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Proceedings of the 12th European Conference on Knowledge ...

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Klaus Bredl, Amrei Groß and Jane Fleischer<br />

<str<strong>on</strong>g>the</str<strong>on</strong>g> age range from 6-18 years is increasing (KZERO 2011). This will create a new generati<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g><br />

experienced avatar users to work pr<str<strong>on</strong>g>of</str<strong>on</strong>g>essi<strong>on</strong>ally with virtual worlds in <str<strong>on</strong>g>the</str<strong>on</strong>g> next decade.<br />

2. Theoretical Approach for Immersive <strong>Knowledge</strong>-Based Virtual<br />

Envir<strong>on</strong>ments<br />

Game research points to an increase in efficiency <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> knowledge acquisiti<strong>on</strong> process due to <str<strong>on</strong>g>the</str<strong>on</strong>g><br />

flow effect (Csikszentmihalyi 1993) fostered by virtual envir<strong>on</strong>ments (Fritz 2004). According to<br />

Csikszentmihalyi and Rathunde (1993), flow in virtual envir<strong>on</strong>ments can be characterized by ten<br />

factors. One such factor is losing <strong>on</strong>eself in <strong>on</strong>e’s activity, or loss <str<strong>on</strong>g>of</str<strong>on</strong>g> c<strong>on</strong>sciousness <str<strong>on</strong>g>of</str<strong>on</strong>g> self. It should<br />

be noted, however, that not all ten factors are needed to experience flow. C<strong>on</strong>sequently, it can be<br />

assumed that <str<strong>on</strong>g>the</str<strong>on</strong>g> flow effect can be achieved at <str<strong>on</strong>g>the</str<strong>on</strong>g> peak <str<strong>on</strong>g>of</str<strong>on</strong>g> immersi<strong>on</strong> (Krause 2008).<br />

Moreover, <str<strong>on</strong>g>the</str<strong>on</strong>g>re are indicati<strong>on</strong>s for <str<strong>on</strong>g>the</str<strong>on</strong>g> c<strong>on</strong>necti<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> virtual worlds and intrinsic motivati<strong>on</strong> (Deci and<br />

Ryan 2004). Typical forms <str<strong>on</strong>g>of</str<strong>on</strong>g> communicati<strong>on</strong> in 3D virtual worlds are supposed to cause a higher<br />

degree <str<strong>on</strong>g>of</str<strong>on</strong>g> immersi<strong>on</strong> (Fromme 2006) and <str<strong>on</strong>g>the</str<strong>on</strong>g>refore lead to a more intense participati<strong>on</strong> and a higher<br />

degree <str<strong>on</strong>g>of</str<strong>on</strong>g> integrati<strong>on</strong> within a group <str<strong>on</strong>g>of</str<strong>on</strong>g> <strong>on</strong>line participants. Increasing seriousness and comprehensi<strong>on</strong><br />

cause a higher estimati<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> effectiveness <str<strong>on</strong>g>of</str<strong>on</strong>g> learning scenarios (Nattland 2008). Thus, immersi<strong>on</strong><br />

is always influenced by a user’s subjective percepti<strong>on</strong> and pers<strong>on</strong>al attitude toward <str<strong>on</strong>g>the</str<strong>on</strong>g> virtual<br />

c<strong>on</strong>struct (Bartle 2003).<br />

Participants <str<strong>on</strong>g>of</str<strong>on</strong>g> social knowledge-based processes in virtual worlds seek knowledge exchange and<br />

participati<strong>on</strong>. Relati<strong>on</strong>ships develop and users begin to see <str<strong>on</strong>g>the</str<strong>on</strong>g>mselves as parts <str<strong>on</strong>g>of</str<strong>on</strong>g> a community.<br />

Building <strong>on</strong> previously known digital social networks, a dimensi<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> high immersi<strong>on</strong> is added to <str<strong>on</strong>g>the</str<strong>on</strong>g>se<br />

new 3D “knowledge spaces” (Castr<strong>on</strong>ova 2005) – a factor favoring <str<strong>on</strong>g>the</str<strong>on</strong>g> development <str<strong>on</strong>g>of</str<strong>on</strong>g> communities<br />

<str<strong>on</strong>g>of</str<strong>on</strong>g> practice (see Wenger 1998; Wenger et al. 2005).<br />

Therefore, an avatar-based 3D envir<strong>on</strong>ment could serve as a platform for user-centered knowledge<br />

acquisiti<strong>on</strong> and cooperati<strong>on</strong> scenarios. Work-based social role-playing, simulati<strong>on</strong>s, and productbased<br />

experimental grounds are now easily practicable. It has become possible to use virtual worlds<br />

as instruments to exchange implicit knowledge and enable an informal and c<strong>on</strong>structivist knowledge<br />

exchange, based <strong>on</strong> <str<strong>on</strong>g>the</str<strong>on</strong>g> new learning paradigm <str<strong>on</strong>g>of</str<strong>on</strong>g> c<strong>on</strong>nectivism (Siemens 2005).<br />

