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Virtual Worlds

Brief Description:

These are chat rooms and communities which exist in an online simulated environment. A virtual world produces visual representations of places and practices.

Description:

Individuals can log on as an avatar and participate in social, business and educational gatherings as “physically” as is currently possible online.

They offer the possibility of real time public engagement, joining people across the world (or even a borough/district) in a 3d virtual space similar to "real life".


Used For:

  • Teaching
  • Presentations
  • Deliberation
  • Public meetings where physical access is an issue

Suitable participants:

  • Those already involved in new social media circles.
  • Young People

Cost:

  • Low cost or free
  • If creating a permanent, thoroughly customised, virtual space it may require some technical work from a qualified expert.

Time Requirements:

This depends very much on the complexity of the event (i.e. whether an existing space is to be used or whether it is to be modified substantially for the purposes of the event).

  • Takes a few days to send invitations.
  • Can be time consuming if constructing a dedicated virtual space to explore the issue.

When To Use / What It Can Deliver:

Virtual Worlds can be used to construct interactive educational exhibitions. They can also function as...

  • Online public meetings
  • Increasing awareness
  • Space for deliberation

When Not To Use / What It Cannot Deliver:

Although free, access can be an issue. It is not advised to use when seeking the input or collaboration from..

  • Disadvantaged groups
  • The elderly

Strengths:

  • visual presentations can be given which can go beyond "real" life presentations. This is particular useful for disseminating complex information.
  • Can be used to hold a simulated public meeting.
  • Virtual worlds are already popular with educational institutions and businesses.
  • Has more of an "involvement" factor than a text-based chatroom. Thus it can have greater potential to create and sustain an online community.

Weaknesses:

  • Difficult to facilitate
  • Requires a dedicated graphics card
  • Virtual Worlds are often associated with a small “gaming” subculture and are not yet a mainstreamed way of communicating online
  • Their game-like appearance might be seen to trivialise some issues

Origin:


Case Studies:


Related Methods


Restrictions In Use



Further Information

Examples of virtual worlds...

www.secondlife.com

www.activeworlds.com

Popular Methods
21st Century Town Meeting
Citizens Jury
Deliberative Polling
Open Space
Participatory Appraisal
Participatory Budgeting
Webcasting