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Your World, Your Imagination

Your World, Your Imagination
Your World, Your Imagination

Your World, Your Imagination:

Community Construction in Online Multiplayer Game Second Life

Introduction

The concept of community has been very well documented in modern social science studies as an important type of social aggregation (Stacy, 1974). As computer-mediated communication flourished through the popularization of Internet use in the last decade, the emergence of a virtual community proposed new challenges for the conceptualization of community. With the development of the online communication technologies, virtual community has become a more complex type of social aggregation. It is difficult to define the virtual community with static attributes of its physical format and social characteristics. Thus, this study take a social constructivist view to define virtual community as a social construction created by people who gathered on the Internet and form social relationships based on a variety of goals, practices and experiences.

Following this theoretical approach, this study investigates the community formation in Second Life-a massive multiplayer online game with three-dimensional interface. As its advertising slogan stated “Your World, Your Imagination”, Second Life is a 3-D virtual world which is a digital creation mostly of its players. It is a marketplace currently supports millions of US dollars in monthly transactions; also a socializing space for people all over the world. Focusing on people’s in-game practice and experience, this study uses textual analysis to examine player-run newspapers and blogs. Studying a complex social congregation within a 3-D visual interface and mostly player created content, this study can provide illustrative

explanations about how community form through its participants’ practice and minds, thus to extend our knowledge in the social outcome of multi-media online communication.

Literature Review and Theoretical Framework

The concept of community is often traced back to Ferdinand T?nnies’ (1967) gemeinschaft (community), which characterized country village life. T?nnies found that people in rural villages are united by social ties formed within a shared living space, such as family kinships, neighborhood and friendship. James Beniger (1987) followed T?nnies’s to argue that “hybrid of interpersonal and mass communication” created a “pseudo-community”, which he criticized its foundation as insincere and simulated personalized communication formed within an impersonal association.

According to Benedict Anderson (1983), communities do not necessarily constrained to a geographic location, in which people engage in face-to-face interpersonal communications, but rather a social construction created with people’s collective imagination. In the same line with Anderson’s understanding of community not as a physical construction but a creation within people’s minds, contemporary theorists argue community less in terms of geographical space, but more in terms of a shared moral standing among community members. For instance, Amitai Etzioni (1996) argued that communities are social entities that are constituted by a web of affect-laden relationships among a group of individuals and their shared culture.

Anthony Cohen (1989) has approached the community, similarly to Etzioni, as a phenomenon of culture and more specifically explained it as a construction of cultural symbols. In The Symbolic Construction of Community, Cohen criticized the structural determinism of community that concentrated on the physical forms of community organization such as a

neighborhood or tribal village. He argued that communities need to be studied based on experiences and the meanings people attach to them. Therefore, people resort increasingly to symbolic behavior to reconstitute the community boundary. In this sense, community is a boundary-expressing symbol. As a symbol, community is held in common by its members; but its meaning varies with its members’ unique orientations to it. Thus, the community’s boundary depends upon its members’ symbolic construction and embellishment.

As moving from T?nnies and other scholars who emphasize a common geographical space and face-to-face interpersonal communication as the necessary components of a community, contemporary scholars perceive community less likely confined to a geographical boundary but defined by people’s collective consciousness. Community has become a concept that are constructed and maintained in its members’ minds.

When researchers and engineers first built, experienced and studied the Internet, along with other technology of computer-mediated communication (CMC), they put much effort into understanding how the technical structure of the computer network determines online communication. One technology-centered view on virtual community is that the Internet cannot form authentic communities since they are based on no more than shared interests, but do not involve the deeper community bonds and values that are shared in the places one physically lives (Doheny-Farina, 1996). Another technological focused view on virtual community is the “reduced social cues” approach (Siegel et al., 1986; Sproull & Kiesler, 1986; Culnan & Markus, 1987). This approach indicates that the “inherent characteristics” of the CMC reduce the amount of nonverbal and contextual communicative cues, such as eye contact and body lean, thus diminishing the level of intimacy between communicators (Avery and McCain, 1986). As a

result of these reduced cues, CMC is perceived as “impersonal, unsociable, cold, and insensitive”(Lea and Spears, 1995).

