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Advertising - Get Off the Internet, and Chew Some Gum - NYTimes.com
Dentyne Gum ads: the original instant message, etc.
Tags: advertising, youth, culture, psychosocial, addiction, communication, interpersonal on 2008-09-26 and saved by3 people -All Annotations (11) -About
more fromwww.nytimes.com
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a series of ads encouraging them to “power down, log off, unplug ... make face time.”
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“Make face time,
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People under 20 are the most avid gum chewers, the industry says, and the Dentyne campaign touches on the explosion in digital tools that help those young people connect, share and network. But it also seeks to make customers stop and question whether all that online communication is really making them closer.
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“Everyone loves technology and everyone uses it,” said Josette Barenholtz, the marketing director for Dentyne. “What’s meaningful is being reminded that being face to face can’t be substituted.”
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“In fact, they’re checking out these sites in the hopes that sooner or later it will end up in a hug or kiss.”
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“When people are surfing the Web, they’re missing the best part of life — being together,” it reads.
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The site includes a Face Time Finder, powered by Google Maps, to locate places to meet offline.
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“There was a real paradox in that we want to have an online presence, but wait a second, we’re telling people not to be online,” Mr. Markus said. “That’s where we came up with the idea of the three-minute Web site.”
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People use online tools as a way to be more social, she said, updating their acquaintances on what they are doing and making plans to meet in person. Her research has shown that people who use these tools have just as many offline friends and spend just as much time with them as people who do not socialize online.
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“Have we gone overboard with the ‘pseudo-intimacy through virtual hyperconnectivity and social networking thing?’ Dentyne, you may be at the forefront of an emerging social phenomenon!”
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The message is emotional instead of functional, Ms. Barenholtz said, and appeals to a broad range of people looking to connect with family or friends, not just lovers.
BBC NEWS | Technology | The web's future is a 'village'
Hewlett Packard Research Study finds that despite people's growing desire to have world of information at our fingertips and social networking pages that boast hundreds of "friends," our reality is very different
Tags: social, networking, study, BBC, village, psychosocial, identity, weak, ties on 2008-09-25 -All Annotations (7) -About
more fromnews.bbc.co.uk
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Bernardo Huberman, a senior fellow at HP labs has called this a return to the "dawn of the age of intimacy" following in-depth research into the intersection of social behaviour and technology.
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Attention is now the key commodity in this information explosion," said Mr Huberman at a breakfast meeting with Silicon Valley journalists to talk about his findings.
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"But what is extremely valuable is people's attention," he said. "The fact is, there is so much stuff to attend to and our capacity to attend to that is limited."
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A report by compete.com found that only 20 domains account for 40% of the time people spend online with social networking sites such as MySpace and Facebook featuring prominently in that list.
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We noticed that there is an interplay between what people pay attention to and novelty. But novelty fades and the clicks on the Digg stories decay. We can predict the shape of that decay.
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"With Facebook many people boast of having 100, 200 friends but in reality only keep up or track a very few of them."
On this basis Mr Huberman concludes that we are returning to a time where we maintain close contact with a small number of people - enough people to fill a village.
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"This issue of exclusivity is going to be more and more predominant in a world in which anyone can have access to everything. I think that, to me, is the most interesting trend.
Cyberbullying grows bigger and meaner with photos, video - USATODAY.com
USA Today Article on how cyberbullying is only getting worse with photo and video accompaniments
Tags: cyberbullying, psychosocial, cyberbully, youth, behavior, dangers, regulation, education on 2008-07-29 -All Annotations (0) -About
more fromwww.usatoday.com
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And the fake profile, titled "The Rictionary," not only identified his school but also said Ricky loved dictionaries — a swipe at his school smarts — and was gay (he's not), one of the most common schoolyard taunts.
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words — and pictures — posted on the Internet, where they can be seen by anyone, have taken bullying to a whole new level.
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No longer are threats, taunts and insults relegated to the written word in chat rooms and instant messages. Now teens, children and sometimes adults are adding pictures and videos to their bullying arsenal and posting them on sites such as MySpace, Facebook and YouTube, where anyone can see them.
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what some label "bullycides.
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Online harassment of American young people ages 10 to 17 increased 50% (from 6% to 9%) from 2000 to 2005, according to the latest research available, a watershed report by the University of New Hampshire's Crimes Against Children Research Center. And the number of young people who said they had "made rude or nasty comments to someone on the Internet" increased from 14% to 28% in the same period.
