Health professional training in Second Life: growth plus

(This post originally appeared over at Metaverse Health)

One of the advantages of being a regular (daily) observer of virtual worlds news, is you get a fair idea of trends. One growth trend over recent months has been the interest in the health applications of virtual environments.

One of the better pieces of media coverage is one by the Wall Street Journal. It’s well worth the read for anyone after a useful overview of where things are up to. The article is also pretty well balanced, citing the limitations of the approach:

The online world isn’t perfect, though, as Carol Kilmon discovered. An associate professor of nursing at the University of Texas at Tyler, Dr. Kilmon wanted to train students to respond to emergencies such as a man in cardiac arrest or a boy having trouble breathing.

But in early testing, she has run into some hitches. Many students have older computers that can’t support the Second Life system, or live in rural areas with iffy Internet connections. And it takes them a long time simply to master moving around in the virtual world. “They’re not necessarily gamers,” Dr. Kilmon says. Still, she’s pressing ahead.

That sums up the challenges very nicely, but the last sentence is the crucial one. There are hundreds of health professionals who see the potential of immersive virtual worlds for health professional training. It’s those same people who will eventually help the technology become a key aspect of a comprehensive curriculum.

UWA Art: March winners and a three-year continuation

The University of Western Australia continues its 3D Art and Design Challenge, announcing the March winners. All those details are replicated in full below thanks to the indefatigable Jayjay Zifanwe and the UWA in SL blog.

What’s even more impressive is the announcement that the UWA have agreed to fund the monthly competition for a further three years, to the tune of a million Linden dollars per year for art and half a million for machinima. That equates to around US$6000 per year on top of maintaining the UWA presence, which is certainly a demonstration of confidence by the University. It also extends the life of the competition to August 2013, ensuring exposure of a lot of artists over that time.

Onto the March winners:

Fuschia & Flivelwitz snatch IMAGINE, Breen machine chugs on: March Winners of UWA 3D Art & Design Challenge

For the very first time, a collaborative work has taken the top IMAGINE Arts prize for the March round of the UWA 3D Art & Design Challenge. The enchanting and enveloping HEATH, created by Fuschia Nightfire & Flivelwitz Alsop held off a very strong field of 55 works from artists all across SL in taking the $L5,000 first prize. Meanwhile in the FLAGSHIP building design challenge, no one seems capable of supooing Nyx Breen who has now won 4 of the 7 to FLASHIP prizes as this yearlong competition has crossed into month 8!

First time entrant, Flivelwitz and veteran Fuschia were thrilled and stunned to have taken the top gong. “Well i suspected we had won something! but not this”, said Fuschia, while Flivelwitz when asked to comment said “It is exciting to be the first to win in a collaboration at the UWA”.

The top 3 in fact were very close, and for the first time ever, a joint 2nd prize was awarded to Julez Odigaunt & Kolor Fall for their incredible works, JULIA’S WILTING HEART SHRINE & OCEANS OF LIGHT.

“Its such an honor that UWA appreciated Julia’s Wilting Heart Shrine. It is a very personal piece and I am glad it was well received. I would like to thank Ulrich Lionheart, the author of the poem. His words are so powerful and full of emotion – purely expressing what I was feeling at the time – it inspired me to create a shrine that allowed me to expose the mindset I was in at the time. It was quite healing” said Julez.

With Nyx’s back to back to back win in March to go with his October win taking his tally to 4, seems it will take some doing to dislodge Nyx who has declared that he will have one FLAGSHIP build submitted each month for the rest of the competition. It is going to take some doing to stop Nyx from having more than half of the entries that will come under consideration for the Grand Prize!

Following the announcements yesterday at the traditional winners announcement party at the UWA SIM, Nyx said, ” I would like to state that outside of developing some wonderful friendships in Second Life, that nothing has been as enjoyable as participating in an event that has truly global and groundbreaking results as the UWA Flagship Challenge. UWA has taken a small art show and made it a must see destination in the Cyber world and an event that if missed in Second Life, then one doesn’t understand the true potential of what was envisioned as the purpose of Second Life… creativity shared across a medium that brings us all closer.Great Job UWA, JJ & Quad and all that help make this possible.”