Despite the studies that take a technology centered research agenda, many researchers study social and cultural aspects of virtual community. According to social constructivism, all technological artifacts exhibit “interpretative flexibility,” in other words, the artifacts can be understood differently by individual users ( Pinch & Bijker,1987). Thus, virtual community can be constructed and bent in an infinite number of ways by particular people with contextually social goals (Feenberg and Bakardjieva 2004). Followed this constructivism view of the Internet, Bakardjieva (2004) designed a study to relate online community engagement with users’ understandings and actual practices on the Internet. The result indicates that individuals’ use and perceived function of the Internet (i.e. community, information source) vary with their degree of dependency on online communication in everyday life.

In the same line with this common understanding of virtual community as a social and cultural creation, Rheingold (1993) defines the virtual communities as social aggregations that emerge from the Internet when enough people carry on public discussion long enough, with sufficient human feeling, to form webs of personal relationships in cyberspace. Although Rheingold’s definition encompassed people’s online practice and experience as the core component, it still shows an attempt to measure the community with static attributes in terms of time and people’s degree of evolvement in a community.

Borrowing from Rheingold and other scholars who shared recognition of virtual community as a complex and dynamic social/cultural creation of its members, this study proposed that virtual community is imagined by people who gathered on the Internet and form social relationships based on a variety of goals, practices and experiences. This definition does

not attempt to give any fixed criteria to measure virtual community, but a explanatory approach that bring human actors’ role in the center of community as a social and cultural construction.

The early studies of virtual community are mostly conducted in text-based utilities of the Internet (e.g., e-mail and newsgroups). As persistent social and material worlds, the massive multiplayer online games are quickly becoming the form of entertainment and a major mechanism of socialization for growing popularity with people of all age groups, ethnicities, and economic classes (Jewels, 2002). Since much of the excitement of the game depends on having personal relationships and being part of online community, playing one’s game character and living in the game world becomes an important part of one’s daily life. (Turkle, 1995).

Recently, there has been an increasing number of publications dedicated to games with a graphical user interface and several thousands of users playing simultaneously. (i.e. Manninen, 2003; Kolo & Baur, 2004) However, not many studies have been done on the recent trend of multiplayer online games, which favors open-ended infrastructure that gives the player ultimate autonomy of the game world. Traditional games simulate the structure of a film or a novel, which has a pre-planned narrative to follow (Friedman, 1995). Although over years, the development of game design grants more power to the player, it still limits the game experience to pre-defined options.

Second Life is a good example of open-ended design that has no plot to follow. Players enter the game world without decided characters or tasks. The game system allows players to explore Second Life as a digital world and choose their unique way of living in it. Following Second Life’s advertising slogan, “Your World, Your Imagination”, one can imagine an entire 3-D world online, complete with Islands, cities, and seas. Now imagine it populated with people from across the globe who gather in shopping malls, casinos and clubs in this virtual world,

gossiping about the most popular players or comparing notes on the best spots to buy a virtual home. Imagine a place where one can be vampires, elves, online party organizer or in-game clothes designer, developing a reputation that is known from all over the world. Now imagine that one could log in and enter that world any day, any time, anywhere. Therefore, since Second Life allows the players to realize their own imagination in a virtual environment, it sets a naturalistic scene for exploring online social interactions.

Research Questions

In this study, the concept of virtual community will be examined by how it is constructed through players’ experience and practices in Second Life. To be specific, two questions will be explored: first, how communities are imagined as social spaces in Second Life; second, according to Cohen’s (1985) idea of community as a cultural symbolic construction, what symbolic boundaries do different players use in community construction.

Methodology

This study investigates people’s community experience in Second Life through a close reading of player-run online newspapers and blogs. This decision is made upon the purpose of this study which is to understand Second Life as community imagined by its members. First, analyzing the newspaper in Second Life consists with Benedict Anderson (1983)’s indication that mass media is the mediation of people’s imagination of community. Since Second Life is a fairly large virtual space with more than 160,000 players (by March 20, 2006), it is impossible for its players to know and imagine the community in a face-to-face manner. As a result, several in-game newspapers have been developed to meet the need of information seeking and in-game

issue discussion. Second, the players’ blogs contain valuable information of players’ game experience and their reflections of the social phenomenon in Second Life. Also, players’ blogs can compensate the lack of first-hand evidence concerning community experience on the individual level.

