The importance that virtual worlds have in gaining social connectivity for people with disabilities

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James Marley BA Film Arts AD34 Contextualisation

The importance that on-line virtual worlds have in gaining social connectivity for people with disabilities

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James Marley BA Film Arts AD34 Contextualisation

“Submitted by James Marley to Plymouth College of Art in partnership with Open University as a dissertation towards the degree of Bachelor of Arts by study in BA (Hons) Film Arts, March 2012”.

“I certify that all material in this dissertation which is not my own work has been identified”…………………. Signature

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James Marley BA Film Arts AD34 Contextualisation

Abstract

A personal and investigative journey, that reveals the potential of virtual worlds for disabled game players. I aim to explore the differences between what is real and what is virtual and how certain circumstances bring them together. The human species is one that strives for improved communicational methods. In a short amount of time the speed of technology has been phenomenal - where individuals are now able to talk to others from anywhere in the world. For some people, such as disabled or those less mobile this technology has become a boon. Where individual circumstances lead to personal difficulties in maintaining or continuing social friendships on the physical plain, such computer games and programmes have become a new arena, where individuals can and do design avatar’s to represent themselves, within a virtual environment in real time socialisation. Crossing boundaries between the physical and the virtual, these augmented environments have enabled a level ‘playing field’, where either able bodied or disabled everyone can socialise and meet without prejudice or fear of being stigmatised. A research that encompasses views and opinions from people expert in their field, whose first hand experiences within these virtual environments both as casual game players and potential business builders confirm the essentiality of the importance that virtual worlds and avatars have in positively gaining social connectivity for persons with severe medical or mobility conditions or social disabilities.

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1 - Aims and outline

As I have researched and developed my thoughts for my text, I realise that this is something of a personal journey that documents a need to communicate, and describes the methods I have used to gain social connectivity.

It has always been suggested that we look to something we are knowledgeable or passionate about. As a disabled person, socialising and communicating with other people is something I am certainly passionate about. However this has become increasingly more difficult on the physical level. So increasingly advancing technology has been a boon to me, and in my investigations I realise also a boon to others.

I aim to investigate how increasingly advancing gaming technology and computer hardware software has improved social mobility for disabled people. Virtual world environments seem to have become a gathering arena for disabled persons. I aim to discuss how these environments then can be used for job and or career opportunities.

So that my text does not appear to be a singular journey, to further enhance my research I have devised interview questions aimed for specifically key people, mainly people with disabilities.

I will be investigating the world of identity through use of avatars, and also how using avatars within their virtual environments can be simultaneously removed from our

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normal lives and also blended with our real lives. Where game users are able to create virtual workspaces, using virtual accessories and peripherals that in reality can match our real and normal lives. Also with technology ever advancing, I aim to investigate, research and discuss what has been or is being developed to aid disabled users with interfacing, and maybe also explore why many virtual world environments seem so utopian in their design.

I will be evaluating & exploring, where the potentiality for this technology could eventually lead us. It seems we have come a long way in a short time, all in aid of improving social mobility and communicational methods for individuals on a global scale. What are the predictions for the future?

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2 - Table of contents Page.

Chapter

3:

Abstract

4:

Aims and outline

6:

Contents

7:

Summary of terms and abbreviations

8:

Introduction

10:

Advancing games technology and virtual environments

16:

Interviews

19:

Findings

26:

Identity through avatars

28:

Conclusion

33:

Bibliography

34:

Appendices

41:

Literature review

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3 – Summery of terms and abbreviations

A.T: Assistive Technology; term to describe term that includes assistive, adaptive, and rehabilitative devices for people with disabilities and also includes the process used in selecting, locating, and using them. Avatar - A virtual representation of a person IMVU abbr. Instant Messaging Virtual Universe: Founded in 2004, it is an online 3D social entertainment website, where members interact via 3D avatars. Interface: interact with another system, person, organization, etc. In computing terms; connect with another computer or piece of equipment In-world: describing situations & anything happening within a virtual world MMORPG: Massively Multiplayer Online Role-playing Game; genre of role-playing video games in which a very large number of players interact with one another within a persistent virtual game world. E.g. World of Warcraft (WoW) SL. abbr. Second Life: Online 3D Virtual World Social Environment founded by Philip Rosedale in 2003 Virtual: (adjective) almost or nearly as described, but not completely. In computing terms; not physically existing as such but made by software to appear so. Virtual world: an online community that takes the form of a computer-based simulated environment through which users can interact with one another and use World of Warcraft: MMORPG set in a high fantasy fictional world; first released by Blizzard Entertainment in 2004. U.D: (abbr.) Universal Design; term to describe the idea of designing products & environments with equal accessibility of all regardless of age, ability & status.

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4 -: Introduction John Donne wrote, “No Man is an Island” (John Donne Meditation XVII, 1624).

To me this means that man does not thrive alone, and we have always found methods and ways to be connected socially and also methods to improve our communication delivery; including groups of people & communities, of people living together. Technology keeps improving and so does the ability for mans, adventure with inventions, such as fire for smoke signals, semaphore, Morse code, telephone, and videophone. All creations made for people to remain in contact with another. We now are at a stage in technological development, where in developed countries nearly all of us carry mobile phones as constant, available communication with other human beings, but this is not so easy for people with disabilities. Although disabilities may vary and at time of writing, just the term disability could seem very sweeping or over generalised.

