6533b857fe1ef96bd12b3be9

RESEARCH PRODUCT

Experiences and motivations of the young for participation in virtual worlds

Marja KankaanrantaPekka NeittaanmäkiAhmer Iqbal

subject

Engineeringcomputer-assisted learningmotivationbusiness.industryHuman–computer interactionField (Bourdieu)user experiencemulti-user virtual environmentsGeneral Materials ScienceVirtual worldsMetaversebusinessInstructional simulation

description

Abstract The aim of this paper is to analyze the motivations and experiences of children to utilize virtual worlds. The paper identifies the activities that children perform in virtual worlds, features they use as well as the reasons for abandoning these virtual worlds. The paper presents results of a qualitative field study. The results indicate that features that are liked in the virtual worlds are similar to games. The main reasons to abandon virtual worlds were increased needs for social networking and better gaming experiences. Students showed interest in using games and virtual worlds at schools, but were generally rather skeptic about this possibility.

10.1016/j.sbspro.2010.03.488http://dx.doi.org/10.1016/j.sbspro.2010.03.488