ENCHANTED ARTIFACTS: SOCIAL PRODUCTIVITY AND IDENTITY IN VIRTUAL MATERIAL ECOLOGIES

Shaowen Bardzell
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引用次数: 4

Abstract

Virtual worlds such as Second Life and World of Warcraft offer some of the most immersive, interactive possibilities for learning, simulation, and digital design in use today. While it is clear that they support complex collaborations and productivity, often in highly engaging ways, less well understood are the mechanisms that create conditions favorable to these outcomes. Theories of material ecology offer one approach to improving our understanding of the ways that virtual worlds support these forms of collaboration and productivity. This paper presents two case studies, which consider two particular Second Life ecologies: its public sandboxes (used for developing content with its authoring tools) and the most private spaces of a private role-playing community. This paper offers an application of and a contribution to material ecology theory. The application is to use material ecology theory to understand non- casual productivity and advanced social behavior specifically in Second Life . The theoretical contribution is twofold: to clarify the relationship between a given material ecology and its type or kind; and to propose that technologists extend material ecology theory by incorporating material culture theory.
迷人的人工制品:虚拟物质生态中的社会生产力与身份
第二人生 "和 "魔兽世界 "等虚拟世界为当今的学习、模拟和数字设计提供了一些最身临其境的互动可能性。很显然,虚拟世界支持复杂的协作和生产力,而且往往以高度吸引人的方式进行,但人们对创造有利于这些结果的条件的机制却不甚了解。物质生态学理论提供了一种方法,可以帮助我们更好地理解虚拟世界是如何支持这些形式的协作和生产力的。本文介绍了两个案例研究,其中考虑了两个特殊的第二人生生态:其公共沙盒(用于使用其创作工具开发内容)和一个私人角色扮演社区的最私密空间。本文是对物质生态学理论的应用和贡献。其应用是利用物质生态学理论来理解第二人生中的非休闲生产力和高级社会行为。理论贡献有两个方面:澄清特定物质生态与其类型或种类之间的关系;建议技术专家通过纳入物质文化理论来扩展物质生态理论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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