Jamela Barry writes about “People often feel a need to escape from their real lives… Virtual worlds are often seen as places where people can escape to because they take away real-life challenges, allowing people to achieve solidarity.” (Brown, 2010).

So, perhaps to further identify the people, to whom I may be referring, taking myself in the first instance, already having Duchenne Muscular Dystrophy at advanced level, and also experience problems on a daily basis in trying to socialise and communicate with people, due to my physical and mobility restrictions. Others out there though, can include those with mobility impairments, reduced mobility and motor functions, those with socialisation difficulties, isolated people, also people that 8


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cannot hold a phone, persons with speech problems, persons that are just so scared of joining or talking with ‘real’ people. Here we are all finding ourselves using and socialising within virtual environments. Collectively, I’m sure it would be a tremendous amount of people, especially on a global scale. For many different reasons someone can become socially isolated, which in itself generates further problems.

Before computer technology, there has not really been a lot around for people who have become socially disconnected. Not that anyone knew any better. The human species is hugely adaptable to new situations, therefore when the technology presented, socially disconnected people were able to join the communicational melee once again.

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5 - Advancing games technology and virtual environments

The introduction tells us the reasoning for the need for communication, and how hard potentially this could be for people with disabilities. Our advancing technological skill and enquiring minds bring us to create fantastical software that can bring isolated or disabled people to the front of the communicational network.

So we bring in now computers and game technology & created virtual environments that enable anyone to interface, join groups and make friends. Disability for a while can be cast out. My representative avatar can be me. I have DMD in an advanced stage, going out and trying to keep warm is hard. I get tired easier and have little energy for real fun times. This does not really allow me much of a social life. There are specific groups for people with disability. Groups that are organised for people who otherwise have little or no other social opportunities. All in positive approach, but where some are happy for this, I feel for me, it’s not always the best result to find friends that are equally disabled. Does this then separate us out from ‘normal’ social gatherings - I have no intention of being an island, therefore, virtual environments such as (IMVU, Second Life, and MMORPGs, such as World of Warcraft) have become, my socialisation arena. I have friends from around the world now, that before I may have only achieved through pen mail. Through finding these friends I discover eventually that other gamers or users are disabled or have social difficulties.

From a personal point of view, I have found that increased creative gaming design and virtual world environments have improved my social life. It has become 10


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increasingly hard for me to get out and meet new people, but as it has got harder for me, technology and games have improved.

I started my own computer or on line revolution when my family got AOL, it was like the next big thing, everyone was getting connected… did I know what being connected was at that time? This was enabling instant text chat with people, a new thing. If other people had the same installed programme, then you knew when they were on-line, and available to talk to. Various versions and styles developed along the same line & ever increasing complexity into software enabled bigger and better profiling, but still remained with more or less people you might already be acquainted with. How did this change? With new fresh programs like Bebo, MySpace, Facebook and other social network sites, where users were able to find and see profiles of anyone also using same software, it was like an on-line communicational explosion.

All computer users and will have had their own journey, I’m sure, and really it can only go as fast as the technology allows, but importantly for me, where my mobility had reduced and my health needed more constant management, I found this increased technology allowed me to keep in contact, and communicate with people. Not just friends and seen acquaintances, but internationally, other users of the same gaming or virtual worlds. More than this though, I am able to interact with others through avatars that have the mobility that I in the real world no longer have.

Around 2003 there was a revolution. Several online & social 3D virtual worlds had been developed by this time… although I was not going to really engage with any of them until 2009. These platforms were different. Users were able to represent 11


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themselves as 3D images, avatars that they could design and dress in a manner that suited themselves and or their personalities, fickle that humans are. No longer were users looking at written profiles to try to find identity of other users. The platforms still were hugely different though. IMVU could be categorised alongside 2nd life, as they have similar formats, but by introducing World of Warcraft (WoW) into the melee, we have also a gaming platform, which also bases around avatars, virtual environments and social connectivity, except in WoW you fight things! These three platforms are really the centre of my discussion. They are the ones that I personally have interfaced with. In fact I only joined WoW to gain insight for this text.

• 2009 - IMVU - through recommendation I tried this platform - this was something different. A 3D graphic based virtual world, where instead of 2D profiling, I am instead represented online by a 3D avatar, which I can design to look like what ever I want. My condition at this time had changed the circumstances, to which I could easily get out and about. It was becoming more difficult. This was an epiphany for me, really, as IMVU opened up an environment, where I could socialise & interact in public realms (though a virtual representation), similar in purpose to the real world public realms I would or could be cut off from. I can hang out in a nightclub, bar or resort inspired 3D virtual room, socialise with multiple user’s avatars & have my virtual self graphically appear to be doing all the more physical things that I could be doing if I were able bodied in real, without anyone seeing my disability behind this. • 2010 - Second Life - round about the time I joined IMVU, I also gave this one a look. This was pretty much, the similar sort of social, 3D virtual world theme as IMVU, but in one endless connected virtual environment that seemed largely 12


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uneventful much of the time; yes I could walk, dance & even fly, but most locations seemed empty of life. So, I very rarely use it these days. • 2011 - World of Warcraft. Really this relates to expanding my research area prior to beginning my essay plan. Joining to kind of get a more inclusive idea of virtual worlds of all uses. After all, socialisation is not all there is to these worlds, being that gaming is where 3D virtual social environments also take their origins. I am aware that there are many virtual world environments out there. Covering different usages such as MMORPG, Social-economic or Community based. As there are so many, I have decided to work with ones that I know and have used, this giving me a better insight to write information about. IMVU, 2nd Life and World of Warcraft. They all in themselves present different approaches to virtual environments.