The best non-scripted entry was BLOOM GLOW by Gumby Roffo, another vetran of the UWA 3D Art & Design Challenge, while Sharni Azalee’s FOREST OF DREAMS was voted top for the PEOPLE’S CHOICE AWARD!

The Artist Book Prize, being awarded for the final time, went to Miranda Mhia work, STANDING ROOM ONLY. UWA would like to thank Juanita Deharo, Victor Vezina and Juko Temple for making this award possible.

Other winners include Sundog Branner, Ichiko Miles, Gleman Jun, Betty Tureand and Nish Mip. Full list below.

Some other exciting things were also mentioned during the awards ceremony. First of all, UWA played host both in SL & RL to the Big Kahuna himself M Linden, who for the very first time in any universe was displaying his wonderful artworks. These can still be seen at a permanent exhibition within at the Lawrence Wilson Art Gallery which is on one of the 5 UWA SIMS.

This space has been listed as an SL destination for the Arts, which is the 2nd location within the UWA SIMS designated as an SL destination for the Arts, the other one being UWA’s Art & Design Challenge platform.

You can hear M Linden’s speech and watch some of the wonderful machinima created for the event on the UWA in Second Life Blog.

The next wonderful thing, is because of all the good news and publicity surrounding the machinima, the art & design competition and M’s show, UWA have been given funding for the Arts & Machinima for a further 3 years following then end of this current cycle in August 2010. The funding have received will allow UWA to provide L$1,000,000 per year for Art Challenges and L$500,000 for Machinima.

Also mentioned was the work of Lili Field, an Australian RL architect who has recreated UWA’s School of Business Building. A replica created based on the original buidling plans of an incredible award winning build at UWA .

IMAGINE CHALLENGE – 3D ART

Imagine Challenge 1st Prize: ($L5,000 + Custom T-Shirt)
HEATH by Flivelwitz Alsop & Fuschia Nightfire
Imagine Challenge 2nd Prize: ($L1,250) JOINT
OCEANS OF LIGHT by Kolor Fall/Patrick Faith
JULIA’S WILTING HEART SHRINE by Julez Odigaunt
Best Non-Scripted Entry: ($L1,250 + Custom T-Shirt)
BLOOM GLOW by Sledge Roffo

Casey WA Cultural Prize 1st Prize (L$4,000)

TBA

FLAGSHIP CHALLENGE – BUILDING DESIGN
Flagship Challenge 1st Prize : ($L5,000)
AxS GALLERY by Nyx Breen (4th time winner)

Honourable Mention Prize for ORIGIN OF THE SPECIES (L$500)
PRIMATAR’S LOVE: THE EVOLUTION by Gleman Jun

THE ANTON MESMER Honourable Mention Prize (L$500)
KINETIC-ART ELLIPTIC THREADS by Sundog Branner

Honourable Mention Prize for ARTISTRY (L$500):
HERA’S LYRE by Ichiko Miles

Honourable Mention Prize for TEXTURE & ATMOSPHERE (L$500):
BUTTERFLY HOUSE by Nish Mip – submitted for the FLAGSHIP Challenge

ARTIST BOOK PRIZE – 1st Prize (L$2,000):
STANDING ROOM ONLY – Miranda Mhia

ARTIST BOOK PRIZE – Honourable Mention (L$500):

WOMEN ARE AFRICAS HOPE – Betty Tureand

PEOPLE’S CHOICE AWARD (L$500):

FOREST OF DREAMS by Sharni Azalee

Educators and Second Life: local research

Between August 2009 and February this year, Holmesglen’s Kenneth Rankin (SL: Ken001 Silverfall) undertook some research in Second Life as part of his Master of Education studies at the University of Southern Queensland.

It’s a fascinating snapshot on the state of play in regards to educators and Second Life, and includes some substantive recommendations for the future that may generate some debate. More on that later, but first the data:

Research context

After reading some of the results, I took the opportunity of contacting Kenneth, to ask him for some background and clarification of specific results:

TMJ: When was the research undertaken, with whom was it conducted, what was the sample size and the overarching research methodology?

