Jim Blascovich, Ph.D., University of California at Santa Barbara If Our Brains Can't Distinguish between the Virtual World and the Real World, How Do We Know...
13. This video is long and covers the topic of multiple identities quite broadly, but there are a few quotes in it that I think are very relevant to my presentation. This one in particular stood out to me: "Digital worlds, including chat rooms, massive multiplayer online games, unstructured social platforms such as Second Life and 3D immersive virtual reality - think Kinect but on steroids - have opened doors to perceptions and self presentations that have never been opened before." (Blascovich, J., 2011) I think the points that Jim Blascovich puts forward about the ability to be able to experiment with self presentation and exploration through online technologies are worth noting. Given that Mr Blascovich is a psychologist specialising in social influence within technologically mediated environment (amongst other things) and that he's done extensive research on the topic of online identity, I trust his authority.
Larry Johnson at the New Media Consortium (NMC) and Horizon Report has said more than once when asked about Second Life, that he has always seen it as a 'now' technology and in doing so is consciou...
One of the most common knocks against the virtual worlds and the avatars we use to negotiate our way though them is that they cause us, and especially young people, to disengage from real life.
GarageGames provides game development tools and software including the Torque 3D game engine, Torque 2D game engine, Torque game engine for iPhone, and Torque game engine for consoles.
New research suggests that far from disengaging young people from real life, virtual worlds can provide unique environments that can help them learn and negotiate new situations.
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13. This video is long and covers the topic of multiple identities quite broadly, but there are a few quotes in it that I think are very relevant to my presentation. This one in particular stood out to me: "Digital worlds, including chat rooms, massive multiplayer online games, unstructured social platforms such as Second Life and 3D immersive virtual reality - think Kinect but on steroids - have opened doors to perceptions and self presentations that have never been opened before." (Blascovich, J., 2011) I think the points that Jim Blascovich puts forward about the ability to be able to experiment with self presentation and exploration through online technologies are worth noting. Given that Mr Blascovich is a psychologist specialising in social influence within technologically mediated environment (amongst other things) and that he's done extensive research on the topic of online identity, I trust his authority.