Between the three platforms there are similarities, and sometimes quite vast differences (See appendix 1). What particularly stands out to me was the opportunity to earn money or run virtual business for real money, as I will later discuss (ref Simon Stevens) & accessibility of these sites.

If we first look at accessibility, we should consider the differences between the actual purpose of game or virtual environment. We will clearly see that WoW is more a game, where users gain credence and power to their avatar the more they kill. To complete this efficiently, users have to best use keyboard and mouse controls, which already present difficulties for those less mobile or dexterous, particularly when taking part in group battles. It also seems that other users are quite unforgiving to those WoW avatars that seem less able to battle, and are quickly identified as a less 13


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than sufficient user of the game. WoW battles are usually played with a collective, if there is a ‘weak’ link in the collective, then they are not usually asked to join in on battles again. I speak from personal experience on this situation, so really it’s a two fold problem generated from the difficulty of initial control, therefore making joining and progressing in the game difficult.

This leads me to think that gaming or virtual platforms controlled only through singular hand controls such as a mouse are much better environments. Also, not everyone wants to fight!

Second Life is going through a user interface evolution that suggests they redesign their whole approach to a users first hour experience. This currently being done for SL owners Linden Lab, by Vectorform, let us hope that they also iron out any problems also experienced by less mobile or dexterous users.

Within virtual worlds such as, IMVU, users like me are able to interface with ‘virtually’ anyone on a global scale. By creating and inventing looks for our avatars, the rest of the world need not know of my or any other persons physical appearance or that which makes them disabled. I can appear to be like everyone else. I am not specifically looking for other disabled persons to be friends with, the virtual worlds offer anonymity to users, so I really don’t know anything about other users until they reveal to me more personal information.

Ryan, M in her book, Narrative as virtual reality: immersion and interactivity in literature and electronic media, discusses about Jean Baudrillard saying about virtual 14


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destroying the “real” “Has the culture of illusion committed a “perfect crime” that killed reality without leaving any traces” (Ryan, M. 2001 pg 29), but really wants people to slow down and think about where they are. He is therefore presenting a scenario, “gleefully warning us “fortunately all this is impossible”. Virtual will never really be able to replace reality anyway; reality always comes back & disproves the virtual. Virtual worlds and environments are born from actual knowledge and need reality to exist. In the same book she mentions the opposite view of Pierre Levy’s treatise Becoming Virtual about “The virtual is by no means the opposite of the real. On the contrary, it is a fecund and powerful mode of being that expands the process of creation………injects a core of meaning beneath the………..physical presence.” Using this idea then we see virtual worlds to expand the idea of the real. Seeing the virtual is just an extension of the real, even writing itself is virtual. For me this presents a better explanation that virtual worlds are there to ‘compliment’ reality, because that is in fact what happens for me. Because my real world has physical limitations, I used the virtual world of IMVU to expand my physical presence through the conduit of the virtual to extend upon & search out new real friendships.

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6 - Interviews

Having experienced issues of on-line social connectivity myself, and although important in the value of my statement, I knew that I need others input to validate and verify. Having devised an original questionnaire, I realised also that although the questions were essentially the same, I had to structure them differently to suit the individuals that I interviewed (appendix 2. i - iii). The respondents are all from different ‘computer’ backgrounds, and there was potentiality to offend respondents if the ‘wording’ was inappropriate to their current on-line virtual world scene.

I needed to find people that were disabled or similar to me, but also with a variety of difference. I could have asked several DMD sufferers, but this would misinform the results, insomuch that I would not be broadening my research demographic to encompass a more generic feeling of disability. Although I did single out people I feel had a more advanced knowledge of virtual world environments including gaming, as I felt they would be more understanding of my questions.

My question or statement indicates that it is disabled people, that are my target research group, or those disadvantaged by their social circumstances. What is important for readers to take on board is that I myself have problems getting out and about, so I could not really go onto the streets, straw polling for interviews. I found these respondents through Internet investigation that led to specific individuals who I thought were best placed to answer my questions. The only exception is Chris, whom I happen to know sociably, and also as someone who is not as ‘intense on virtual world environments, Chris was able to provide a balance to the other two 16


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respondents. I had created a range of specific questions that relate to my title and refer to my aims and objectives. Also, much of my research is based of my own observations as a user of a selection of virtual worlds from both sides of the more social & or more gaming spectrum.

My first respondent I discovered through reading articles relating to my research title, (see Barry, 2010), led me to search out Simon Stevens’ profile. I also followed link attached to his website, which then led me to his work email & other communication sources. Through reading further (see Sorden, 2008). I also chanced upon AbleGamers (an online gaming forum for disabled users), where I had read of a case study involving ‘EverQuest’ player, Stephanie Walker who has Multiple Sclerosis that mentions her setting AbleGamers.com up with Mark Barlet in 2008. So, contacted Simon Stevens (aka Simon Walsh) & AbleGamers founder Mark Barlet. As a renowned & much talked about openly disabled Second Life Club owner of ‘Wheelies’ & an independent disability consultant in real life, Simon is a very relevant person to interview. Also with his own unique viewpoint on disabled identity within SL, so feel that direct 1st hand interview research would validate better & more what I had already read from secondary sources online.