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"This is an emerging public-health problem" that needs attention, David-Ferdon says. The problem gained visibility with news about high school girls getting in trouble after posting school fights on YouTube.
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ive girls from Lakeland, Fla., face charges over an incident March 30 in which they are accused of participating in the beating of a 16-year-old acquaintance in retaliation for her saying nasty things about them on MySpace. They videotaped the beating and planned to post it on MySpace and YouTube, says Chip Thullbery, state attorney spokesman in Polk County.
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When they put it on the Internet, it's like they took everything and multiplied it by an astronomical number," he says. "It's one thing if it's a mean thing that somebody put in my school paper because that's contained within a small area. Only a certain number of people will see that. But when you put it on the Internet, you are opening it up to everyone in the world."
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Thirty-six states have anti-bullying laws, according to Paris' watchdog group, Bully Police. And several are specifically starting to address cyberbullying. On June 30, Missouri Gov. Matt Blunt signed an anti-Internet harassment law in the wake of Megan Meier's dea
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lso last month, Florida Gov. Charlie Crist signed the Jeffrey Johnston Stand Up for All Students Act. The tough anti-cyberbullying law came after the 2005 suicide of 15-year-old Jeffrey, who his mother says had endured three years of torturous harassment over the Internet.
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yes, it's due in large part to the Internet. The flipside of that is it's also motivating a lot of kids to be meaner. Because in their minds, it is such a cool tool to show off how mean they can be."
The relationship of players to their avatars in MMORPGs: differences between adolescents, emerging adults and adults
Article from Czech Republic on Virtual Worlds and differences b/w kids, teens and adults and their avatars
Tags: avatar, secondlife, virtual, psychosocial, research, study on 2008-07-23 and saved by2 people -All Annotations (2) -About
in list: Psychosocial
more fromwww.cyberpsychology.eu
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Masaryk University, Brno, Czech Republic
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MMORPG (Massively Multiplayer Online Role-Playing Games) are persistent virtual worlds falling within the fantasy genre, in which the player controls his or her character which subsequently becomes a part of the online fantasy world.
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32 players was obtained upon contacting players in discussion fora, where they were asked to fill in a web-based questionnaire in English. A battery of 12 questions was tested dealing with the various aspects of relationship between the players and their avatars.
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The motivation to succeed is significantly stronger among younger male players (i.e. adolescents) and among those who play more intensively. According to Griffiths et al. (2004), the intensity of playing (measured in the number of hours per week) is also characteristic of younger, adolescent players.
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From the player's viewpoint, the avatar is a kind of individual overlap owing to which they may experiment with their identities.
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the focal role of so-called images in one’s psyche (e.g. Hillman, 1997, Kast, 1992), which are certain complexes around which fantasies and emotions resolve and which can be experienced as certain independent parts of one’s psyche.
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it may mean that the player does not perceive the avatar as something “more” but simply as a game mechanism, i.e. something the purpose of which is to reach something else, such as entertainment, social contact, self-esteem, and self-efficacy through success etc.
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it is younger players who tend to identify with (i.e. not to distinguish from) their avatars, while the younger the respondents were, the stronger the phenomenon.
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“immersion” factor shows a deeper interconnection of the player and the avatar. This factor connects imagination, daydreaming of the game and avatar with the emotional relationship towards it, which has support in the psychodynamic approach considering imaginations and emotions as “two sides of the same coin”
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Wolfendale (2006) implies the existence of a stereotype that the attachment to the avatar is something negative and that it concerns socially isolated individuals (or that it leads to social isolation).
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majority of “gender swappers” are male.
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Adolescents demonstrated the highest tendency to identification of themselves and their avatars, i.e. they had the highest need to perform well in the game.
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there is thus a possibility that MMORPGs provide adolescents with space to complete their developmental tasks, typical of this age. Adolescents are focussed on developing the feeling of their own competence, which is strongly linked to the feeling that the individual was an actor and that success resulted from their own skill and capabilities: the perception of one's own performance is thus more important when developing a positive self-assessment that others' opinions.
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the importance of the compensation factor decreased with age.
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Our study shows that the age is, at least to some extent, an important factor affecting the style of playing MMORPGs, since there is a significantly lower level of identification among adults than among younger players.