Researcher starts the sampling with two major in-game newspapers–Second Life Herald and Metaverse Messenger–which are both designed to cover the events and persona in the Second Life. Second Life Herald is one of the earliest publications in SL. Self-identified as “always fairly unbalanced,” Second Life Herald has a highly opinionated writing style and a blog-like layout, which allows readers to post comments on each story. The publisher of the Second Life Herald, Peter Ludlow (in-game name Urizenus Sklar), is a professor in the philosophy department of philosophy and linguistics at the University of Michigan, with research interests in cyberspace, including questions about cyber-rights and the emergence of laws and governance structures in and for virtual communities. Metaverse Messenger, which follows the traditional newspaper layout and writing style, has published as PDF files every Tuesday since August 9, 2005, and is distributed through vendor machines that have been placed in various places in Second Life. The newspaper is run by Katt Kongo (in-game name), who has seven years of experience in the news profession in real life.

A list of blogs (See appendix for the blog list.), which are constantly appeared in the reporting of two newspapers and blog list of other Second Life blogs, are chosen for analysis. Mostly, those blogs are written by concerned players who are actively engaged in discussion of social issues in both in-game occasions and the players’ forum (an online discussion board in Second Life website). They often provide opinionated reports based on writers’ first-person observation or experience of a social issue in Second Life.

Analysis

As proposed in research questions, the formation of communities in Second Life is approached in two ways: first, Second Life is a social space in which community is based on players’ shared sense of virtual geographical place; second, players’ different view of the game world and real life racial identity are applied as symbolic resources to form communities.

Community as Virtual Geographical Place

Although in cyberspace spatiality is largely illusory, virtual community can be produced in a socially constructed space (Jones, 1995). While community is imagined through players’ minds it is also visually represented and often connected with a Second Life geography place. Two important factors related to players’ shared sense of virtual places are the teleportation system and real estate market.

In Second Life, a transportation system-teleportation-can not exist without a well-developed digital map, which outlines four pieces of mainland and a group of private islands scattered to the left of them(See Figure I below). As navigational guidance, the map also shows the social elements of Second Life with different colors of markers that represent events, players and lands for sale. Players can choose a place to visit depending on social information, such as events or the number of people in a particular place, shown on the map. As soon as a player finds an intended destination, they can use the teleportation system to reach the place.

Figure I

In addition, Second Life also has a mature real estate market that connects each geographical space to a socially added value. The real estate market in Second Life is analogous to the real life market, in which the better a land is planned and organized, the more valuable it is. Therefore, planned communities are commonly built by individual players and Second Life real estate agents to increase the market value of a land.

Therefore, to answer the first research question concerning the virtual community as a social space, two incident-the reformation of the teleportation system and the community plan projects in Second Life -will be investigated to show how players’ community experience is associated with virtual geographical place in Second Life.

The Reformation of Teleportation System

Similar to the offline world, Second Life has a transportation system that helps its players to explore the virtual landscape. Shortly after Second Life was launched, Linden Lab, the parent company of Second Life, had scattered telehubs throughout the virtual landscape. For example, if a player wants to travel from point A, where he/she lives, to point B, where his/her friend is holding a party, he/she was actually sent to the nearest telehub, which is usually a few hundred meters away from point B. Players have to travel the remaining distance by walking or flying1 on their own power. In December 2005, Linden Lab introduced the point-to-point teleportation in which people travel directly from point to point without using the telehubs as transit centers.

Using transportation transit centers as a public and community place were explained by Philip Linden (CEO of Linden Lab) as the rationale behind the original telehub design. He indicated,

the reason New York City was so great, from a social standpoint, is travel via the subway. The consequence is that you wind up near where you want to be, and have to walk the rest of the way. On the way you see a bunch of neat places and perhaps meet some new people. Businesses and communities evolve around the subway stops as a matter of unintended city planning.

The removal of telehubs in the point-to-point teleportation leads some players to assert that players’ community experience will be undermined with their reduced chance to engage in unintended exploration of Second Life neighborhoods. Gwyneth Llewelyn expressed her concern in her blog,

people will not care what is “in-between”... what will be important is the ultimate

destination, not how and why you get there...The only thing that will happen is that Second Life…will be a collection of snapshots linked together by teleports.

1In Second Life, the game environment offers players the ability to fly. It is a popular way to travel in Second Life, since it gives players a better view of the landscape, which helps them to explore and discover new things on their way to their destinations.

Moreover, according to Forseti Svarog’s blog post, the point-to-point teleportation divided Second Life into fragmented private places rather than making it an open space for anyone to explore. Before the removal of telehub, traveling activities were mediated through a public system, in which travelers were first directed to transportation center-telehubs that located near their destination. Since there is no telehub to serve as public transportation center in the system of point-to-point teleportation, travelers to a particular place are automatically transferred to the mid-point of their destination area which may happen to be someone’s private property. The removal of telehub area as a public place would make the teleportation system more likely to intrude the privacy of a land owner. This has resulted in more players restricting the accessibility of their land to ban the random visitors. This increasing restriction on land can undermine the social experience of players who enjoy the online world as an open and public space.