Marks position is as founder & President, CEO for AbleGamers. This brings disable persons together to a central point… as forum users, bringing their own experiences of on line usage, suggestions for improvement etc and also to meet and greet. Mark is an avid long time user and experimenter of on line virtual environments via gaming route, therefore has a wealth of relative experience, not only personally, but also from feedback he has received from other disabled gamers. Due to not altering my 17


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email request to relate to AbleGamer’s & Mark Barlet, who are in-fact not based in SL, this error was picked up by Mark, with advice in his reply to not focus my interview with him, around the ‘overly discussed’ SL area, so on this I have moved it in to massive multiplayer game based virtual worlds, in my revised questions to him.

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7 – Findings

I have found that there can be many users of online avatar virtual worlds, which are profoundly disabled or socially disadvantaged. Also that among these people there tends to be a divide between those that are disabled and proud and those that prefer not to reveal, or that there are some that openly disclose or reveal their disabilities.

Simon “Walsh” Stevens in interview with me says that “it has opened up a world can be included in a world where disabled people can be included in social interaction”. It has enabled people to travel - within the realm of a ‘fantasy led environment’ - he is not himself homebound, and is active within himself, but where he is unable to participate with the world on a physical level, due to the restrictions of his disability, Second Life has enabled him to pursue social interaction and even business ventures. Far beyond this, if we see Appendix 2 Table indicating the differences in virtual worlds, we see virtual worlds already provide opportunities for all users, but particularly disabled members to earn cash.

When it comes to these business ventures, Simon is not sure if he is competent at fully running a virtual world related business venture & is still intending to do more ‘training within Second Life; getting better at running and organising business, selfteaching. Learn as you go, trying out ideas & looking for markets and people who want to buy product, but believes that by being there from right at the very start, he is better placed, in knowledge and experience for when it (Second Life business opportunities etc) becomes more substantial.

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Business opportunities within virtual environments seem to be quite niche. Within both Second Life and IMVU, game users are able to design individual avatar components or actions, or even ‘rooms’ where other avatars can congregate. To do this though, one has to be fairly competent with both computer design, and ability to sell their wares. So not really as easy as it sounds.

Other opportunities exist though. There are those that can become dancers, or bar staff working in virtual clubs, hired by the specific owners of the clubs, within the virtual environment – ultimately, other people, or avatars will the pay to go and see these ‘dancers’ perform in private. The credits spent are then converted to real cash. Just so that it does not all seem too seedy though, There are also games users whose avatars are seeking therapy – by proxy of their real selves. To compliment this, there are users, whose avatars are ‘therapists’ – So here we see a patient therapist situation, totally removed from the physical plain, where sessions are booked and ‘acted out within virtual environments, in exchange eventually for hard cash.

This gives three examples of the earning potential using avatars and virtual worlds. Simulated environments, and digital representation, that eventually earn hard cash, just from using a computer. Ideal opportunities for those less able to get out and about. The flipside is though, you would have to know how to do this efficiently and be fairly business minded to pursue for any regular income.

In relation to what constitutes a disability in virtual worlds, this is as complex as identifying with the real world. He says “virtual worlds replicate the diversity of social 20


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models and medical models of identification” (Stevens, 2011) = some focus on the medical more than… because that is where they are at, physical disability is the dominant situation within their lives – and others who focus more on a strong social model of pride and confidence in these challenges

On the idea of his club (Wheelies) it turns out that it has never been for strictly the use or membership of disabled persons. The name was more tongue in cheek (as he set this up himself, and clearly is proud of himself as a disabled person), he is not shy about presenting a club, where others, any other can join, - - (similarly, football player opening say a club to anyone called Goldenfeet or Soccer’s bar) - Wheelies might similarly attract disabled persons to join and socialise. The club also has been designed by Simon to represent accessibility, by use of ramps and ease of access throughout his virtual club environment, also a reflection of his real world.

Mark Barlet of AbleGamer.com… Has the opinion that virtual worlds is ‘’one of the greatest things that the digital age has created’’, and also says further … ‘‘for me, virtual worlds are a chance to meet new people. I now have friends I have known for years because we meet in a virtual world.’’ (Barlet, 2012).

On whether virtual worlds are overly utopian, Mark agrees that they are, but is supportive of their need to be, as nobody wants a virtual world, that is like their real everyday world & lives. Virtual Worlds are not built just for the sake of making them. This then turns Baudrillard’s thesis on its head, wherein he suggests virtual is overtaking & imitating reality, on the contrary Mark Barlet would be more consistent with the view of virtual as potential; an extension, but not overtaking our reality. 21


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It is important to consider the user interface problems that might arise for disabled persons when trying or attempting to use online virtual worlds - some programmes require or have requirements for some complex movements, or mouse clicks or having to use keyboards etc…such as PC based MMORPG’s like WoW, which another disabled online user I interviewed, Chris P says, “PC games are a bit difficult because to play at the most effective, you need to use a keyboard and mouse together, which I cant really do.”

This is not always the best thing. The makers of Second Life for example, also experience problems from, disabled Second Life users, insomuch there was not the right methods available for them to use the programme as well as ‘normal’ able bodied persons. This in turn is brought about by the US, an inclusion to the 14th amendment & Rehabilitation Act 1973 (expansion of Section 508’ on accessibility in 1998) - stating accessibility to all users of electronic & information technology (see Brown, E, 2008); “that when federal agencies and departments purchase, develop,

maintain, or use electronic and information technology, the needs of all end users must be taken into account - including those with disabilities” (Brown, E 2008, pg 4-5). Ideas put to Second Life include Universal Design principles (making it all round simplified for everyone… as in the usability), so that they make it popular for everyone.