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among adults, the motivation to play MMORPGs is represented by something else than their avatars (it can be, for instance, the social dimension of the game, etc.). On the other hand, for younger players, the virtual character may be an important motivation factor, especially from the viewpoint of performance and success in the game, as in case of adolescents.
Internet, Tolerance Spark Change in Urban Gay Communities - Academic Health Center, University of Minnesota
New Study at University of Minnesota finds that Internet is changing urban gay communities, making them quieter because of online dating, etc.
Tags: gay, community, psychosocial, research, study, social, virtual, Minnesota on 2008-07-22 -All Annotations (0) -About
in list: Psychosocial
more fromwww.ahc.umn.edu
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Societal oppression, lack of rights, and the HIV epidemic were powerful reasons why gay men came together as a community in inner cities, which eventually became gay-identified neighborhoods, Rosser said.
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istorically gay neighborhoods appear to be disappearing, driven by high real estate prices, young gay people remaining in the suburbs, and greater integration of heterosexuals into inner cities. Achievement of civil rights also appears to play a role; young people in cities where they have equal rights may simply not feel the same need for community. Rosser noted that the changes are consistent with theories of social assimilation.
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n another study, Rosser has led a group of investigators to develop one of the world’s first online HIV risk reduction interventions, called “SexPulse.” A randomized controlled trial testing the effects of “SexPulse,” currently in progress, will be completed later this year.
Better BFFs | Philadelphia Inquirer | 07/20/2008
Article on Friendships forged online- possible characters? Bailenson & Yee interviewed on virtual identity!!!
Tags: virtual, avatar, socialnetworking, social, internet, psychosocial, friends, identity, Bailenson, VHIL, Stanford on 2008-07-22 and saved by2 people -All Annotations (0) -About
in list: Psychosocial
more fromwww.philly.com
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he thinks of the friends she's met online, the people she's connected to and bonded with on sites like Second Life, Facebook and MySpace.
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But virtual worlds - where people create computer-generated representations of themselves called avatars and play games, build societies, and meet for chatting, parties and more - also encourage deep, I-feel-like-I've-known-you-all-my-life friendships.
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Jeremy Bailenson, director of Stanford University's Virtual Human Interaction Lab, which was created five years ago to study social behavior in virtual worlds. "This is a large part of our population putting stock into our online selves."
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ick Yee, also of the Lab, was a graduate student when he conducted a survey of 30,000 gamers that found that nearly 40 percent of men and 53 percent of women who play online games said their virtual friends were equal to or better than their real-life friends.
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Howard Rheingold, the critic and writer who is credited with inventing the term "virtual communities,"
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Colin Trethewey is a spokesman for Weblo, a virtual world where people can buy and sell every property on Earth with real currency. He tells of one of Weblo's stars, who is a woman living in a small town on Canada's west coast. In real life, she's isolated by her location. Online, she's the mayor of 50 major cities, including Pittsburgh.
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"Friends online seem to be less conditional. They tend to give you honest, unconditional advice," Christina said in an e-mail interview.
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"My avatar doesn't have any injuries. She doesn't get hurt when she falls down," O'Keefe said, quickly adding that she doesn't present a false self to her online friends. "I'm just as real out there as I am out here."
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Kimberly Young, a clinical psychologist who teaches at St. Bonaventure University and the director of the Center for Internet Addiction Recovery in Bradford, Pa. "Already, we see people engaged more with their BlackBerry than with each other when they go to bars, dinner or anywhere."
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Rheingold said that even if online friends don't become best friends, there's a benefit to building a "portfolio of weak ties." When you experience something traumatic, he explained, like losing your home, you're most likely to seek shelter from one of your closest friends or relatives. But when you lose a job or are seeking a mate, a sizable network of weak ties can come to the rescue.
Children and Internet Use: Social, Psychological and Academic Consequences for
A look at effects internet has on Low-Income children, especially.
Tags: psychosocial, children, internet, technology, lowincome, digitaldivide, APA, study, research on 2008-07-17 -All Annotations (0) -About
in list: Psychosocial
more fromwww.apa.org
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HomeNetToo is a longitudinal field study designed to examine the antecedents
and consequences of home Internet use in low-income families. Funded by an Information
Technology Research grant from the National Science Foundation, the project
began in the fall of 2000, when 90 families were recruited to participate in
the 18-month study. Families agreed to have their Internet use automatically
and continuously recorded, to complete surveys at multiple points during the
project, and to participate in home visits during which basic instruction on
how to use the Internet was provided. In exchange, each family received a new
home computer, Internet access and in-home technical support. -
Does Internet use affect children's psychological outcomes?