Despite of influence on players’ traveling experience and accessibility to places, the removal of the telehub also shift the Second Life market place from a geographically based model toward a reputation-oriented one. As the transportation transaction area, lands near telehubs are more likely to be visited by players. Therefore, telehub lands are more valuable for business use, such as malls or advertisements, which then encourages the development of shopping districts in those areas. As long as the telehubs are no longer geographical attractors, telehub lands’ role as commercial centers will be diminished, and new market order will be created along with the point-to-point teleportation. In a discussion panel on point-to-point teleportation, Prokofy Neva argued that “point to point [teleportation] rewards closed, sophisticated, elitist networks. It's a blow against the democratic access and freedom for the market we had with telehubs.” He predicted that the future market place in Second Life would be largely based on a “word-of-mouth” system in which only elite players and business owners

would benefit from an established information circle, consequently making it difficult for newcomers to build a reputation.

The change of transportation system affects players’ accessibility to geographical places in Second Life, and eventually influences their social life in the game. Similarly in real

life situations, Winner (1986) studied the social influence of transportation designs. Investigated the bridge on Long Island in New York City, he claimed that the low-hanging overpasses were deliberately designed to discourage the presence of buses, thereby keeping the lower classes out of Long Island. Drawing from this instance, Winner argued that technical designs are political artifacts which can shape the social life of a particular community. In Second Life, the change of transportation system affects players’ community experience. Not only the traveling has become less of a communal experience but it also alters players’ access to the market place as a public space. The preceding evidence reveals the importance of virtual geography to the formation of virtual community.

Community Planning

Using the spatial design as a method to support a community is commonly evidenced in real life situations. In The Spirit of Community, Etzioni (1993) suggested several ways to design the physical environment in a more community-friendly way. For example, shared spaces such as public parks and community tennis courts, he argued, should be provided for people to mingle. In Second Life, it is not very difficult to find material design carried out to create themed areas for players to have a community experience. However, the question remains whether an intentionally designed community place can effectively generate social interaction.

Linden Lab, the parent company of Second Life, was involved in community planning programs. One of Linden Lab’s early community plan projects was called “Second Life

Surrealty,” which gives players a house in a pre-planned community—Blumfield—when they upgrade from a basic account to a premium account2. According to Rubin Linden, the vice president of Linden Lab, the original design of Blumfield was to set up neighborhoods and communities. Later, Linden Lab reported that Blumfield has added to the perceived value of land by allowing direct access to a house and community.However, meanwhile Blumfield received the attention of critics who doubt its ability to create a community with sufficient social interaction among players. After interviewing several new players in Blumfield, Satchmo Prototype’s blog reported that their experiences in Blumfield were more about skill development to become a more competent player rather than building social relationships within the neighborhood. For example, one of the interviewees, Rhinohorn Axon, said, “[Blumfield is] a sanctuary from which I can learn the basics…If I ever spend enough time to determine a way to make an income, I probably will move out of Blumfield.”

Players’ lack of a sense of community can be explained by Blumfield’s failure to include public places. Blumfield, resembling the design of Levittown3, is a neighborhood constituted by similarly-designed houses being put together into a chessboard-like layout (See Figure II below). Commenting on the design of Blumfield, Forseti Svarog wrote, “I didn't see any effort put forth towards encouraging community through gather spots and street layout.”

2People join Second Life with either a basic account or a premium account. Land owning is one of the advantages that the premium account holders have. Owning land allows players to build, display and store their virtual creations, as well as host events and businesses. Every premium account holder is granted a 512-square meter land plot. Any additional land requires a monthly fee. The fee is tiered, and discounted as one acquires more land.

3 Levittown is a planned suburban neighborhood 30 miles from New York City created between 1947 and 1951.

Therefore, in Svarog’s mind, this pre-planned region would not create a community for new

players who arrive in Second Life to seek social interaction with others.

Figure II

Blumfield Levittown

Another example further demonstrates that communities in Second Life must exist with

the combination of a geographical place and players’ community experiences. Anshe Chung, one

of the biggest real estate business owners in SL, once bought a simulation4 called Briarcliff—a

small-town style shopping area—and turned it into Friesland, a German and Dutch community.