Through this the cost may be lessened by not focusing, so much on a small minority group, which would also go some way in explaining the lessening interest when just focusing on only Assistive Technology, e.g. making virtual worlds interface with current assistive technologies (such as, screen readers, sound effects and voice 22


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controls). So, the thought really is to blend all assistive tech’ compatibly with virtual worlds, so developers of such worlds to go to these assistive tech’ creators and develop virtual platforms with accessibility keyed into the mainframe of the game design.

I have found that through using the virtual world arena, people with disabilities are seemingly drawn to each other – either by similarity of nature of disability – or the fact that when revealed, we are drawn to each other anyway – those concerned with accessibility within virtual worlds happen to bump into each other anyway.

Having a disability does not preclude someone from virtual environments – the range of disabilities, and the methods used to help those with these disabilities to engage with online virtual worlds is vast. I myself am coming at if from my own specific level. I can use a mouse, but not an external keyboard; therefore my entire computer interactions have to be using a mouse. In interview with Simon he reveals “I have a tracker ball and a compact keyboard… having SL on an iPad so I can use it in bed”. Chris says, “World of Warcraft (WoW) is good if I have the right sort of mouse, I bought the ‘’gaming mouse’’ which has extra buttons / several buttons on one mouse… I’m trying to find a way to connect an X-Box controller to PC, but a lot of the software that is free is not very good… I used to play as a ‘Mage’, or a ‘Priest’ and for that you needed to use lots of different spells which was rather difficult”

This really identifies that having a disability is only the start of it. As there are so many variations and different levels of disability, more specifically for what I am 23


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talking about, mobility issues or concerns. Combine this with different game play and controls, and we end up with quite an additional problem for game designers, specifically when looking into accessibility legislation (UK Disability Discrimination Act 1995 (DDA) & later Equality Act 2010 with BS 8878: 2010 Web accessibility code of practice or the US Rehabilitation Act 1973 Sec’ 508). What are we looking at here really. It seems that a lot of access to games for people with disabilities or mobility impairments, has been a reactive process, insomuch that hardware is designed after the game has been launched. Surely the best way would be the designers of such virtual worlds, idea of redesigning the access and controls to the basest of levels, so that everyone can interact equally.

My findings really are based at several levels that all connect virtual environments and disabled persons or persons that would otherwise find social connectivity difficult.

(1) Type of platform - which virtual world? Are utopian experiences important, are fantasy situations a realm for escapism from what their real world is about. Some platforms are more difficult to use because of the expected interface (e.g. WoW). (2) Physically adapting equipment & software, in accordance to individual usage. Doing so for one person could cause a hindrance to someone else. (3) That one persons virtual environment does not really mean that all persons think it is great. Conflicting opinions I have had in relation to 2nd life. Where one person feels it now or coming too represents a good platform for business adventures, whereas another feels that 2nd life is just about to dive.

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(4) That most disabled persons create ‘perfect’ styled avatars… the reason for this can be escapism, desire to be different. Not proud of who you are, and maybe not able to see self as a disabled person. But then other people use perfect avatars as well. Others that might not seem disabled, but all using the perfect avatar, as they are all so unhappy with our self-image, or is it that perfect un-aging avatars, are all that these virtual world sites offer?

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8 - Identity through avatars

There are differing views, even within disabled users, on whether to identify ones disability through avatar use. An example of these differing views comes from two prominent Second Life users with Cerebral Palsy, Simon & JWheels (see “A New Path of Liberation: Choosing to be disabled on Second Life”).

Simon being that he shows his avatar

using a wheelchair, and the other that does not show their disability because to them it is irrelevant in a virtual world. One, is a independent disability consultant in real life & a club owner in SL and the other, JWheels is a on-line “stand-up” comedian in SL… the consultant, Simon, is the one who embraces his disability both in real world and online, and believes that his disability is part of who he is and therefore should not be ashamed.

So, Simon Stevens (who in SL goes by Simon Walsh) in my online interview with him responded, "I am very proud to be disabled and my Cerebral Palsy is a part of who I am…. I wanted/needed to be myself in SL and therefore I did not want to have a continually explain my real identity to enjoy my comfortable discredited identity, hence the wheelchair.” (Stevens, 2011).

AbleGamers Founder, Mark Barlet takes another more open approach to this saying when interviewed, “…you can be who you want to be in these worlds, and your disability can be a hidden trait if you want” (Barlet, 2012). Where as, WoW game player, Chris Powell, responded, “I have never met any one (within virtual worlds) who is disabled. I think ‘they’ realised that I was rather slow; I’m not sure whether I brought up my disability or not” 26


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It is this statement from Chris that also confers with my discussion on game accessibility; his game play was slow, because he found the controlling difficult. I am myself profoundly disabled with advanced DMD. Therefore my mobility has over time become greatly reduced. I also use online avatar based virtual world sites. I have been a member of IMVU for over 2 years now, and also with Second Life for over a year. My avatars are well established. With IMVU, it has allowed me to socialise and meet people all over, from all walks of life and interact & do things I can’t do in real, e.g. standing or hugging or dancing. I am much more comfortable with chatting with people, as I am not judged by my disability & without being hindered by real life inaccessibility issues. Though, these societal judgements are not my original reason for joining.

