Abstract
This paper examines the use of mixed methods for analyzing users’ avatar-related activities in a virtual world. Server logs recorded keystroke-level activity for 595 participants over a six-month period in Whyville.net, an informal science website. Participants also completed surveys and participated in interviews regarding their experiences. Additionally, the study included online ethnographic observations of Whyville and offline observations of a subset of 88 users in classroom and after-school settings during their participation. A mixed-methods analysis identified a major user emphasis on avatar appearance and customization that was invariant across user typologies. Implications for the use of mixed methods in online environments are discussed with regard to three challenges resolved during the study: (1) appropriate reduction of the vast quantity of data, (2) integrated analysis of online and offline events, and (3) interactions between qualitative and quantitative data.
Similar content being viewed by others
Explore related subjects
Discover the latest articles, news and stories from top researchers in related subjects.Notes
This issue also arises with the use of synchronous communication technologies that are not embedded within the virtual world being observed, such as third party instant messaging software, voice over IP, or telephone (e.g., Williams et al. 2006).
Onwuegbuzie and Johnson (2004) suggest that studies utilizing multiple methodologies within or across stages of research (i.e. defining the research objective, data collection, and data analysis) be referred to as “mixed models” rather than “mixed methods.” However, to maximize consistency in terminology across scholars, these phrases will be considered interchangeable for the current study.
This sense of presence does not differentiate between actual users who are represented within a virtual space and agents or other fabricated social entities that interact with a user as part of the virtual environment.
Reliability of these items was likely hindered by the unstable relationship between interest in technology as a discrete activity and the amount of time spent using technology for schoolwork and social communication.
This observation was also made by one of the participants interviewed, who said “At first I really liked this gator game, so I started to really get into it. But then I couldn’t get any more salary from that game so I got really bummed out….”
References
Berendt, B., & Brenstein, E. (2001). Visualizing individual differences in web navigation: STRATDYN, a tool for analyzing navigational patterns. Behavior Research Methods, Instruments, and Computers, 33(2), 243–257.
Berk, L. E. (2006). Development through the lifespan (4th ed.). New York: Allyn & Bacon.
Biocca, F., Harms, C., & Burgoon, J. K. (2003). Toward a more robust theory and measure of social presence: Review and suggested criteria. Presence: Teleoperators and Virtual Environments, 12(5), 456–480.
Castronova, E. (2005). Synthetic worlds: The business and pleasure of gaming. Chicago: Chicago University Press.
Cherny, L. (1999). Conversation and community: Discourse in a social MUD. Stanford: CSLI Publications.
Chi, M. (1997). Quantifying qualitative analyses of verbal data: A practical guide. Journal of the Learning Sciences, 6(3), 271–315.
Ducheneaut, N., & Moore, R. J. (2004). The social side of gaming: A study of interaction patterns in a massively multiplayer online game. In Proceedings of the 2004 ACM Conference on Computer Supported Collaborative Work (pp. 360–369). New York: ACM.
Eccles, J. S., & Wigfield, A. (2002). Motivational beliefs, values, and goals. Annual Review of Psychology, 53, 109–132.
Feldon, D. F., & Gilmore, J. (2006). Patterns in children’s online behavior, scientific problem-solving: A large-N microgenetic study. In G. Clarebout & J. Elen (Eds.), Avoiding simplicity, confronting complexity: Advances in studying and designing (computer-based) powerful learning environments (pp. 117–125). Rotterdam, the Netherlands: Sense Publishers.
Fields, D. A., & Kafai, Y. B. (2007). Tracing insider knowledge across time and spaces: A connective ethnography in a teen online game world. In C. Hmelo-Silver & A. O’Donnell (Eds.), Proceedings of the 2007 International Conference on Computer Supported Collaborative Learning (pp. 193–195). Mahwah: Lawrence Erlbaum Associates.
Greene, J. C., Caracelli, V. J., & Graham, W. F. (1989). Toward a conceptual framework for mixed-method evaluation designs. Educational Evaluation and Policy Analysis, 11, 255–274.
