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Article: Designing the self: the transformation of the relational self-concept through social encounters in a virtual immersive environment

TitleDesigning the self: the transformation of the relational self-concept through social encounters in a virtual immersive environment
Authors
KeywordsAvatars
Social interaction
Transformed self-concept
Virtual environments
Issue Date2012
PublisherRoutledge. The Journal's web site is located at http://www.tandf.co.uk/journals/titles/10494820.asp
Citation
Interactive Learning Environments, 2012, v. 20 n. 3, p. 271-292 How to Cite?
AbstractThis article describes the findings of a 3-month study on how social encounters mediated by an online Virtual Immersive Environment (VIE) impacted on the relational self-concept of adolescents. The study gathered data from two groups of students as they took an Introduction to Design and Programming class. Students in group 1 undertook course activities conducted in the Second Life VIE, where they envisioned themselves as college students five years in the future and developed representational avatars based on that idea. Students in group 2 undertook the same course activities in a different order, without the VIE component during the study period. Changes in self-concept were measured at the conclusion of the study period using the Relational Self-Concept Scale, a survey instrument that examines the impact that different social encounters within and around the school context have upon the formation of self-concept (Schott, G., & Bellin, W. (2001a). The relational self-concept scale: A context-specific self-report measure for adolescents. Adolescence, 36, 85-103.). The study found evidence that the VIE experience of group 1 had a significant impact on the students' relational self-concept, specifically a positive change in how content they were with their social selves. This study provides evidence that the development of representational avatars and socializing in a virtual immersive environment can change how adolescents think about themselves in reality. © 2012 Copyright Taylor and Francis Group, LLC.
Persistent Identifierhttp://hdl.handle.net/10722/164712
ISSN
2015 Impact Factor: 1.175
2015 SCImago Journal Rankings: 0.852
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorKnutzen, KBen_US
dc.contributor.authorKennedy, DMen_US
dc.date.accessioned2012-09-20T08:08:07Z-
dc.date.available2012-09-20T08:08:07Z-
dc.date.issued2012en_US
dc.identifier.citationInteractive Learning Environments, 2012, v. 20 n. 3, p. 271-292en_US
dc.identifier.issn1049-4820-
dc.identifier.urihttp://hdl.handle.net/10722/164712-
dc.description.abstractThis article describes the findings of a 3-month study on how social encounters mediated by an online Virtual Immersive Environment (VIE) impacted on the relational self-concept of adolescents. The study gathered data from two groups of students as they took an Introduction to Design and Programming class. Students in group 1 undertook course activities conducted in the Second Life VIE, where they envisioned themselves as college students five years in the future and developed representational avatars based on that idea. Students in group 2 undertook the same course activities in a different order, without the VIE component during the study period. Changes in self-concept were measured at the conclusion of the study period using the Relational Self-Concept Scale, a survey instrument that examines the impact that different social encounters within and around the school context have upon the formation of self-concept (Schott, G., & Bellin, W. (2001a). The relational self-concept scale: A context-specific self-report measure for adolescents. Adolescence, 36, 85-103.). The study found evidence that the VIE experience of group 1 had a significant impact on the students' relational self-concept, specifically a positive change in how content they were with their social selves. This study provides evidence that the development of representational avatars and socializing in a virtual immersive environment can change how adolescents think about themselves in reality. © 2012 Copyright Taylor and Francis Group, LLC.-
dc.languageengen_US
dc.publisherRoutledge. The Journal's web site is located at http://www.tandf.co.uk/journals/titles/10494820.aspen_US
dc.relation.ispartofInteractive Learning Environmentsen_US
dc.rightsThis is an electronic version of an article published in Interactive Learning Environments, 2012, v. 20 n. 3, p. 271-292. The article is available online at: http://www.tandfonline.com/doi/abs/10.1080/10494820.2011.641680-
dc.rightsCreative Commons: Attribution 3.0 Hong Kong License-
dc.subjectAvatars-
dc.subjectSocial interaction-
dc.subjectTransformed self-concept-
dc.subjectVirtual environments-
dc.titleDesigning the self: the transformation of the relational self-concept through social encounters in a virtual immersive environmenten_US
dc.typeArticleen_US
dc.identifier.emailKnutzen, KB: brant@hku.hken_US
dc.description.naturepostprint-
dc.identifier.doi10.1080/10494820.2011.641680-
dc.identifier.scopuseid_2-s2.0-84861546451-
dc.identifier.hkuros211470en_US
dc.identifier.volume20en_US
dc.identifier.issue3-
dc.identifier.spage271en_US
dc.identifier.epage292en_US
dc.identifier.isiWOS:000304309700006-
dc.publisher.placeUnited Kingdom-

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