interpretivist/constructivist research paradigm, I adopted diverse data collection methods and discourse analytical techniques. Data are reported as a case study of a purposefully selected focal team of five students with supporting evidence interweaving multiple data sources (online discussion, self-reflective blog entries, self-report portfolios, peer/self assessments, field notes, videotapes of voice chat sessions, audiotapes of interviews, and online survey responses). Given the context of students being required to work collaboratively as a team throughout the semester, the findings of this study suggested that the focal team used a variety of politeness strategies to establish cohesion among members and to moderate the force imposed by presupposing too much underlying solidarity. Five contextual factors also emerged as influencing the focal team’s use of politeness strategies: norms/convention, online communication medium, topics and content of discussion, social distance, and personal differences. Instructional technology is subject to innovation and is meant to facilitate learning. Incorporating new technology (e.g., Second Life) into instructional settings can create new opportunities for learning on which learners’ use of politeness strategies depends. Thus, this study about politeness in an online collaborative learning context not only contributes to enriching views of politeness theory, but also in being able to help prepare learners to collaborate effectively in new immersive learning environments with comfort in the ways of fostering awareness of face-saving concerns to avoid or redress face threat situations that may damage team collaboration and lead to a negative learning experience.Item Explaining orthographic variation in a virtual community : linguistic, social, and contextual factors(2010-05) Iorio, Joshua Boyd; Epps, Patience, 1973-; Erk, Katrin; Hinrichs, Lars; Keating, Elizabeth; Sussman, HarveyThe purpose of this project is to investigate factors that can be used to explain orthographic variation in City of Heroes (CoH), a virtual community based in an online role-playing game. While a number of models of variation exist for speech, to date, no statistical models of orthographic variation in virtual communities exist. By combining traditional variationist methods with computational text processing, this project documents socially meaningful alternations in the linguistic code regarding two types of sociolinguistic variables, namely spelling and use of abbreviations. For each of the two variable types, two dependent variables are posited, i.e. the alternation between: 1) –ing and –in in durative verbal aspect marking in forms such as coming and comin, 2) –s and –z markers of plurality in words such as cats and catz, 3) abbreviated and full forms for referential abbreviation in terms such as Atlas Park and AP, and 4) abbreviated and full forms for conative abbreviations in terms such as looking for team and lft. The study investigates the role that the following factors play in explaining orthographic variation in CoH: 1) message length, 2) standardness of the immediate linguistic environment, 3) cognitive load, 4) relative proximity in the virtual space, 5) degree of message publicness, 6) experience in the community, 7) avatar gender, and 8) social group affiliation. Through mixed-effects, multivariate models, the study demonstrates that each of the predictors has some role in explaining the orthographic variability observed in the textual record of the community. Moreover, interactions between some of the predictors prove to be significant contributors to the models, which highlight the importance of addressing interaction terms in models of language variation. The findings from the study suggest that the socio-contextual meaning of particular structures in the CoH community lead authors to make linguistic choices, which are realized as alternations in the linguistic code. Finally, implications for the study of language variation in general are discussed.Item Global brands’ social media presence and control(2011-05) Ok, Chang Bong; Sung, Yongjun; Choi, Sejung M.This paper seeks to investigate leading global brands‘ social media presence. The analysis of the Interbrand’s 100 Best Global Brands (2010) social media pages was conducted in the current study. Based on Kaplan & Haenlein‘s classification of social media, seven social media application cases were examined. The findings suggest that there are differences in global brands‘ social media presence by brand categories and social media applications. The findings also suggest that there are different levels of global brands‘ social media control. Managerial implications and guidelines for social media marketing are also provided.Item The social poetics of analog virtual worlds : toying with alternate realities(2015-05) Johns, Calvin Thomas; Stewart, Kathleen, 1953-; Hartigan, John; Campbell, Craig; Kockelman, Paul; Jagoda, PatrickWhile online virtual worlds draw increasingly wider audiences of players and scholars alike, offline games continue to evolve into more complex and socially layered forms as well. This dissertation argues that virtual worlds need not exist as online, digital environments alone and probes three genres of non-digital gaming for evidence of the virtual: tabletop role-playing games, murder-mystery events, and localized alternate reality games. More broadly, then, this dissertation is about deliberate make-belief: practiced by adults, taken seriously by participants, engaged with for long hours at a time, performed in public, and integrated into everyday social relationships. Drawing on scholars who study games as social activities (McGonigal 2006, Montola 2012) and social institutions (Goffman 1974, Searle 1995), I present three ethnographic case studies that illustrate how complex forms of social gaming can conjure and sustain environments best understood as analog virtual worlds. Through the widespread use of mobile technologies and the concerted efforts of innovators, game spaces are increasingly permeating our everyday lives on- and offline. This dissolving boundary demands anthropologists to revisit questions of how, where, and with whom we play games. Dovetailing Martin Heidegger’s notions of worlding and poiesis to the semiotics of C.S. Peirce, this dissertation investigates how new forms of social gaming demonstrate the same qualities of shared intentionality, intersubjectivity, and performance essential to the production of new social meaning and cultural forms. Following, I situate the bold ethnographic case studies of make-belief in dialogue with scholars who figure exclusively online virtual worlds (Castronova 2005, Taylor 2006, Boellstorff 2008) and argue that analyzing both on- and offline virtual worlds together can help scholars better understand the fundamental nature of social interaction and shared intentionality, those everyday mechanisms that both sustain personal relationships on the one hand and maintain our broadest and most serious social institutions on the other.Item Texts and reading in virtual environments : history and prospects(2012-05) Herr, Timothy Paul; Clement, Tanya Elizabeth; Winget, MeganThis thesis examines the activity of pleasure reading as conducted within three kinds of virtual environments: role-playing and adventure video games, Massively Multiplayer Online Games (MMOGs) such as World of Warcraft, and graphical online social worlds such as Second Life. I ask how and to what extent different types of virtual environments are able to provide immersive reading experiences. This analysis relies upon the concepts of telic (purpose-driven) and paratelic (pleasure-driven) modes of reading, and I examine how virtual environments provide affordances for one or the other mode. How they do so usually has to do with how their situate reading materials in relation to the environment’s diegetic world, as well as whether the diegetic world is coherent and bounded. I conclude that while paratelic reading is encouraged in all virtual environments, role-playing and adventure video games are conducive to partially telic reading experiences, with players reading in order to better understand the diegetic world in which they act. MMOGs feature largely immutable diegetic worlds lacking normal relations of causality, but they still manage to some degree to encourage telic reading by circumscribing and enriching the world with lore. Virtual social worlds are generally unable to provide this sort of telic reading experience due to their lack of coherent diegetic worlds, and their effectiveness for paratelic reading is currently hampered by unwieldy interfaces and lack of innovation in the format of virtual books. Although MMOGs and social virtual worlds both feature synchronous collaboration between players with the potential for emergent narratives, neither has been able to leverage this advantage for the creation of immersive reading experiences. Finally, all three forms of virtual environment have inspired innovative user-created narratives and interfaces, but they have done so outside the contexts of their diegetic game worlds, in the sphere of participant culture.