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        <title><![CDATA[Wayne Barry : Weblog items tagged with inclusion]]></title>
        <description><![CDATA[The weblog for Wayne Barry, hosted on Holyrood Park.]]></description>
        <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/</link>        
        <item>
            <title><![CDATA[Return to the Rabbit Hole]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/141.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/141.html</guid>
            <pubDate>Thu, 15 Nov 2007 00:00:00 GMT</pubDate>
		<dc:subject><![CDATA[inclusion]]></dc:subject>
		<dc:subject><![CDATA[metaverse]]></dc:subject>
		<dc:subject><![CDATA[rabbit hole]]></dc:subject>
		<dc:subject><![CDATA[second life]]></dc:subject>
		<dc:subject><![CDATA[stereotypes]]></dc:subject>
		<dc:subject><![CDATA[virtual worlds]]></dc:subject>
		<dc:subject><![CDATA[IDELautumn07]]></dc:subject>
		<dc:subject><![CDATA[discrimination]]></dc:subject>
            <description><![CDATA[<blockquote>&quot;<em>The rabbit-hole went straight on like a tunnel for some way and then dipped suddenly down, so suddenly that Alice had not a moment to think about stopping herself before she found herself falling down what seemed to be a very deep well.</em>&quot;<br /><strong><em>Alice's Adventures in Wonderland</em>, L. Carroll (1865)</strong></blockquote><p>I am still feeling quite invigourated from last Tuesday's classroom session in <a href="http://www.secondlife.com/"  target="_blank"  title="Second Life"><em>Second Life</em></a>. Yes, a real time classroom session inside a &quot;<em>real</em>&quot; virtual world. Wowsers! (as <em><a href="http://en.wikipedia.org/wiki/Inspector_gadget"  target="_blank"  title="Inspector Gadget">Inspector Gadget</a></em> would say). I did have some questions in mind that I posted in <a href="http://holyroodpark.net/heywayne/weblog/140.html"  target="_blank"  title="Second Life, The Metaverse and just about everything else...">last week's blog entry</a>; despite touching upon a couple of them, I don't think myself nor the group had any firm ideas about them. I personally feel that&nbsp;myself&nbsp;<em><strong>and</strong></em> Wray would need to immerse&nbsp;ourselves more into <em>Second Life</em> to get a sense of it; and would need to have experienced a few more teaching and learning sessions before&nbsp;we can get a handle on it. Mine&nbsp;<em><strong>and</strong></em> Wray's&nbsp;experiences so far have been a little superficial (see <em><a href="http://holyroodpark.net/heywayne/weblog/127.html"  target="_blank"  title="Inside the Rabbit Hole">Inside the Rabbit Hole</a></em>) and sketchy.</p><blockquote>&quot;<em>Do we take our tutors more seriously if they are depicted as a human avatars? or can they 'command' the same kind of respect if they adopt a non human one?</em>&quot;</blockquote><p>One of my questions (see above) piqued <a href="http://holyroodpark.net/rorye/"  target="_blank"  title="Rory Ewins">Rory's</a>&nbsp;interest. I guess myself and the others on the MSc programme latched onto the comments made in the Taylor (2001) article that referenced users choice to become animal avatars; and that it's role was one of superficiality and playfulness. Infact, one of the group actually turned up to the session sporting an animal's head upon a human body (very Egyptian methinks). The work and research&nbsp;by John Suler, a cyberpsychologist,&nbsp;conducted within the <em><a href="http://www.thepalace.com/"  target="_blank"  title="The Palace">The Palace</a></em> virtual world identifies a number of psychological and visual profile types.</p><p>According to Suler (2007b), people who choose to become&nbsp;animal avatars do so because &quot;<em>animals symbolize certain traits or attributes in myth as well as popular culture</em>&quot; which may represent &quot;<em>some real aspect of his or her identity, or some characteristic admired by the person</em>&quot;. Suler goes as far as to liken the use of animal avatars to that of the Native American &quot;<em>totem</em>&quot;, which&nbsp;are seen as a&nbsp;&quot;<em>symbol of one's essential nature or potential</em>&quot;. In January 2007, Suler visited <em>Second Life</em> and felt that his initial research in <em>The Palace </em>stood up reasonably well with respect to SL with a few notable exceptions - namely making money (Suler, 2007a).