KR:

· Data was collected during Nov 2009 via a web based questionnaire on SurveyMonkey.
· 79 persons responded, but 14 did not fully complete the survey. Analysis was conducted on data collected from 65 persons.
· The survey was undertaken only by educators who had at least one avatar in Second Life.
· Background: The technology adoption cycle, described by Rogers, shows the adoption of technology in various phases of adopters. First are the Innovators, then the Early Adopters, the Early Majority, the Late majority and finally the Laggards. Most technologies will enter mainstream use only if they can cross ‘the chasm’ between the Early Adopters and the Early Majority. Second life has been predicted to remain in the Early Adopters phase until 2013 when it is expected transition into the Early Majority phase.
· The main question to be answered by this research was “what can be learned from the experiences of the Second Life Early Adopters to facilitate the move into the Early Majority phase?”
· The topic was: “The collection and analysis of avatar experiences in order to provide conduct and appearance guidelines for educators adopting Second Life”.
· The research was a cross-sectional, qualitative, non-experimental design. The survey consisted of 29 questions with a mix of open and closed questions.

TMJ: Were there any results that surprised you?

KR:

· 38% of educators have no real-world code of conduct.
· 74% of educators have no real-world appearance code.
· The main reason to lose the ‘newbie’ look was originally thought to be as a deterrent to ‘griefers’. It was found that people lose the ‘newbie’ look in order to increase credibility and to display experience.
· Female avatars appear to be the target of more griefing incidents than males and are specifically targeted for sexual griefing. 17 males reported 6 non-sexual incidents and zero sexual incidents (35%), while 48 females reported 23 non-sexual incidents and 9 sexual incidents (66%). This was a surprise in an environment that was expected to be female friendly and gender neutral.

The full results

· The respondents were 74% female, average age just over 47, mainly from Nth America (54%) then Asia/Pacific (31%) and Europe (15%)
· Highly experienced group with more than half having over 3 years of Second life experience.
70% of educators use multiple avatars (accounts).

Recommendation: Educators should aim to have a single purpose for each of their avatars. The most common singularity of purpose is to provide for a private avatar and a professional avatar.

62% of employers provide a real-world code of conduct (CoC)  for employees

23% of employers have extended their RW CoC into SL

6% of employers have an SL CoC

43% of employees believe that a CoC is required in SL and 43% believe that it is not required.

26% of employers provide a real-world appearance code for employees

6% of employers have extended that RW AC into SL

5% of employers have an SL AC

8% of employees believe that an SL AC is required and 89% believe that it is not required.

Recommendation: The Early Majority will look for greater structure and guidance in SL than that required by the Early Adopters. A CoC and an AC should be considered as facilitation factors to assist more educators to adopt SL.

Recommendation: Educators should not be dissuaded from the adoption of alternative forms and appearances for their avatar. Appearance, however, does need to be appropriate for the educational context, especially when representing an organisation.

Recommendation: Each avatar should have in their inventory, a collection of appearances or outfits that are appropriate to their range of educational contexts and functions.

89% of respondents chose human form in Second Life

6% represent themselves in the opposite gender.

44% have some form of name relationship with their avatar

79% have some form of appearance relationship with their avatar

Recommendation: Care should be exercised when selecting the name of the avatar at the account creation stage, as this is one of the few aspects of the avatar that cannot be changed later

66% of avatars have lost the newbie look within 1 month.

The main reason to lose the newbie look is to increase credibility and to display experience.

12% of avatar profiles provide enough information to identify the RW person

40% of avatar profiles provide enough information to identify the RW place of work

53% of avatar profiles provide enough information to identify the person’s RW position or role

Recommendation: Educators should exercise discretion with the information provided through the avatar’s profile. This information should be checked against the purpose of the avatar, the code of conduct and the privacy guidelines of the employer.

Of the critical incidents reported, 58% were of a positive nature and 38% were of a negative nature.

Recommendation: Educators need to be made aware of the ‘big 6’ SL community standards, the range of positive and negative incidents that can occur in SL and how to manage these incidents. Educators also need to be aware that griefing of a sexual nature does exist and appears to be specifically targeted at female avatars.

==========

This research provides a great deal of insight into the educator demographic in Second Life. A lot of the results aren’t surprising, but as a whole they do provide some fascinating launch points for further discussion. So over to you: whether you’re an educator or not, what stands out for you in the results? Do you agree or disagree with the recommendations put forward?

A big thanks for Lindy McKeown for the heads-up.

Murdoch University: ME/CFS Support in Second Life

This story appeared originally on Metaverse Health.

