Researching mental health in a virtual world for teens
Our experience with Teen Second Life login processes suggests that we are probably the first Australians to work in this teen-only environment. That’s quite a unique, unexpected and exciting position to be in. But it also raises some interesting questions and possibilities for research, including:
- how do we frame our research when there are a lack of precedents in this area?
- how does a Second Life-type environment differ from other technologies in terms of how young people use it to construct/augment their identity and relate to others?
- what’s the impact of virtual worlds on life in the real world for young people?
- and what methods do we use to research this, given that environments like Teen Second Life carry with them a different set of constantly evolving tools and restrictions (eg ability to export transcripts of written chats/actions vs movement towards voice chat that doesn’t generate transcripts, ability to conduct in-world surveys and interviews and their merits/issues) as well as what mix we should engender between data collected from real and virtual contexts?
There’s a lot to think through now that the real project action is about to begin.
October 23, 2007 at 12:00 am
Hey guys…just back from leave and saw your blog is live on the VicHealth site. Been reading about the project’s research agenda and this posting about some of the practical issues you’re going to face. Highlights how the conceptualisation of a research project is one thing…but that you need to be able to rethink - be flexible - consider other methods once the implementation of the project is underway. Especially when you’re exploring such new frontiers.