</p><blockquote>&quot;<em>What kinds of unacceptable and inappropriate behaviours will emerge in the virtual world which would not normally manifest themselves in the real world (being bound by social mores, etc.)?</em>&quot;</blockquote><p><a href="http://holyroodpark.net/hkeil/"  target="_blank"  title="Henry Keil">Henry Keil</a>, who had chosen to portray his avatar as a balding Afro-Caribbean man, found a fascinating article on ageism and prejudice that occured inside <em>Second Life</em> (Koreen, 2007). This suggested to me that <em>Second Life</em> is not as&nbsp;liberated, non-judgemental&nbsp;and all-inclusive as it would like to think itself to be. The three personality types (real / virtual / projected) put forward by Gee (2003) and Taylor (2001) would seem to imply that the &quot;<em>real</em>&quot; personality type is probably the more dominant one; or else people are projecting personalities that they wouldn't normally exhibit in Real Life.</p><p>Reynolds (2007) suggests that far from liberating us, virtual worlds like <em>Second Life</em> seems to &quot;<em>reinforce and indeed spread the dominant ideologies of the time</em>&quot;, but acknowledges that they have the &quot;<em>potential to liberate</em>&quot;.</p><p>It would be interesting to hear from Henry how his avatar got on under his current guise. Though it is a little hard to tell, Wray is actually&nbsp;an <a href="http://en.wikipedia.org/wiki/Albino"  target="_blank"  title="Albino">albino</a> goth - and that comes loaded with all sorts of literary, cultural and mythological symbolism. Indeed, Wray <em><strong>is</strong></em> the metaphorical white rabbit.</p><p><strong>References</strong></p><p>DiGiuseppe, N. &amp; Nardi, B., (2007). Real Genders Choose Fantasy Characters: Class Choice in World of Warcraft.&nbsp;<em>First Monday.</em> 12(5), 7 May 2007.<em> </em>[online]. Available at:&nbsp;<a href="http://www.uic.edu/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/1831/1715">http://www.uic.edu/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/1831/1715</a><a href="http://electronicportfolios.com/metaphors.html"></a> [Accessed 08 November 2007]&nbsp;&nbsp;</p><p>Gee, J.P., (2003).&nbsp;<em>What Video Games have to Teach Us about Learning and Literacy.</em>&nbsp;Basingstoke: Palgrave MacMillan.&nbsp;</p><p>Koreen, (2007). Agism in Second Life. <em>EdGames Blog</em>. [online]. Available at:&nbsp;<a href="http://edweb.sdsu.edu/courses/edtec670/edgames/2007/11/agism-is-second-life.htm">http://edweb.sdsu.edu/courses/edtec670/edgames/2007/11/agism-is-second-life.htm</a> [Accessed 15 November 2007]&nbsp;&nbsp;</p><p>Reynolds, R., (2007). Do virtual worlds liberate us?&nbsp;<em>Terra Nova&nbsp;Blog</em>. [online]. Available at:&nbsp;<a href="http://terranova.blogs.com/terra_nova/2007/11/do-virtual-worl.html">http://terranova.blogs.com/terra_nova/2007/11/do-virtual-worl.html</a> [Accessed 15 November 2007]&nbsp;&nbsp;</p><p>Rymaszewski, M. et al, (2006). <em>Second Life: The&nbsp;Official Guide</em>. London: John Wiley &amp; Sons.&nbsp;</p><p>Suler, J., (2007a). Second&nbsp;Life, Second Chance. <em>The Psychology of Cyberspace Blog</em>. [online]. Available at: <a href="http://psycyber.blogspot.com/2007/01/second-life-second-chance.html">http://psycyber.blogspot.com/2007/01/second-life-second-chance.html</a>&nbsp;[Accessed 15 November 2007]&nbsp;</p><p>Suler, J., (2007b). The Psychology of Avatars and Graphical Space in Multimedia Chat Communities. <em>The Psychology of Cyberspace</em>. [online]. Available at:&nbsp;<a href="http://www-usr.rider.edu/~suler/psycyber/psyav.html">http://www-usr.rider.edu/~suler/psycyber/psyav.html</a> [Accessed 15 November 2007]</p><p>Taylor, T.L., (2001).&nbsp;Living Digitally: Embodiment in Virtual Worlds. <em>In:</em> Schroeder, R. (ed)&nbsp;<em>The Social Life of Avatars.</em>&nbsp;London: Springer-Verlag Ltd.&nbsp;pp. 40-61.&nbsp;</p>]]></description>
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