In an interview with Second Life Herald, she explained this plan as a market strategy to target the

increasing population of European players. Ironically, as she was trying to set up a themed

community, she was accused by the former Briarcliff residents of breaking a pre-existing

community. One former Briarcliff resident, Ack Mendicant, described her attachment to the

community as follows:

4 Simulation, also called sim, is a technical term which refers to an area on the server. In SL, it is often used to

describe a geographical place in SL which usually built with a theme in it. For example, subtropical sims,

Hawaiian-inspired, have a big volcano in the middle of them.

What made Briarcliff was the community. It was a place where you knew

everybody, and you'd hang around and chat with your friends while you

watched them work on their latest project…It is equivalent to a ring of close

friends you hang out with during school, or a neighborhood restaurant where

you know the owner's name, and all the people who usually stop by after work

In this case of Briarcliff, geographical space and human social practices are brought together to create a meaningful social place described by Mendicant as equivalent to an offline neighborhood community.

While both Linden Lab and real estate business failed to create community with pre-planned physical construction, there are player-built geographic places that reflects their community spirit. Land planning efforts have already been taken by the players who live in subculture communities, which are form based on their hobbies, fantasies or imagined lifestyles. Second Life Herald published a feature story of an elves’ subculture group, which constitutes by players who choose to appear as elves in game. They built an area named ElvenGlen to practice their simplistic and rural way of life. In order to maintain their lifestyle, they made ElvenGlen an entirely no-fly area5 and prohibited all modern looking objects inside it.

The examples of pre-planed community and players’ voluntary effort in building community corroborate Cohen’s (1985) declaration that community is member’s experience, but not a structure of institutions. In teasing out the making of a social place on the Internet, scholars have argued that it is people’s social practices that come into the physical online environment to make online community. (see Gatson and Zweerink, 2004). As in Second Life, the subcultural groups such as elves can create a geographical community based on their unique group culture, but, as demonstrated in Blumfield, pre-planned physical structure does not guarantee the forming of community. As observed in another study of human relationships in a three-dimensional

5 In SL, the game system grants players with power to fly. However, the land owners can make no-fly area by manipulating the technical settings of the land, which prohibit players from flying.

online community, people behave in a manner informed by their own subjective experiences of place toward the place they occupy (Carter, 2005). Therefore, people’s social experience and a shared geographic place must emerge together in the formation of virtual community.

Community as Symbolic Construction

In Symbolic Construction of Community, Cohen (1985) argues that “the reality of community lies in its members’ perception of the vitality of its culture. People construct community symbolically and make it a resource and repository of meaning, and a referent of their identity” (p.118). Responding to the second research question drawn from Cohen’s argument, players are found to use different symbolic boundaries to define or maintain their communities in SL, which includes their perceptions of SL either as a country or an economic entity and real life racial identity.

Country or Economic Entity

The country metaphor of Second Life originated with comments from the CEO of Linden Lab, Philip Rosedale, who stated, “I am not building a game; I am building a new country” (CNET News, 2005). Since then, players have been engaging in assigning different metaphors to Second Life. To capture how the different perceptions of Second Life flow together, Aimee Weber sketched out a two-axis graph in her Second Life blog (See Figure III). One axis represents whether Second Life is a country or a company; the other distinguishes the degree of intervention that a governing body should take into the lives of players. Weber’s graph incorporates Second Life’s roles both a democratic country and a corporation. Therefore, this graph shows the core question, and a major divergence among Second Life players -Is SL a country or an economic entity? Both of the two metaphors can be seen as symbols that are drawn from players’ community experience to describe Second Life.

Figure III

If Second Life is a country, Linden Lab which is the parent company of the game, has served as the governmental power in Second Life. However, Linden Lab’s relationship with community builder, especially those elite ones who invested a large amount of time and real money into the game world, reveals its role more as a corporation with its own business interest. For example, a “tax revolt” was taking place to protest Linden Lab’s weekly deduction of an amount of Linden dollar6 according to the quantity of land and objects that players own. Content creators, especially those dedicated to building a large amount of community-orientated projects, thought they were unjustly charged while they contributed more value to the community. So Americana, a player group built a tribute to American icons within a city space and launched a series of protests by placing historically significant U.S. symbols such as tea crates, a copy of a manifesto that borrowed terminology from the U.S. Declaration of Independence, and fireworks all invoked ties between the Second Life political situation and the American Revolution.

6 The Linden dollar is the SL currency, which can be converted to US dollars at several websites for online game currency exchanges.