My own viewpoint on this is: I’m on par with, the online SL stand-up comedian, known in SL as J Wheels Carver also with Cerebral Palsy. I do not think of my disability when joining these virtual worlds. I am just joining because it looks interesting, and have responded to peer and friend’s conversations, like it is the next thing to do. I did not go on deliberately, so that I could escape from my disability, although that did come into it later. E.g. when I speak to people and when I later revealed my disability on my profile. But I do not deliberately make my avatar appear disabled or have accompanying wheelchair. But this does not mean that I am not embracing my disability, like the consultant suggests. I am not hiding it when I create avatars. No, as I reveal that I have a disability when I talk to people, and it is plain to see on my profile. In the virtual world where I have an “able bodied” avatar, I can ‘virtually’ do things I am currently unable to do, e.g. dancing.

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9 – Conclusion

Things have come a long way since non-social, single player video games, which began with Pong & Pac Man in 70s & 80s (also a time when disability rights started). It was with the rise of the Internet that the potential for social based, 3D immersive virtual environments have become possible, combining the gaming standards with socialisation of email & early text only chat rooms. It is more than just game play these days, it’s social, it’s business, employment, education, communities & support groups, disability included too.

There are virtual worlds that encompass props such as wheelchairs, like Second Life. The wheelchair and person using seem to be able to perform feats that are still far beyond reality, such as flying! The site is based around the avatar or person not objects such as wheelchairs. Therefore, if your avatar can or does fly, then the prop will go with you. Or in IMVU the avatar character with all accessories will jump between each spot, but then IMVU is not a site that has a lot of free movement, it takes a while to construct movements and to make them happen, (ref appendix 2) they are predesigned programmed moves, so a bit quirky and jerky.

I also have an avatar in Second Life, a site I know that has wheelchair props that are easily accessible to disabled persons and believe it or not, ‘wannabe disabled avatars.’ Especially within “Wheelies”, this is a “club” set up by our above mentioned consultant, within Second Life, to encourage disabled and non-disabled users to meet, make friends & socialise without problems that relate to prejudice and

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inaccessibility that real life often presents us with, that would normally cut disable persons off from others.

Increasing technology has given access to everyone at the same level. It doesn’t matter who you are anymore. If you are socially disconnected for any reason, social platforms available so easily on the web give a protective barrier between you and the rest of the world. For a lot of disabled people this could be important, as people they first meet now in an online situation, do not readily see the disability, the virtual environments can reduce the potentiality of visual social stigmatisation. After people get to know each other in this ‘flattened out playing field, they then can become more comfortable about the information they share, but also in direct contrast, there are those that are much more ready to show their disability, in any environment, and here we begin to think about the merging of real and fantasy worlds.

Modern government acts that relate to disability discrimination, such as (section 508 of the Rehabilitation Act 1973, alongside 14th Amendment in the U.S & DDA law in UK, have now become integrated within this gaming industry. Mobility impairment should not be a hindrance to access a game that is meant for anyone, so although the game has been approached and used by people with much less impairment, their views and opinions have to be listened to by the game designers, resulting in totally different controls to interact with the virtual world, that enables ‘everyone’ to access the game at the same level. (see Brown, E, 2008, pg8).

In a short time, a matter of only two decades, the software, and type of virtual environments now available is phenomenal. The world has become so easy to chat 29


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to, through virtual environments. Individual users can have ‘face to face’ chats through their avatars, in a shared environment, which only a few years ago was only possible in the physical world. This corresponds with what Coleman discusses in the sense of the idea of “X-reality, by which I mean interfacing of virtual and real experiences…where one finds a bridge between…an end of the binary logic of virtual and real” (Coleman, 2011 pg19-20). The need for humans to communicate with each other continues at a pace that flows with software development.

The development of character building created for avatars are beginning to be seen as true representations of real people, and not so much as a ‘third’ person or character in a computer game. Which means I can now design my avatar to look more like me, instead of Mr Universe. There is a clear difference between role-play and avatar representation.

Taking further the “structure of networked media” stated in chapter 1 of Hello Avatar (Coleman), with face recognition starting to take off, (Xbox Kinect) there is more possibility of literary computer software being able to read true, real emotions and then transposing this directly to avatars.

Being a key example figure, in this whole discussion, how does it work for me? Do I feel that I have gained better social connectivity through using on-line virtual environments? I would like to say yes, to a degree, I have met more people than I have in real, but then this brings another question: do people need to really see each other and touch each other in the physical world to be true friends? Is the idea of friendship a social construct where rules of engagement change with moving 30


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technology? Are virtual friends, real friends; they are real people, but do they present as they truly are in the physical plane. I could present myself as an avatar with a personality that is totally made up and different from what I am really like, but yet I know people will ‘friend’ me, and want to know who this avatar is, or maybe the fake person behind it.

This on-line social connectivity experience has worked for me in ways that I had previously not expected. I have made acquaintances and friends, where situations have developed into a more ‘emotional’ setting, moving beyond the original platform where we met, and gained each other as friends, (if you could imagine third person avatars into the real person friendship) pull away from IMVU, and into a more social website setting, e.g. Facebook, Skype etc. from avatar to real world.

Avatars up until now, have been the disguisers of all, present in either utopian or warrior design always in with positive body image approaches. They get better with development. Role-play games present better movement controls because they are ‘games’ where tasks have to be completed and others “killed” (e.g. World of Warcraft).