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the HomeNetToo project we focused on two types of psychological outcomes:
general affect and feelings of self-worth. More time online was associated with
less negative affect, but only during the first three months when home Internet
access was still a novelty. More logins were associated with more negative affect
throughout the trial, possibly because they indicate interruptions in Internet
activities. Feelings of self-worth began high and remained high. Using the Internet
had no effect on these feelings.
Journal of Virtual Worlds Research « University of Melbourne Library Intelligencer
Interesting new Journal of Virtual Worlds Research- proposes to start an international discussion forum on virtual worlds, their impact and effects on society and psychosocial development and a look at them and gaming.
Tags: psychosocial, virtual, secondlife, virtualworlds, research, forum, study, Australia on 2008-07-16 -All Annotations (0) -About
in list: Psychosocial
more fromlilyheart.wordpress.com
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we consider virtual worlds to be computer-based simulated environment where users interact with other users through graphic or textual representations of themselves utilizing textual chat, voice, video or other forms of communication.
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through this forum we are contributing to the development of specific space within the scholarly and creative communities for discourse on the wide variety of topic areas that are involved in virtual worlds research, including history of virtual worlds, cultural and social theory, quantitative research, qualitative research, virtual ethnographies, pedagogy, education and virtual worlds, development, experimentation, ideas and the intersection of virtual worlds and society.
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Co-Founding Editors:
Joseph Lopez & Jeremiah Spence
Journal of Virtual Worlds Research c/o ACTlab Department of Radio, Television & Film
1 University Station A0800
Austin, Texas 78712-0108Email: contact@jtlopez.com
Social Media Blog
Blog on Social Media, Networking, Virtual communities, etc.
Tags: psychosocial, blog, social, virtual, avatar on 2008-07-14 and saved by8 people -All Annotations (0) -About
more fromsocialmediatoday.com
Avatars As Communicators Of Emotions
Scientist looks at avatars as emotional communicators
Tags: avatar, psychosocial, communication, science, study, research on 2008-07-14 and saved by6 people -All Annotations (0) -About
more fromwww.sciencedaily.com
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A PhD thesis presented at the University of the Basque Country puts forward the use of avatars or virtual Internet personages as an efficient form of non-verbal communication, principally focusing on emotional aspects.
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In her PhD thesis, Avatars for emotional interaction, the use of avatars (virtual personages) is proposed as one of the best ways for computer systems to emit non-verbal information.
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As doctor Ortiz pointed out in her thesis, an avatar is a virtual person that enables a system to be equipped with an appearance (face, eyes, body, voice, and so on) and with behaviour that emulates interaction between persons.
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The IGARTUBEITI system consists of a virtual journey through history by means of digital narrations. In this way, history is experienced – transmitted through emotions – by means of the reconstruction with three-dimensional graphics and explanations of historical circumstances by a virtual guide
Websites and designers face prosecution in new French anorexia law - Times Online
France bans pro-anorexia on websites, blogs, media
Tags: regulation, avatar, subculture, policy, France, pro-ana, children, psychosocial on 2008-07-11 -All Annotations (0) -About
in list: Psychosocial
more fromwww.timesonline.co.uk
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he world’s first use of the law to tackle eating disorders is broadly aimed
at the media and fashion world, but especially at the websites and blogs of
the so-called pro-ana movement. -
Last month a website that originated in France caused an outcry for
encouraging children as young as 9 to embrace plastic surgery and extreme
dieting in the search for the perfect figure. -
Fines of up to €30,000 (£24,000) and a two-year prison sentence will be
imposed on offenders who “provoke a person to seek excessive thinness by
encouraging prolonged restriction of nourishment” to the point of risking
death or damage to health. The prison term is raised to three years with a
€45,000 fine if the person dies. -
The law, modelled on legislation for abetting suicide, was tabled by Valérie
Boyer, an MP from President Sarkozy’s Union for a Popular Movement. Roselyne
Bachelot, the Health Minister, gave it the Government’s blessing at the
unveiling of a code for the media, advertising and fashion industry on
“promoting healthy body images” and fighting anorexia.