Griffiths, M., Davies, M., & Chappell, D. (2003). Breaking the stereotype: The case of on-line gaming. Cyber-Psychology and Behavior, 6, 81–91.
Hakkinen, P. (2000). Neural network used to analyze multiple perspectives concerning computer-based learning environments. Quality & Quantity, 34, 237–258.
Hine, C. (2000). Virtual ethnography. London: Sage Publications.
Jenkins, H., Klopfer, E., Squire, K., & Tan, P. (2003). Entering the education arcade. ACM Computers in Entertainment, 1(1), 1–11.
Kafai, Y. B. (in press). Gender play in a tween gaming club. In Y. B. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming. Cambridge: The MIT Press.
Kafai, Y. B., Cook, M. S., & Fields, D. A. (2007a). “Blacks deserve bodies too!” Design and discussion about diversity and race in a teen online world. Paper presented at the Digital Games Research Association International Conference. Tokyo, Japan, September, 2007.
Kafai, Y. B., Feldon, D., Fields, D. A., Giang, M., & Quintero, M. (2007b). Life in the time of Whypox: A virtual epidemic as a community event. In C. Steinfield, B. Pentland, M. Ackerman, & N. Contractor (Eds.), Communities and technologies 2007 (pp. 171–190). New York: Springer.
Kafai, Y. B., Fields, D. A., & Cook, M. S. (2007c). Your second selves: Resources, agency and constraints in avatar design in a teen online world. Paper presented at the Digital Games Research Association International Conference. Tokyo, Japan, September, 2007.
Kafai, Y. B., & Giang, M. T. (2007). Virtual playgrounds: Children’s multi-user virtual environments for playing and learning with science. In T. Willoughby & E. Wood (Eds.), Children’s learning in a digital world (pp. 196–217). Oxford: Blackwell Publishing.
Leander, K. M., & Lovvorn, J. F. (2006). Literacy networks: Following the circulation of texts, bodies, and objects in the schooling and online gaming of one youth. Cognition & Instruction, 24(3), 291–340.
Leander, K. M., & McKim, K. K. (2003). Tracing the everyday ‘sitings’ of adolescents on the internet: A strategic adaptation of ethnography across online and offline spaces. Education, Communication, & Information, 3(2), 211–240.
Lee, K. M. (2004). Presence, explicated. Communication Theory, 14(1), 27–50.
Lin, H. (in press). Body, space, and gendered gaming experiences: A cultural geography of homes, cybercafés and dormitories. In Y. B. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond Barbie and Mortal Kombat: New perspectives on gender, games, and computing (pp. 54–67). Boston: The MIT Press.
Locke, E. A., & Latham, G. P. (2002). Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. American Psychologist, 57(9), 705–717.
Loken, E., Radlinski, F., Crespi, V. H., Millet, J., & Cushing, L. (2004). Online study behavior of 100,000 students preparing for the SAT, ACT, and GRE. Journal of Educational Computing Research, 30(3), 255–262.
Mirkopoulos, T. A., & Strouboulis, V. (2004). Factors that influence presence in educational virtual environments. CyberPsychology & Behavior, 7(5), 582–591.
Moore, R. J., Ducheneaut, N., & Nickell, E. (2005). Leveraging virtual omniscience: Mixed methodologies for studying social life in persistent online worlds. Workshop presented at the Games, Learning & Society Conference, Madison, WI, June 23–24, 2005.
Moreno, R., & Mayer, R. E. (2004). Personalized messages that promote science learning in virtual environments. Journal of Educational Psychology, 96(1), 165–173.
Morse, J. M. (1991). Approaches to qualitative-quantitative methodological triangulation. Nursing Research, 40, 120–123.
Neulight, N., Kafai, Y. B., Kao, L., Foley, B., & Galas, C. (2007). Children’s participation in a virtual epidemic in the science classroom: Making connections to natural infectious diseases. Journal of Science Education and Technology, 16(1), 47–58.
