Literature DB >> 24164481

Undertaking qualitative health research in social virtual worlds.

Evelyn McElhinney1, Francine M Cheater, Lisa Kidd.   

Abstract

AIMS: This paper discusses the methodological challenges of using the 3D social virtual world Second Life for research and offers some solutions on a range of research issues including research ethics committee approval, gaining consent, recruitment of sample, data collection and engagement with 'in - world culture'.
BACKGROUND: The attraction of social virtual worlds to researchers is their ability to mimic the physical world, as they, are seen as 'places' where people have a feeling of presence (being there) and social presence (being there with others) through the use of a 'customisable' avatar (digital self-representation). Emerging research demonstrating the persuasive nature of avatars on health behaviours through virtual worlds, online games and the 3D web has increased the use of and interest in these areas for delivering health information, advice and support. However, conducting research can be challenging in a 3D world where people are represented as anonymous avatars in an environment unlike any other online media. DATA SOURCES: 25 semi-structured interviews were conducted in Second Life from September 2011-June 2012. IMPLICATIONS FOR NURSING: Nurses wishing to undertake research in social virtual worlds should spend time in-world to acquire technical skills and gain an understanding of the culture of the world.
CONCLUSION: Our experience of an interview-based study in virtual worlds indicates that researchers require several virtual world technical skills to create innovative tools to recruit, gain consent and collect data and an understanding of in-world culture, language and social norms to increase the chances of successful research.
© 2013 John Wiley & Sons Ltd.

Entities:  

Keywords:  qualitative health research; research methods; second life; technology; virtual world research

Mesh:

Year:  2013        PMID: 24164481     DOI: 10.1111/jan.12281

Source DB:  PubMed          Journal:  J Adv Nurs        ISSN: 0309-2402            Impact factor:   3.187


  3 in total

1.  Interviews and focus groups in qualitative research: an update for the digital age.

Authors:  P Gill; J Baillie
Journal:  Br Dent J       Date:  2018-10-05       Impact factor: 1.626

2.  Play the Pain: A Digital Strategy for Play-Oriented Research and Action.

Authors:  Najmeh Khalili-Mahani; Eileen Holowka; Sandra Woods; Rilla Khaled; Mathieu Roy; Myrna Lashley; Tristan Glatard; Janis Timm-Bottos; Albert Dahan; Marieke Niesters; Richard B Hovey; Bart Simon; Laurence J Kirmayer
Journal:  Front Psychiatry       Date:  2021-12-15       Impact factor: 4.157

3.  Use of a virtual world computer environment for international distance education: lessons from a pilot project using Second Life.

Authors:  Marloes Schoonheim; Robin Heyden; John M Wiecha
Journal:  BMC Med Educ       Date:  2014-02-21       Impact factor: 2.463

  3 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.