Miss Bimbo website promotes extreme diets and surgery to 9-year-olds - Times Online
Miss Bimbo encourages young girls to purchase plastic surgery and diet pills for their "Miss Bimbo" avatars
Tags: avatar, psychosocial, regulation, France, virtual, UK on 2008-07-11 and saved by2 people -All Annotations (0) -About
in list: Psychosocial
more fromtechnology.timesonline.co.uk
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The Miss Bimbo internet game has attracted prepubescent girls who are told to
buy their virtual characters breast enlargement surgery and to keep them
“waif thin” with diet pills. -
Competing against
other children they earn “bimbo dollars” to buy plastic surgery, diet pills,
facelifts, lingerie and fashionable nightclub outfits -
France, where it
attracted 1.2 million players. -
The Miss Bimbo site was set up by Nicholas Jacquart, a French entrepreneur. He
moved to Tooting, South London, recently and with a 30-year-old businessman
called Chris Evans set up Ouza Ltd to promote the website in Britain.
http://online.wsj.com/public/article/SB121088619095596515-ZcdLkCJG2eQ3wFvMNcZ6SuqO2Yc_20080614.html?mod=tff_main_tff_top
Highlights teenage virtual entrepreneurs
Tags: Secondlife, virtual, avatar, psychosocial, identity, business on 2008-07-11 -All Annotations (0) -About
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more fromonline.wsj.com
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As the pool of traditional summer jobs shrinks, tech-savvy young gamers are honing their computer skills to capitalize on growing demand for virtual goods and services.
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. Research firm Gartner Media estimates that by 2011, 80% of Internet users worldwide will have an avatar, making animated online personas as common as screen names. Such companies as IBM and Adidas have moved into Second Life, helping to drive employment.
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Here are seven young and successful virtual-world entrepreneurs.
Using Second Life, colleges create parallel universities |
Universities created virtual campuses on Second Life- hold class, medical demonstrations, etc
Tags: Secondlife, avatar, technology, psychosocial, virtual, identity on 2008-07-11 and saved by4 people -All Annotations (0) -About
in list: Psychosocial
more fromwww.dallasnews.com
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an increasing number of colleges and universities are embracing it as a tool to reach students raised on computers and video games.
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Students don't sign up for a Second Life course, but they might be asked to use Second Life as part of a course. A student might attend a lecture or PowerPoint presentation in a virtual meeting room on their college's island. Or an instructor might set up a homework assignment in Second Life.
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"You can build something that's impossible or very expensive to build in the real world, then look at it and interact with it," said Dean Terry, associate professor of arts and technology at UTD, and director of the school's virtual worlds lab. "Because things like gravity are optional and you can't get hurt in Second Life, you can visualize things that you would not be able to visualize otherwise."
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"You can take risks that aren't safe in the real world and teach more complex subjects in three dimensions," said Colleen Lin, DCCCD's Web site content developer. "When you're resuscitating a dummy in real life, it looks like a dummy. But you can program an avatar to look like it's choking or having a heart attack, and it looks more real to the student responsible for resuscitating it."
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compares Second Life to a three-dimensional version of the World Wide Web
Avatars awaken second selves < News | PopMatters
Great Missouri stories of how avatars are helping people through personal tragedies and crises
Tags: secondlife, avatar, psychosocial, Missouri, crisis, support, subculture on 2008-07-11 -All Annotations (0) -About
in list: Psychosocial
more fromwww.popmatters.com
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“An avatar is your embodiment in virtual worlds and virtual game spaces,” explained Matthew Falk, an Indiana University researcher of what he and others call “synthetic worlds.”
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For Todd Schrivener, a superhero avatar named Shocking Blue helped zap away the worst despair of his life.
In June 2006, Schrivener’s wife, Becky, was diagnosed with breast cancer. A friend suggested Schrivener try the online game “City of Heroes” to fill his restless nights. -
People may develop profound feelings for their avatars, said Donna Russell, an instructor at the University of Missouri-Kansas City who won a grant from the Ewing Marion Kauffman Foundation to develop Second Life as a teaching tool.
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You can watch a video clip of a virtual memorial service—attended by dozens of respectful avatars—for a player who died in the real world.
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Students at the University of Kansas School of Medicine learn how to prepare someone for surgery by logging onto Second Life and transporting to the hospital’s “island,” where an avatar patient awaits on a gurney.
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Librarians Bill and Diana Sowers—aka “Rocky Vallejo” and the vivacious “Cindy Elkhart”—built an island they named “Rachelville” that emphasizes children’s literature. The girl whose image and artwork adorn the site is their daughter, who died of leukemia seven years ago.
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