In a group discussion of community dynamics, player Cindy Claveau questioned the notion of Linden Lab as a “virtual government.” She argued that while the size of the Second Life community evolves rapidly, Linden Lab as a self-interest group cannot facilitate the well-being of the whole community. For the solution of the problem, Gwyneth Llewelyn suggested that Linden Lab should split the marketing team from the community moderators within its organizational structure. However, the feasibility of such solution rests on whether the technology platform and the development of community are separable. In Second Life, the technological platform forms the backbone of the community’s existence. An example of this can be seen in the transportation system discussed previously. Linden Lab controls the design of the SL game and therefore makes choices for structural design that directly affects the daily interactions and development of property in the game world. As one player indicated in a comment on Second Life Herald, “even a liberal and democratically managed environment is subject to the ‘pulling the plug’ veto. Democracy is a farce until you truly own and control the servers, rather than renting and borrowing them”.

Linden Lab is not the only economic power that shapes the Second Life community. The in-game economic inequalities among players make Second Life a hierarchy society constituted by different socio-economic groups. Hierarchies have been found in virtual communities based on participants’ mastery of the virtual environment and online social popularity (Reid, 2003). Similarly, in Second Life, Prokofy Neva identified a “virtual aristocracy” that is constituted by players who have advanced scripting skills, more extended social networks and possess more virtual properties. There are also “working class” players who are consumers and laborers in the game.

The conflict between business owners and working class players can be observed in a variety of occasions. In an editorial article of Second Life Herald, the increasing number of clubs has been accused of undermining the diversity of game experience by seducing players, especially newcomers from the welcome area7 with the promise of money and work opportunities. Angeltk Beckenbauer, who used to work as a dancer in Club Elite, confessed that since the club requires its dancers to spend 75% of their in-game time dancing for the club, she felt she was exploited because she never had a chance to explore Second Life and developed other interests. Similarly, accused of damaging the players’ social experience, Tringo game8is a creation that property owners use to attract large masses of people to their territories. However, even land owners complained about its negative impact on socializing among players.Eboni Khan, a player who owns a resort area with a Tringo game in it, explained, “Sim [simulation] owners have Tringo to attract people to the sims [but] Tringo players rarely look at the sims. They just go from game to game...And they don't chat, because they are too into the game. So it's not even social, which I don't like.”

Different in-game interest groups engage in contesting imaginations of Second Life either as a democratic community or an economic entity. It demonstrates that players often draw from their in-game socio-economic status to form their perception of the virtual community. Players’ different perceptions of the virtual community also in turn direct their different types of 7 The welcome area was created by LL to help first-time players learn the basic skills for exploring SL and

understand the menu of SL software.

8 Tringo is a game created by SL player Kermitt Quirk. It consists of a display board, to track scores and pieces in play, and game cards, for the players. After players place their bets in a winner-take-all pot, they compete with each other to fit their pieces together onto their cards. When the pieces show up, players click their card for where they want to place the pieces. The game goal is to make solid blocks of 2x2, 2x3 or 3x3, then the scores are 5, 10, 15 points, respectively. Players have 10 seconds for each piece, and lose 7 points if they fail to place one in time.

community participation. For business owners, the market place as a public place in Second Life is the key component of the community, in which they can maximize the virtual goods/service exchanges and profit making. For ordinary players who come to Second Life for social activities, their goal is to make Second Life a democratic, openly accessibly place for social interaction and exploration. With distinct goals in Second Life, players construct their notions of community through their practices and preferred game experience. Like it is showed in Aimee Weber’s two-axis graph (see Figure III), players’ view of community scattered on their different understanding of the Second Life and role of Linden Lab. Thus, there is not a unified concept of community in all players’ mind, but several distinctive versions holds by different groups of players.

Real Life Politics in Virtual Community

In Second Life, players not only diverge on their in-game world view, but also bring their real life political and cultural identities as the symbolic boundary of communities. Gatson and Zweerink (2004) argued that members of online communities, whether they entered their particular area of the Internet with utopian or mundane community expectations, are bringing real cultural beliefs and practices along with them. Second Life exemplified such an online space in which players bring their real life ethnic identity into the game and, thus, form communities based on such real life social and cultural resources.