As a c<strong>on</strong>sequence <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> developments in modern technology, <str<strong>on</strong>g>the</str<strong>on</strong>g> borders between real and virtual<br />

worlds are becoming increasingly more blurry.<br />

Technological developments enable pr<str<strong>on</strong>g>of</str<strong>on</strong>g>essi<strong>on</strong>als to create photorealistic virtual envir<strong>on</strong>ments, trueto-life<br />

sound quality as well as <str<strong>on</strong>g>the</str<strong>on</strong>g> ability to input devices that provide haptic feedback and capture <str<strong>on</strong>g>the</str<strong>on</strong>g><br />

player’s movements (for example <str<strong>on</strong>g>the</str<strong>on</strong>g> Nintendo Wii). As a result, modern technology allows users to<br />

interact virtually in a way that very closely resembles “real” interacti<strong>on</strong>. This increases <str<strong>on</strong>g>the</str<strong>on</strong>g> interactivity<br />

<str<strong>on</strong>g>of</str<strong>on</strong>g> modern computer games – <str<strong>on</strong>g>the</str<strong>on</strong>g> player experiences a higher level <str<strong>on</strong>g>of</str<strong>on</strong>g> presence: He has <str<strong>on</strong>g>the</str<strong>on</strong>g> sense <str<strong>on</strong>g>of</str<strong>on</strong>g><br />

actually being in a virtual envir<strong>on</strong>ment (Steurer 1993).<br />

Depending <strong>on</strong> how large and how vivid a virtual world is, <str<strong>on</strong>g>the</str<strong>on</strong>g> user can immerse more or less deeply<br />

into <str<strong>on</strong>g>the</str<strong>on</strong>g> world (Pietschmann 2009). A well-designed and complex envir<strong>on</strong>ment has <str<strong>on</strong>g>the</str<strong>on</strong>g> potential to put<br />

<str<strong>on</strong>g>the</str<strong>on</strong>g> users into a state <str<strong>on</strong>g>of</str<strong>on</strong>g> mind where <str<strong>on</strong>g>the</str<strong>on</strong>g>y are surrounded “by a completely o<str<strong>on</strong>g>the</str<strong>on</strong>g>r reality […] that takes<br />

over all [<str<strong>on</strong>g>the</str<strong>on</strong>g>ir] attenti<strong>on</strong>, [<str<strong>on</strong>g>the</str<strong>on</strong>g>ir] whole perceptual apparatus. [They] enjoy <str<strong>on</strong>g>the</str<strong>on</strong>g> movement out <str<strong>on</strong>g>of</str<strong>on</strong>g> our<br />

familiar world, <str<strong>on</strong>g>the</str<strong>on</strong>g> feeling <str<strong>on</strong>g>of</str<strong>on</strong>g> alertness that comes from being in this new place, and <str<strong>on</strong>g>the</str<strong>on</strong>g> delight that<br />

comes from learning to move within it” (Murray 1997: 98ff). The real world outside becomes irrelevant.<br />

All <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g> user’s thoughts are focused <strong>on</strong> <str<strong>on</strong>g>the</str<strong>on</strong>g> virtual reality around <str<strong>on</strong>g>the</str<strong>on</strong>g>m.<br />

Immersive virtual envir<strong>on</strong>ments enable <str<strong>on</strong>g>the</str<strong>on</strong>g> user not <strong>on</strong>ly to learn, but also to use and improve what<br />

<str<strong>on</strong>g>the</str<strong>on</strong>g>y have learned – to gain experience through acti<strong>on</strong>. According to Gee (2009: 70), “people primarily<br />

think and learn through experiences <str<strong>on</strong>g>the</str<strong>on</strong>g>y have had. They store <str<strong>on</strong>g>the</str<strong>on</strong>g>se experiences in memory […] and<br />

use <str<strong>on</strong>g>the</str<strong>on</strong>g>m to run simulati<strong>on</strong>s in <str<strong>on</strong>g>the</str<strong>on</strong>g>ir minds to prepare for acti<strong>on</strong> and problem solving in new situati<strong>on</strong>s.<br />

These simulati<strong>on</strong>s help <str<strong>on</strong>g>the</str<strong>on</strong>g>m form hypo<str<strong>on</strong>g>the</str<strong>on</strong>g>ses about how to proceed in <str<strong>on</strong>g>the</str<strong>on</strong>g> new situati<strong>on</strong> based <strong>on</strong><br />

past experiences.“ In o<str<strong>on</strong>g>the</str<strong>on</strong>g>r words: What people have learned <strong>on</strong>line and in a virtual world can help<br />

<str<strong>on</strong>g>the</str<strong>on</strong>g>m solve real-world exercises and problems.<br />

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