In recent weeks, thanks to a health professional colleague, I became aware of a research project underway at Murdoch University, looking at the use of virtual worlds as a support mechanism for people with Myalgic Encephalomyelitis/Chronic Fatigue Syndrome (ME/CFS). It’s an ARC funded, three-year project titled Isolation, illness and the Internet: Exploring the possibility of a second life for sufferers of ME.

Chief Investigator for the research is Kirsty Best, a lecturer in Communication and Media Studies. She kindly spent some time explaining the research project and providing some insight on the wider issues faced by those with ME/CFS. There is also a further viewpoint after the Q&A section from Alex, an Australian living with ME/CFS who has been taking part in the project.

DH: To start off, can I get you to tell me a little about yourself, your specific role at Murdoch and with this project?

KB: I’m a Senior Lecturer with the School of Media, Communication and Culture. I received an ARC Discovery grant last year – the project and the centre are the result of that grant but I am planning to keep it going after funding runs out.

DH: So the part we’re standing in now contains resources on ME/CFS?

KB: I have created some user-friendly resources about ME/CFS. They’re aimed both at people with ME, who end up having to do a LOT of research on their own due to ignorance of the illness, and the general public. We also have a calendar of what’s going on. Then over here I have some major ME/CFS websites that I have found the most useful and user-friendly, with various theories of the cause, various treatment protocols and also support groups.

DH: With the cause theories, how have you assessed their validity?

KB: That’s not my area of expertise, and it’s not about that. This is about giving people with a very misunderstood illness the resources they need to find out more, get support, and be heard. I’m not a scientist. Some of our members are very interested in the biochemistry, etc and in our mailing list and groups the discussions often end up talking about some of these things.

DH: Absolutely – but what I’m getting at is how do you determine that the information is clinically sound? Let’s say an illegitimate site popped up making incorrect claims that could cause harm – how do you screen that?

KB: I don’t screen that. There are a lot of competing theories out there. I am just providing links to the sites that provide the best summaries of what has been said so far. To be honest, VERY little scientific research is even conducted about ME/CFS

DH: Ok, that makes sense. I suppose what I’m getting at is some of the value add for virtual worlds and health can be to provide guidance on the evidence-base or to debunk incorrect information.

KB: That is not what my work is about. I am not looking into causes and effects. I have no training in that. I am looking to provide people with ways to overcome their social isolation using virtual media. This area is a very small part of what the centre is about.

DH: Can you tell me a little about the research you are conducting here?

KB: It’s ongoing. I’m interviewing people with ME/CFS from Canada and from Australia about how and whether computers and the Internet help to ease some of the isolation they experience due to their illness, getting them set up with an avatar, getting them oriented and then seeing if SL is a useful way of supplementing some of their other Internet-based activities or whether it is too hard.

DH: Can you give any details on the methodology you’re using in the research e.g. specific qualitative or quantitative methods?

KB: I have conducted the first round of interviews, we will be having focus groups then more interviews. It’s all qualitiative.

DH: So how large is the first group?

KB: Thee’s roughly forty people.

DH: Can you describe the experience of the interviews and activities to date?

KB: Some had to drop out because of the requirements of SL: they didn’t have broadband for instance, or a fast enough computer. Real accessibility issues. But to be honest, the most important accessibility issues for people with ME are not just about hardware or bandwidth. It’s an illness that affects all systems in the body, including cognitive, and so orientation and navigation become very problematic. I do a LOT of troubleshooting. But there are benefits people are experiencing as well. It’s a mixed bag. A series of tradeoffs. People really like the social interaction, but getting their heads around the technology is hard.

However I have to say that Second Life DOES give an experience that is unique, and that people like. At the last meeting, one of our members who hadn’t been able to make it in a while said that when she saw us standing there, she felt like running up and hugging us, if she knew how to do it! She said how it really made her feel like she knew these people, and since she is pretty much housebound, having the visuals and the voice, and the virtual environment really made a difference. I’m not sure it’s worth the tradeoffs for some people, but for some it definiitely is – it depends on people’s levels of dysfunction in relation to spatial orientation to a large extent.

DH: What made you choose CFS as the research topic? Was it a personal interest?