Onwuegbuzie, A. J., & Johnson, R. B. (2004). Mixed method and mixed model research. In R. B. Johnson & L. B. Christensen (Eds.), Educational research: Quantitative, qualitative, and mixed approaches (pp. 408–431). Boston: Allyn and Bacon.
Picciano, A. G. (2002). Beyond student perceptions: Issues of interaction, presence and performance in an online course. Journal of Asynchronous Learning Networks, 6(1), 21–40.
Salomon, G. (1994). Differences in patterns: Studying computer enhanced learning environments. In S. Vosniadou, E. De Corte, & H. Mandl (Eds.), Technology-based learning environments: Psychological and educational foundations. NATO ASI Series F: Computer and System Sciences (Vol. 137, pp. 79–85). Berlin: Springer.
Schroeder R. (Ed.) (2002). The social life of avatars: Presence and interaction in shared virtual environments. London: Springer-Verlag London Limited.
Schroeder R., & Axelsson A.-S. (Eds.) (2006). Avatars at work and play: Collaboration and interaction in shared virtual environments. London: Springer.
Shin, N. (2003). Transactional presence as a critical predictor of success in distance learning. Distance Education, 24(1), 69–86.
Shin, N., & Chan, J. K. Y. (2004). Direct and indirect effects of online learning on distance education. British Journal of Educational Technology, 35(3), 275–288.
Steinkuehler, C. (2006). The mangle of play. Games and Culture, 1(3), 199–213.
Steinkuehler, C. A. (in press). Cognition and literacy in massively multiplayer online games. In D. Leu, J. Coiro, C. Lankshear, & K. Knobel (Eds.), Handbook of research on new literacies. Mahwah: Erlbaum.
Steinkuehler, C. A., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places”. Journal of Computer-Mediated Communication, 11, 885–909.
Taylor, T. L. (1999). Life in virtual worlds: Plural existence, multimodalities, and other online research challenges. American Behavioral Scientist, 43(3), 436–449.
Taylor, T. L. (2002). “Whose game is this anyway?”: Negotiating corporate ownership in a virtual world. In F. Mäyrä (Ed.), Computer games and digital cultures conference proceedings. Tampere: Tampere University Press.
Taylor, T. L. (2006). Play between worlds: Exploring online game culture. Cambridge: The MIT Press.
Turkle, S. (1995). Life on the screen: Identity in the age of the Internet. New York: Simon & Schuster.
Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. (2006). From tree house to barracks: The social life of guilds in World of Warcraft. Games and Culture, 1(4), 338–361.
Yee, N. (2006a). The psychology of massively multi-player online role-playing games: Motivations, emotional investment, relationships, and problematic usage. In R. Schroeder & A. Axelsson (Eds.), Avatars at work and play: Interaction in shared virtual environments (pp. 187–207). London: Springer-Verlag.
Yee, N. (2006b). The demographics, motivations and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators and Virtual Environments, 15, 309–329.
Yee, N. (2007). The Daedalus project. Available at http://www.nickyee.com/daedalus. Accessed 27 November 2007.
Zaïane, O. R., & Luo, J. (2001). Towards evaluating learners’ behaviour in a web-based distance learning environment. In Proceedings of the IEEE International Conference on Advanced Learning Technologies (ICALT 2001), Madison, WI, USA, 6–8 August 2001.
Acknowledgements
An earlier version of this paper was presented at the Annual Meeting of the American Education Research Association in April 2007, Chicago, Illinois. The analyses and writing of this paper has been supported by a grant of the National Science Foundation (NSF-0411814) to the second author. The views expressed are those of the authors and do not necessarily represent the views of NSF, the University of South Carolina, or the University of California. We wish to thank Melissa Cook, Deborah Fields, Michael Giang, Linda Kao, and Kylie Peppler for their assistance with data collection and analysis.
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Feldon, D.F., Kafai, Y.B. Mixed methods for mixed reality: understanding users’ avatar activities in virtual worlds. Education Tech Research Dev 56, 575–593 (2008). https://doi.org/10.1007/s11423-007-9081-2
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11423-007-9081-2