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Tara McGowan's List: Psychosocial

  • Jul 10, 08

    London Knowledge Lab Research on internet's impact on pupil's critical and meta-cognitive skills

    • Rose Luckin, Professor of Learner- Centred Design at the London Knowledge Lab and a visiting professor at the University of Sussex, is working on a study examining the internet's impact on pupils' critical and meta-cognitive skills. “The worrying view coming through is that students are lacking in reflective awareness,” she says. “Technology makes it easy for them to collate information, but not to analyse and understand it. Much of the evidence suggests that what is going on out there is quite superficial.”
    • This year, researchers at University College London reported the results of a five-year study into the “Google Generation”. When they examined the behaviour of those logging on to the websites of journals, e-books and other sources of written information, they found widespread evidence of “skimming activity”. Users viewed no more than three pages before “bouncing out”.

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  • Jul 11, 08

    Great Missouri stories of how avatars are helping people through personal tragedies and crises

    • “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.”
    • 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.

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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.

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  • Jul 11, 08

    Miss Bimbo encourages young girls to purchase plastic surgery and diet pills for their "Miss Bimbo" avatars

    • 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

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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.
    • . 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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  • Jul 11, 08

    Universities created virtual campuses on Second Life- hold class, medical demonstrations, etc

    • an increasing number of colleges and universities are embracing it as a tool to reach students raised on computers and video games.
    • 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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  • Jul 23, 08

    Article from Czech Republic on Virtual Worlds and differences b/w kids, teens and adults and their avatars

    • Masaryk University, Brno, Czech Republic
    • 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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    • there is widespread awareness that information in some way is effecting a transformation of the social world, especially its economically advanced segments.
    • all three realms of society—the polity, the economy and the culture—are, if not revolutionised, then at least subject to major principles of innovation.

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  • Jul 22, 08

    New Study at University of Minnesota finds that Internet is changing urban gay communities, making them quieter because of online dating, etc.

    • 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.
    • 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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  • Jul 22, 08

    Article on Friendships forged online- possible characters? Bailenson & Yee interviewed on virtual identity!!!

    • 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.
    • 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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    • 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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  • Jul 16, 08

    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.

    • 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.
    • 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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