Evidence concerning the prominence of racial issues in Second Life largely comes in the form of personal stories which reveal players’ consciousness of physical racial representation. New World Notes often covers stories of avatars9 and the identities that they represent in Second

9 An avatar is a virtual persona that represents a player in Second Life. The game system allows a player to manipulate his/her appearance in a variety of ways including gender identity, skin color, etc. Many players choose to buy avatars from avatar designers. It allows them to have more choices of their appearances, such as

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三年级学生学情分析

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都不是很强。影响的不仅仅是初中生的语文成绩和升学质量,作为认知能力、理解能力、思维能力和文学素养等多种能力和素质的基础,提高初中生的现代文阅读能力意义重大。我校学生在现代文阅读能力阅读习惯好阅读爱好方面或多或少的存在一定的问题,阅读范围狭窄,阅读兴趣不高,存在识字、理解障碍以及受劣质书籍毒害严重等问题为了提升学生的阅读教学质量,特别是针对初三临近毕业的学生为了能在中考甚至未来的高考中取胜,一定要养成良好的答题习惯,规范他们的答题语言,提升答题能力而加强这方面的训练,给予一定的方法指导。 《现代文阅读之语言赏析》效果分析 这节课突出了“以学生为主体”的课程理念。下面,我从教师的基本教学技能、学生的学习效果等方面,谈一谈这节课的优点。 一、基本教学技能 1.教学设计、教学理念 (1)整节课设计流畅,切合学生实际。脉络清晰,教学环节完整。 (2)教师创设问题引导学生自主学习,使学生始终处于积极参与的状态。 2.教学手段、教学策略 在教学中运用各种方法激发兴趣、引发质疑,丰富了课堂。使不同学习风格、不同学习水平的学生,都能在原有基础上有所进步。 3.教态、语言 (1)教师教态从容、亲切自然,与学生互动融洽。 (2)语调抑扬顿挫,有亲和力。提出的问题简练,发挥了“启发、引导、过渡、总结、激励”的作用。 二、学习效果 1.学生情感表现 (1)学生学习的兴趣浓厚,从学习活动中获得合作交流的乐趣。 (2)学生是课堂的主人,发挥了主体作用。 (3)学生参与度广,多数同学在小组活动、发言等方面体验到成功的喜悦,增强了自信心。2.学生能力培养 (1)思考能力。通过自主学习,发现问题从而使学生养成良好的思维习惯。 (2)表达能力。学生能积极回答教师提出的问题,表述规范、有条理。 三、令人遗憾之处 1、丰富的教学资源没能充分利用。 2、学习评价机制有效性低。 在语文教材中,现代文阅读始终占据着绝对的比重,是当代中学教育的一个重点,在中考中现代文阅读试题占据很大的比重,但始终是得分率偏低的一个部分。,因此,现代文阅读教学也成了初中语文教学的一个难点。现代文阅读并不仅仅以鉴赏好的文学作品为目的,也关系着学生认知能力、理解能力、思维能力和文学素养等多种能力和素质的培养。但是由于缺乏良好的现代文阅读习惯,缺少阅读技巧和阅读积累,大部分初中生的现代文阅读能力都不是很强。影响的不仅仅是初中生的语文成绩和升学质量,作为认知能力、理解能力、思维能力和文学素养等多种能力和素质的基础,提高初中生的现代文阅读能力意义重大。针对初三临近毕业的学生为了能在中考甚至未来的高考中取胜,一定要养成良好的答题习惯,规范他们的答题语言,提升答题能力而加强这方面的训练,给予一定的方法指导。

绘制世界中国地图的一般步骤

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绘制世界中国地图的般步骤42北冰洋沿岸可以简略处理,但要控制好白令海峡处的位置 3.

6.3.再画南亚、印度洋海岸 7. 84从堪察加半岛一笔画至越南南部,停顿观察与南亚部分的衔接,看看是否需要 修 改。

10.5.澳大利亚、南北美洲相对容易一些,但控制好框架最重要 12.6.画上赤道是检验世界地图画得成功与否的关键, 画得不好 露位置不准。 9. 11. 条直线过来就会暴

7. 有了轮廓图,就可以讲述海洋中的洋流、陆地上的山脉、河流、城市 8. 当然画一下完整的大西洋海岸是很有必要的。 二、中国地图 1. 从我国最北端“ 一笔三弯”绘到我国最东点 主要是针对版面,可控制中国地图的高度和最东,同时该线也决定了中国地图的大 小。当然,不管先画那一处,第一笔都决定着整个中国地图的大小。 2. 由北向下绘出中国雄鸡的头和嘴 该笔最受关注,整个中国图好不好,就看雄鸡的头和嘴。 3. 由西北端向东绘“三弯一提”。 4. 基本可以控制东西方的地图宽度,最东点、鸡嘴、西北阿尔泰几乎在一水平线, 13.