KB: I’m very passionate about it, yes. These people have the worst of all worlds. They have a devastating illness in terms of quality of life, they have very little support from the medical community, and have to do pretty much all the research themselves–which of course they don’t have the energy for. And they have very little support from their friends and family. In fact this comes up quite a lot, and people are CONSTANTLY saying how their friends and family don’t believe them. or don’t support them, or what have you. And so this place is somewhere they can actually be understood.

DH: Was there a specific event that led you to understand how hard it is for CFS sufferers?

KB: I have a close family member who has had ME/CFS for – it must be 12 or more years now. It prompted me to do a lot of research about the condition. Let’s just say that whenever I try to explain the condition, or this project to anyone, I experience it for myself. I get very defensive. People with cancer or MS don’t feel they are having to constantly justify their illness. It’s very draining. And I”m healthy! It’s FAR worse for them.

DH: In regards to lack of support from the medical community, why do you think that is?

KB: I have been involved with volunteering for an organization in Canada that was actually LAUGHED at by a doctor when they approached him to see if he would speak at an ME/CFS Awareness Day. I think it’s changing slowly though. But very slowly. The Canadian Consensus Definition is extremely important to this – all the other clinical definitions have been sorely lacking.

DH: So for you, what would be measures of success for you, for both the research and the support here more broadly?

KB: Well success for the research would be finding out in what ways virtual environments such as SL can help this marginalized community, despite their cognitive and spatial difficulties. Hopefully we will find out specifically what is working and what isn’t. We already take our members to Virtual Ability island, who have been very helpful. But there are still a lot of ways that the evironment is very challenging to people with ME/CFS, as I have said.

I’m not sure these can be overcome completely. I think part of it is intrinsic to technology itself. There will always be these black holes where the technology fails us, no matter how advanced it gets, because bugs and usability issues are eternal. And for someone with ME/CFS, these are magnified 5000 percent. So I guess success is simply finding ways of amelioriating these black holes, if we know what to look for. I don’t think this environment will ever be for everyone with ME/CFS, but for those it reaches, its impact can be profound. I would say that is success.

DH: You mentioned that ME/CFS sufferers can experience cynicism from some health professionals – if this research demonstrates outcomes as far as social support, could this make those cynics sit up and take notice as whether they ‘believe’ in ME or not, the results will speak for themselves and need to be acknowledged?

KB: It doesn’t prove anything about the nature or reality of ME however. Unfortunate but true. I think you only have to speak to these people and be around them for a while to understand. See them totally struggle with things we find complely simple and no big deal. So I think the only thing that will potentially change someone’s mind is if they were to come here and join us for a few weeks! However, I think it’s really a culture change that needs to go on in both broader society and in the health community.

As there are more and more individuals coming forward and publicising their experiences (in books, online, in other media), as there are more and more projects and support groups and spaces such as this one that are springing up, then the community and the illness can’t help but be noticed. At this point, the culture of cynicism will hopefully slip and be replaced. So I guess I see this is a tiny brick in the wall. I do want to use it as a way to generate awareness in the broader SL community at least. I would like to hold events here and so on. How many health professionals there are that use SL I don’t know!

DH: There are quite a few 😉 Could you forsee collaborative research in the future, with say allied health professionals, on the use of virtual worlds as a support mechanism?

KB: Oh yes, that would be great, but that’s not about changing anyone’s mind. Those health professionals would already be open to it. The people who don’t believe, you can’t really budge them. I hear this over and over again from our members. I believe it. However, as I said, it is changing slowly, so there are some people who would be more open in the first place. They would be the kind we could collaborate with. The “early adopters” so to speak.

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Alex’s perspective:

Firstly, due to my illness I frequently do not enjoy being on Second Life. This isn’t about fun, it’s about need. I am too sick to function in the real world, but Second Life gives me just that – a chance to interact with people and alleviate the worst affects of severe isolation, in combination with a sense of being in the world, albeit virtual. (I play open world RPGs for much the same sense of being in the world). SL still makes demands on my health, just not as much as real life. One of the big issues is preventing desocialisation – we can become so isolated that we no longer relate to other people. Second Life allows for avatar-to-avatar talks, which while it isn’t as good as real life it does have its benefits.

For the first time I have met another person with long term ME/CFS who has similar health to me. Most people involved in CFS support groups are female, so there are very few long term male patients, and it turns out our experiences are very similar in ways that differ from most of the ladies.

