Abstract
Due to the unique applications of virtual reality in many modern contexts, Second Life (SL) offers inimitable opportunities for research and exploration. A review of current research regarding SL has examined the influence of real world social influences in online interactions and what the effects on users may be. This suggests the importance of developing an understanding of the relationship between users’ real life and their Second Life, and how the two are related. Some research has begun to reveal the effectiveness of telecommunication and computer simulation with certain clients in the fields of mental health and social work, yet there is a lack of sufficient research done within the context of virtual worlds. The implications for social work intervention in virtual reality could solve persistent concerns with transportation, distance, access to services and education, however questions about the relevance of social work practice in SL and the potential for implementation must be answered.
Highlights
Humans as social beings have been inventing ways to improve communication for hundreds of years; from letters to the telephone, from pagers to the cell phone, from email to video conference, and in the last ten years communication technology has taken a giant leap from the internet to computer simulation and virtual reality
Current research has developed a substantial base of understanding about many aspects of online virtual world use, including the cultural differences between Second Life and real life as well as the use of this technology for purposes such as marketing, anthropological research, and educational uses in online interactions (Bell et al, 2009; Eastwick & Gardner, 2009; McCarty & Clancy, 2002; Smokowski & Hartung, 2003)
There is a gap in the current research regarding what motivates users to join in the online melee and how the real world and the online world interact with each other
Summary
Humans as social beings have been inventing ways to improve communication for hundreds of years; from letters to the telephone, from pagers to the cell phone, from email to video conference, and in the last ten years communication technology has taken a giant leap from the internet to computer simulation and virtual reality. As one becomes more immersed in SL, this means learning which groups one wants to join and which groups one would rather avoid, investing dollars for Lindens (SL currency) to purchase “land,” and taking classes to begin building one’s own Second home, along with other virtually endless activities This can be an overwhelming process for new users, and sometimes this can even deter users from becoming permanent members of SL. Researchers in the field of virtual communications have questioned just how strong the influence of social mores, norms and laws are in internet-based virtual realities like Second Life, and what role accepted institutions such as education play in online interaction and learning (Boelstorff, 2008; Eastwick & Gardner, 2009; Parti, 2008). This medium has the potential to change the face of education for social workers, whether in the classroom or in the field, which could enhance learning and practice skills
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