In consideration of this conclusion, I have evaluated the issues of social connectivity for disabled people that encompass the before, and the present, but without really looking at the projection for the future. If we base the potential of the future on what we have seen in the time from the past to the present, in this in a small amount of time what could we imagine? Holo-decks (Star Trek), brain or memory implants (Total Recall, We can remember it for you wholesale, Dick, Philip K.), memory 31


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augmentation… but what really is interesting is that we have now pushed the boundaries, as we know them now whilst still maintaining semi-hidden identities. We can still use our avatars to hide behind, and reveal personal information at a time and pace that best suits us. However, what could be concerning for these individuals is the public displaying of ‘real time’ emotions… Whether the programme reads from the user and transmits as it finds … perhaps using motion sensor cameras, facial recognition software… will we be able to easily or need to hide ourselves… or even have the semi-permeable membrane of the avatar to use as shields.

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11 - Bibliography Coleman, B. (2011). Hello Avatar, London, MIT press Ryan, M. (2001). Narrative as virtual reality: immersion and interactivity in literature and electronic media, Baltimore; London, Johns Hopkins University Press Journal: Krueger, A. (2011). Assistive Technology Interoperability between Virtual and Real Worlds. Journal of Virtual Worlds Research [online; pdf], 4 (3). Available from: http://journals.tdl.org/jvwr/article/view/6125/5782 Messinger, Paul R. et al. (2008). A Typology of Virtual Worlds: Historical Overview and Future Directions. Journal of Virtual Worlds Research [online; pdf] 1 (1), pp. 3-6. Available from: http://journals.tdl.org/jvwr/article/download/291/245 (accessed 08.11.2011) Stevens, S. (2011). Wheelies Story: The story of the world’s first disability themed virtual nightclub [online; pdf], pp. 7-8. Available from: http://issuu.com/simonstevens74/docs/wheeliesstory (accessed 22.11.2011) Websites: Anderson, N. (2010). Sociologists invade World of Warcraft, see humanity's future [online], Cambridge, MA: Ars Technica. Available from: http://arstechnica.com/techpolicy/news/2010/05/sociologists-invade-world-of-warcraft-and-see-humanitys-future.ars (accessed 25.08.2011) Barry, J. (2010). A New Path of Liberation: Choosing to be Disabled on Second Life [online], Columbia, MO: University of Missouri. Available from: http://cwp.missouri.edu/artifacts/?p=85 (accessed 22.06.2011) Brown, E; Villarreal, L. (2008). The Second Life Experience [online, doc]. Denver, CO: Metropolitan State College of Denver. Available from: http://www.mscd.edu/secondlife/assets/pdfs/accessibility_report.doc (accessed 10.11.2011) Cassidy, M. (2007). Flying with disability in Second Life [online]. Richmond, Australia: Eureka Street. Available from: http://www.eurekastreet.com.au/article.aspx?aeid=2787 (accessed 12.11.2011) Mollman, S. (2007). Online a virtual business option for disabled. [online]. Atlanta, GA: CNN. Available from: http://edition.cnn.com/2007/BUSINESS/07/10/virtual.disabled/index.html (accessed 23.06.2011) 33


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Sorden, C. (2008). Player vs. Everything: Gaming with a disability. [online], Joystiq. Available from: http://massively.joystiq.com/2008/04/28/player-vs-everything-gaming-with-a-disability/ (accessed 22.06.2011) Walaman [as WoW character name] (2011), Secretly disabled WoW player (until now). [online], Blizzard Entertainment, 15th April 2011. Available from: http://us.battle.net/wow/en/forum/topic/2369918924?page=1 (accessed 25.08.2011) Warren, J (2010), What It Means to Be an Avatar: A Study of Second Life [online], Dallas, TX, SMU COX. Available from: http://www.cox.smu.edu/web/guest/faculty-research//blogs/what-it-means-to-be-an-avatar:-a-study-of-secondlife?_33_redirect=/web/guest/faculty-research (accessed 25.08.2011) Interviews: Barlet, M. (2012). Interview Questions with AbleGamers’ Founder Mark Barlet, on the importance that on-line virtual worlds have in gaining social connectivity for people with disabilities, 4th January 2012. [online interview] Powell, C., 2012, Interview with Chris Powell on 18th January. Plymouth [recorded interview]. Stevens, S. (2011). Interview Questions with Simon Stevens on the importance that on-line virtual worlds have in gaining social connectivity for people with disabilities, 7th December 2011. [online interview].

12 - Appendix 1. Online – time line • 2001 - AOL Instant Messenger (AIM) - this was ‘live’ text chat… a movement on indeed from waiting a potential eon for a reply from an email, suddenly, I could chat with people as it happens... but these people were still people I knew already, (birds of a feather again) - therefore, a lot of people with similar circumstances to myself… but then it was the only people I was connected to… I needed to broaden out, and get to know more people…. • 2003 - epals.com - something encouraged from school, where pupils became pen pals with European student via email, which in its time was a new - first time I used computers to write emails instead of letters. • 2004 - Existing pen pal since 1999 - taking this idea further, I had an existing ‘letter & post’ pen pal, whom when I came aware they became ‘on-line’, I acquired their email address so that I could email my pen letters. So, already I had started to embrace this technological world for my own communicational means. • 2004 - Windows Live Messenger - another instant text chat platform… I added people I knew (people populated their friend lists with people they already knew - most people were - this is the sort of time where establishing the right ‘common’ platform became 34