Of course, I am also a long-term advocate for scientific research into ME/CFS, and this is not the first study I have been in with respect to ME/CFS, although this is the most prolonged sociological study that I have been involved in. I don’t know where this is going, and there are risks, because ME/CFS is one of the diseases in which charity and support groups occasionally fail because everyone involved can be too sick to keep things running. I do wish the researchers success in their aims, and I do see potential for this to provide social support for people too sick to find it in real life.

One of the drawbacks we keep running into is a combination of technical problems and illness issues. Some of us can’t handle too many people/avatars being around, and this is aggravated by sound degradation issues when too many people are present, particularly since most of us have problems with adapting to new technology. One fix is being tested at the moment, breaking us into smaller groups, but we have to move far enough away so that SL doesn’t pick up our speech. Large crowds of avatars in any part of SL are likely to cause problems for many of us.

===
You can see the project for yourself here, and I’ve also created a quick walk-through machinima as well:

Linden Lab CEO’s art show in Second Life: UWA scores again

Linden Lab CEO Mark Kingdon / M Linden isn’t the sort of guy associated heavily with Second Life’s burgeoning art scene. So it’s a little surprising to find out he’s about to have his first art exhibition.

What’s less surprising, at least to me, is that the exhibition will be occurring as part of the University of Western Australia’s presence in Second Life. I’ve said previously that the ongoing art and machinima competitions there are some of the best anywhere, so it’s a deserved location for exhibitions like these.

The momentum that has been generated and maintained by the UWA team has been nothing short of astounding, and things only seem to be growing further. Back to M Linden, here’s how he describes his history as an artist:

From the time I was 6 years old until I was 20, I had planned to be a painter. As I was contemplating graduating from college with a fine arts degree and all that being an artist entails, I decided to make a hard left turn and follow a radically different path. I changed my major to economics, graduated and went on to business school to get a graduate degree. I doodle to focus my mind and I can do it for hours. But, I prefer doodles that I can complete in one short sitting. I gravitate to repetitive constructs of unbroken intersecting lines or interconnected parallelograms…you could call them “dynamic connected systems.” I guess my art and my interest in economics shared this “connected systems” construct.

Drawing in 3D in Second Life wonderful. I can think bigger and do more in Second Life. It’s changed the way I think about art. Oliver Wendell Holmes, Sr. said it best: “Every now and then a man’s mind is stretched by a new idea or sensation, and never shrinks back to its former dimensions.

The Exhibition is called Doodle Art and its opening is on Saturday 27th March at 3pm SLT (9am Sunday morning AEDT), at the UWA’s Lawrence Wilson Art Gallery. You can get a glimpse in Larkworthy Antfarm’s machinima here:

There’s also real world event taking place at the University this Friday, hosted by artist Len Zuks – contact Jayjay Zifanwe in-world if you’re interested in attending that.

Credits for the exhibition as supplied by Jayjay Zifanwe:

The Curator: White Lebed
UWA Owner & Co-Host: JayJay Zifanwe
The Gallery builders: The Slingshot, Nyx Breen
Logo by: Miso Susanowa
Promotional Machinimas: Chantal Harvery and Larkworthy Antfarm
RL Host at UWA: Len Zuks

Again, congrats to the UWA team for their work. Whether you like M Linden’s art or not, it’s certainly an acknowledgement of the work done by UWA to date and hopefully a good indicator of ongoing success.

Virtual worlds and business: 2010 overview

A little over a year ago we created a short discussion paper on the potential impact of virtual worlds on business. Since that time literally hundreds of people have downloaded the paper, so we thought it was worth updating it.

It remains a fairly succinct overview of the opportunities presented by virtual environments in the enterprise, as well as identifying some of the misconceptions around. The updated version now contains some discussion on trends for the coming 12-months (partly based on our 2010 predictions post) as well as a wrap-up of the major platforms to watch.

You can download Virtual Worlds and business: 2010 overview for free by going to this page.

As always, if there’s omissions or alterations needed, please don’t hesitate to let us know.

Education and Second Life: the fear factor

The prolific machinima man, Draxtor Depres, has produced a concise but effective piece on education in Second Life.

Educators familiar with virtual environments will perhaps find this a useful advocacy tool when trying to get a point across in a short timeframe. Those totally new to the area may find it straightforward enough to be interested in finding out more.

