iv International Journal of Gaming and Computer-Mediated Simulations, 6(2), iv-v, April-June 2014
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Special Issue on Exploring
Identity, Emotions, and Learning
in Virtual Environments:
An Introduction
Jason M. Harley, Department of Educational and Counselling Psychology, McGill University,
Montréal, Canada
Sharon Y. Tettegah, University of Illinois, Urbana-Champaign, IL, USA
Michael P. McCreery, University of Nevada, Las Vegas, NV, USA
INTRODUCTION
This special issue explores how virtual envi-
ronments (VEs) can be used to elicit emotions
and perspective taking as well as help users
to learn and explore their virtual avatar and
physical world identities in interesting ways.
VEs are computer-generated environments of
real or imaginary content and include games
and simulations. The articles selected for this
special issue provide novel and valuable insights
into a wide-range of VEs, including immersive
computer-based (e.g., Second Life), as well
as commercial games (World of WarCraft).
The authors used a variety of psychological
theories and constructs (e.g., five factor model
of personality, self-determination theory, self-
efficacy, empathy, and presence) to generate an
interesting set of research questions to frame
the use and impact of the digital environments
presented in each article. The result is a special
issue that explores the effect of everything from
environment-external tools to embedded and
customizable features of these environments
on users interactions with them and the result-
ing psychological (e.g., affective) and learning
outcomes.
In the first article Foshee and Nelson
investigate user-personalization through the
customization of avatar features in a computer-
based inquiry environment where learners apply
scientific principles they learned in class. Their
study illustrates the potential that relatively
simple and therefore scalable feature (e.g.,
avatar’s color of clothing, accessories, eyes,
hair, and skin tone) manipulations can enhance
situational interest, therefore positively affect-
ing user’s competency beliefs. These findings
are interesting, especially in the context of
contemporary commercial videogames which
offer increasingly broad customization options
(e.g., facial features, body type, race, sexual
orientation). This research can therefore be used
as a starting point to examine a range of user-
customization options and consider how much
and which types might be most beneficial as a
starting point to increase task interest.
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