Prejudice, identity, and power are among the themes explored in many intercultural simulations. Study I demonstrated that participation in a face-to-face simulation is likely to increase the perception of face-to-face as a threatening setting when discussing topics related to identity. The results indicated that power was perceived to be a threatening topic to discuss in a face-to-face setting for some individuals who participated in a face-to-face simulation.
Study II established that a text-based networked virtual reality, or MOO, is a real-world setting which provides an individual the opportunity to express feelings or to practice normative behaviors while being anonymous. In addition, Study II indicated that MOOs are virtual environments built in a hierarchical programming language, and built on a history of rewarding the most skillful participants with social and programming privileges. Therefore, designing a computer-based multi-user social-process simulation in a MOO that addresses participant exploration of identity and power imbalances is a natural exploitation of a system that supports such activities.
A text-based multi-user computer-based social-process simulation was designed by the present researcher. Study III investigated the degree to which prejudice, identity, and power were perceived by respondents to be threatening subjects to address in an anonymous, computer-based, multi-user simulation. Respondents who participated in the computer-based, multi-user DomeCity TM MOO simulation perceived the DomeCity TM MOO environment as less threatening in which to address power than respondents who participated in a face-to-face Ecotonos simulation. Additionally, DomeCity TM MOO respondents perceived that a virtual simulation provides a better environment for learning about prejudice-reduction and power differences than a face-to-face simulation.
DomeCity TM MOO is a multi-user computer-based simulation designed by the present researcher in which participants experience power imbalances that manifest among individuals or groups by building a virtual city together. As they recreate identities that reflect the power imbalances in society and interact with others in the MOO, they may note how their own power is negotiated through communication with others. Whether respondents react to the imbalances in power created by the social hierarchy, system constraints, or quality of communication—they learn in a safe, player-controlled manner.
Cited By
- Raybourn E Toward cultural representation and identification for all in community-based virtual environments Proceedings of the User interfaces for all 7th international conference on Universal access: theoretical perspectives, practice, and experience, (219-238)
- Jeffrey P and McGrath A Sharing serendipity in the workplace Proceedings of the third international conference on Collaborative virtual environments, (173-179)
Index Terms
- An intercultural computer-based multi-user simulation supporting participant exploration of identity and power in a text-based networked virtual reality: DomecityTM Moo
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