It’s also timely given the 3rd Virtual Worlds Best Practices in Education is running over the weekend.

There’s never any shortage of new and innovative work going on in regards to education, but the challenge remains in (dare I use a non-word) ‘mainstreaming’ these activities, and machinima is certainly one of the weapons in that arsenal.

Anyway, here it is:

Momentum continues with counselling in virtual worlds

This post appeared earlier this week over at Metaverse Health.

It’s coming up to a year since we interviewed DeeAnna Nagel and Kate Anthony and discussed counselling in online environments broadly and in virtual environments more specifically. Over that time, the Online Therapy Institute has continued to grow. One example of this is the announcement of a five-hour course on online supervision.

Anyone who works in a counselling role will understand the importance of supervision as both a development and protective mechanism for a practitioner, let alone one working in an online environment. Additionally, a key plank of more widespread acceptance of online therapy is formalised governance mechanisms that provide peace of mind in regards to quality. Small steps like the ones taken here are helping to achieve just that.

The wider challenge is establishing e-health standards that ensure confidentiality, the ability to confirm practitioner credentials and good service navigation for face-to-face intervention when required. That sort of integration is potentially years off, but in the meantime counselling professionals are doing a great job of filling in the gaps.

If you’re involved in counselling in a virtual world environment, I’d love to hear from you to find out more about your work.

Update: an interview with the Online Therapy Institute in Second Life is now available:

Book Review: Total Engagement

Byron Reeves is a Stanford University Professor and Co-Director of the Human Sciences and Technologies Advanced Research Institute. J. Leighton Read is a serial entrepreneur and CEO with an interest in the psychological aspects of gaming.

The premise of the book is the potential for games to become central in the workplace. It sounds a far-fetched premise initially, but that’s the power of the discussion put forward by the authors: they provide cogent, well-informed examples of how gaming within business could work. The focus is primarily MMOs, for a number of reasons, including:

1. They contain “the most counterstereotypical roster of players”, hence being the most worthwhile population from which to apply findings.

2. MMO players tend to have a higher level of engagement with their game and spend on average much more time per week than a solo gamer.

3. The dynamics of raids, quests etc tend to provide situations where teamwork and leadership can come to the fore.

After establishing its premise, the book goes on to provide some fascinating examples of work problems a gaming framework could solve, as well as some fairly detailed discussion around virtual teams, virtual leadership, virtual money and the link between play and work. There’s a useful summary at the end and a handful of tactics to actually start implementing some of the examples given. As the authors themselves say, one of the best tactics for any business is to harness the knowledge of the gamers in its midst.

Overall, this is a very engaging read with realistic, well thought out examples. For anyone interested in the applicability of virtual environments to the workplace, it’s a must-read. For the dedicated gamer who also happens to work for a large organisation, there’s also plenty of information to get you thinking about advocating for change.

The final world goes to one of the authors. Here’s a presentation from Byron Reeves on the topic of the book:

Byron Reeves – fbFund REV, 7/31/09 – Part 1 of 2 (Version 2), “Work Sucks – Games are great” from fbFund REV on Vimeo.

You can buy Total Engagement from our own bookshop, Amazon direct or a local online bookshop like Dymocks.

Problem-based learning in Second Life: new resource

Another cross-pollination from sister-site Metaverse Health

A comprehensive new resource has been released by the UK’s University of Derby and Aston University, Titled Best Practices in Virtual Worlds Teaching: A guide to using problem-based learning in Second Life, this 40+ page publication covers a lot of ground in an easy to understand way. It’s available as a free download of a little over 6MB in PDF format.

The pivotal section for me is the one on making problem-based learning work in Second Life, with the succinct message being:

The possibilities for education within Second Life are limitless and one must be careful not to use this resource for the sake of it. Any teaching resources provided within Second Life must be embedded within traditional learning methods and fulfil a direct need within the course. Simply using Second Life for the sake of it will require time and effort from students and staff that is unwarranted and provides no additional benefit. There must be a direct applicable benefit to the material contained within Second Life, so purpose-driven use is advised rather than speculative-use.

As I’ve mentioned previously, the documentation of teaching methods in virtual environments continues to improve, and this document provides a superb overview for those new to the approach. From a health viewpoint, some good examples of Psychology projects undertaken in Second Life are given.

Thanks to Virtual World Watch for the heads-up

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