Presentation Transcript
Slide1 : Second Lives – Engaged Learning?
Slide2 : Fetscherin. M. (June 2007) User Acceptance of Virtual Worlds 10 million 100 million 1 billion Number of Users 1995 2000 2005 2010 Web 1.0 Web 2.0 Web 3.D Websites
Text
Flash Weblogs
RSS
Wikis
Podcasts Virtual Worlds
Avatars
Integrated Gaming
Social Computing Internet Users: Web 1.0 Web 2.0 Web 3.D
Slide3 : Fetscherin. M. (June 2007) User Acceptance of Virtual Worlds 10 million 100 million 1 billion Number of Users 1995 2000 2005 2010 Web 1.0
Information Web 2.0
Participation Web 3.D
Immersion Schools
Email MySpace
YouTube
Delicious
Chat/SMS Second Life
World of Warcraft
Virtual Earth
Voice/Video/Avatar
Internet Users: Web 1.0 Web 2.0 Web 3.D
Slide4 : Hobart College 2007
Student Statistics DoE eMail: 30% (77% 4yrs ago)
Instant Messaging: 83%
YouTube: 85% users – 25% creators
MySpace: 74% users – 50% own site
Mobile phone: males = 87% females = 99%
Play computer games: males = 72% females = 32%
Slide5 : MySpace ‘Impact’ ?
US 2008 Presidential Election MySpace Growth: ¼ million new users per day $25 million per month revenue
Murdoch paid $600 million in 2005 News Corp digital revenue $1 billion for 2008
Slide7 : Eldora – Second Life Art Gallery - Video clip
Slide9 : Source: YouTube or BlipTV Building a House
Slide11 : Million
Total Residents 7.5
Logged in last 2 months 1.6
Logged in last month 1.0
Logged in last week 0.4 Million
US$ spent 24hrs 1.75
LindX exchanged 24hrs 0.24
Transactions per month 12.2
Linden$ in world 2,600 Second Life – 7.5 million users
Cyworld – 20 million users
Habo Hotel – 7 million users
World of Warcraft – 8 million users
EverQuest – 2.2 million characters
Entropia Universe – 600,000 users
July 2007
Slide12 : Sweden’s Virtual Embassy Reuters in Second Life Australian Open in Second Life
Slide13 : 6,500 ‘active’ users
Most are 15 years old – some under 13 Clip: PlayStation 3 ‘Home’
Slide14 : "Virtual worlds provide a clean slate for organizational renewal…
a transition from the rigid structures and boundaries of the industrial (physical) world
to the flexibility and innovation of the knowledge (intangible) world."
Jay Cross
Education on the MUVE! Shared presence
Shared experience
Real-time collaboration
Creative co-production
Immersion
Emotional realism
Personal exploration Multi User Virtual Environments
Slide15 : Second Life – Video Clips Education Wiki Educational Uses Wiki Why Pay Attention?
Slide16 : Conference Room Photo Story International Conferences
Slide17 : Video Clip
Slide18 : www.alteredlearning.com See Demo DVD
Slide19 : Stephen Gillett was applying for a senior management position in engineering. He was a strong contender among many.
But he had one additional qualification which got him the job…
He was one of the top guild masters in World of Warcraft.
6 million players - global
Slide20 : Avatars New York Times Picture CC by Pathfinder Linden
Slide21 : New Media Literacies
Transformative Learning
Identity Play
Risk Taking
Play as Participation
Play as Innovation
Transformative Pedagogy
Dr Angela Thomas – University of Sydney
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