最东点一鸡嘴与鸡嘴一西北阿尔泰长度大约1:2 o 4. 沿乌苏里江向南“两弯一直” 5. 这一笔画难度较大,最后完工时往往会使人觉得雄鸡画胖了或者雄鸡头大了??… 这一笔还影响到渤海湾与山东半岛的形态,觉得这一笔决定着中国图的变形与否。 5. 由西北“三弯一平”至最西 6. 心有难处他乡走,常常犯难时就画这笔,缓解压力。该区域国界线关注不高,大致轮廓出来即可,同时也控制了整幅中国图的东西长度,最西端与辽东半岛高度差别不大。 6. 中国海岸线由北至南一笔完成 7. 注意:辽东湾、渤海湾、黄河三角洲、山东半岛、海州湾一线应经常练习,除辽东半岛、渤海、山东半岛外,多大致按半圆弧来绘制。该线条最快、最顺手。 7. 由帕米尔高原到滇藏分界处“两弯一圆弧” 8. 边界处重要城市不多,关注不高,可以简略处理,但要使整个中国地图有形,喀喇昆仑山附近边界和克什米尔地区附近的凹处将是关键之笔。 8. 从云南西北方收尾到广西沿海。 注意:云南滇西和滇南有两处凸出,滇南凸出处与北部湾大致持平,云桂交界处向北近北回归线

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小学数学_扇形统计图教学设计学情分析教材分析课后反思 (2)

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二、复习导入 师:“之前我们学过哪几种统计图?分别有什么作用?”(指名回答) 学生边回答,课件边出示条形统计图和折线统计图的图例比较。 师:“条形统计图可直观的看出数量的多少,折线统计图可以看出数量发展变化情况。” (总结) 师:“课前让同学们对奥运会的知识做了一定了解,谁来说一下自己所了解到的知识?”(指名回答) 师:“我国举行过奥运会吗?哪年在哪里举行的?老师带来几项奥运会项目,同学们边看边说出名称”(课件出示奥运项目图片以及中国奥运金牌榜统计表) 师:“共获得几枚金牌?” 指名同学说统计表数据,课件出示,统一答案 师:“根据统计表是否能完成一幅条形统计图?拿出导学案,完成条形统计图。” 三、自主探究 1.学生自主完成条形统计图。(教师巡视,了解学生做图情况。) 2.小组长带领学生检查统计图是否准确完整。 师:“请小组长汇报一下自己小组作图时,发现什么问题?”(小组长汇报)学生会发现,当数据不正好在格子上时,不好确定具体位置,针对这一问题,集体顶正时,带领学生思考准确作图的方法。 师:“请作图不准确的修改一下。” 3.引入扇形统计图的学习 师:“如果我想知道球类项目的金牌数占总金牌数的百分之几,该怎么计算?(课件出示问题)指名回答 生:球类项目的数量除以总数量 师:如果计算水上项目的百分比呢?(指名回答) 师:“有一种统计图,可以直观的呈现每一部分占整体的百分之几,(课件出示扇形统计图)这种统计图叫做扇形统计图。这节课我们一起来学习扇形统计图!”板书课题 4.自主学习,合作探究 师:“现在同学们拿出导学案,依据探究案中的四个问题自学课本69——70页,自学完成后,小组长带领大家谈论问题的解答,语言组织要简练,汇报时每组2号同学汇报。” 学生自主学习,教师巡视指导。

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5、运用语言区分概念的能力,以及表达能力不强。 二、学生发展目标 1. 结合计算教学,培养学生认真计算、自觉验算的学习习惯。 2. 通过克和吨的认识和应用题等内容的学习,了解数学在日常生活中的广泛应用,激发求知欲,培养学生学习数学兴趣,进一步明确学习的目的。 3. 通过对加减法关系和两三步计算应用题的学习与训练,了解数学概念彼此之间的联系,渗透事物之间普遍联系和事物之间在一定条件下可以转化的观点以及有关的数学思想和方法。 4. 通过多位数读、写,笔算的书写,计算、验算、和应用题的解答等细致、严密的学习过程,培养学生认真、严格、刻苦钻研的学习态度和独立思考的良好学习习惯,并加强捕捉信息,动手操作的实践能力。 5. 通过一些数据对学生进行保护环境教育。

(完整版)小学三年级语文学情分析

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