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• • •

important - kind of go with the flow - I found that most of my contacts to be using this platform - also around this time that developing internet providers were ‘jostling’ for customers – AOL become the early forerunners – for platforms and browsers 2006 - Yahoo Messenger – similar to msn – I used this as well as... some friends in ether account or both. Options for Internet consumers were increasing, as was the excitement of the possibilities. 2006 - MSN/Windows Live Space - Windows Live meets MySpace. I joined this platform because I like the idea of creating a profile - although didn’t last very long, as Microsoft migrated this over to Wordpress.com. 2007 - MySpace - 1st where individuals could just add unknowns as ‘friends’ – and therefore open international possibilities - I joined this platform because I like the idea of creating a profile (indications of early avatars) Mid 2007 - Bebo - I joined this on seeing a lot of my other friends were using it, being the most widely used in UK for a time. Late 2007 - Facebook - these all come under the umbrella of social networking. 2008 - Tagged - another social network, but with addition open public chat rooms section too, when I initially joined. My 1st ever entry into public multi-user chat rooms.

2.

nd

Compare/contrast

IMVU

2

life

WOWC

Avatars

Customisable by buying

Fully customisable for free.

Up to 50 character per user

skins, avatar form etc.

Advanced detailed shaping.

account. Limited customisation for free once for each. Choose from 12 races & 10 classes.

Environment

Individual unconnected user

Endless, expansive world of

Set in huge expansive

generated rooms. Loading up

user generated landmasses.

fictional world. Travel by foot,

one at time from list.

Zones reached on “foot” or

or flying mount & distant

Backdrops & sky; motionless

teleport. Realistic moving

lands via ships. Designed

images.

clouds & weather effects.

only by Blizzard’s game

Day/night cycle.

designers. Free to enter on trial version. Day/night cycle

Economy

In-game economy

In-game economy can be

No users involvement.

transferred into real economy

transferred into real economy.

Purchase of full game &

by users through selling their

Virtual products developed by

subscription for full

credits to resellers.

users, & sold to other users.

membership, all features.

Support real life businesses for real pay. Currency and credit

Credits purchased from

Linden Dollars (L$) purchased

Game currency; Copper,

IMVU with real money or

with real money or earned

Silver. Earned by completing

earned through partner offers

through in-game employment

objectives or defeating

or selling of the users virtual

by users.

enemies. Non-purchasable.

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products. Actions and

Move around only by clicking

Full walking & turning under

Full movement & actions

movements

on limited pre-placed spots.

your control, using direction

under your control, using

Pre-programmed actions.

controls or arrow keys. Pre-

mouse, joystick or keys.

Extra actions can be

programmed actions.

purchased. Social climbing or

Mainly socialising. Not much

Improve reputation by creating

Improve by slaying, battling,

socialising

for social climbing. Though

& selling products, building 3D

completing missions, joining

users reputation can be

scenery, in-world employment,

guilds, skills.

improved by creating quality

land sales.

virtual products. Accessibility for

For the most part accessible,

Accessibility is moderate. Use

Accessibility depends on

mobility impaired

if can use mouse or have

mouse & cursor to control

what you are doing.

alternate interfacing

movement by directions

Walking/looking around can

hardware to use cursor to

controls on SL Viewer. On-

be controlled via mouse,

click spots & actions in

screen keyboards compatible,

however if you can’t reach

rooms; on-screen keyboards

but cursor jumps to viewer on

keys or use them fast, taking

work with it well.

changing key during typing.

part in battles becomes

SL has made attempts to

difficult. Alternatively there

improve accessibility.

are gaming mice with multiple buttons.

Content

Developed or derived by

Developed or derived by

development

users.

users. Only empty land is SL

No user developed content.

staff created. Demographic

50 million registered users.

Over 20 million users.

10.3 million worldwide

usage

Usage by gender is almost

Majority are adults age 25-34;

subscribers, mostly in Asia.

equal.

34.51%. Usage by gender is

1/5 are female. Dominates

almost equal.

majority of MMORPG Market.

Type of immersive

Users socially interact in user

Users socially interact in user

Pre-destined storyline, roles

‘play’

generated virtual rooms of a

generated virtual property,

& landscapes. Interact in

variety of themes & sizes. No

land & businesses/stores.

combat scenarios with other

substantial in-room

Join in parties, live events, and

users, within the limits of

businesses.

conferences.

company game designers. Non-real world activities.

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3. Questionnaires I. Interview Questions for Simon Stevens This is important to my dissertation research that these interview questions took place, so that I gather primary sources required for my dissertation. 1.

How in your view & experience, have virtual worlds improved social connectivity & well being of disabled people, such as yourself? “It is very much so improved disabled people’s well-being. It has opened up a world where disabled people can come together or be included in social interaction within in independent from their physical environment and care situation. It enables people to ‘travel’ at times when practicalities of real life made it hard. I been described as ‘home bound’ but that not the case. I am very active in my work but I do not have the energy for going out leisure wise and so Second Life is great for that.”

2. How has your interfacing in Second Life evolved into a business within Second Life? “I have not quite sure I have yet conquered running a business in Second Life, not properly. I have had highs and lows and it does remain my intention to do training and other stuff in Second Life but it takes time and will take time. Second Life is still very early technology and I feel righty placed to make the most of it when it becomes mainstream.” 3. How have you used SL to earn money? “I have done a bit of consultancy work for a number of people in Second Life including assisting to produce the “Corsa” guide of top 50 sites for Vauxhall. I have recently done some work with University of South Australia. I am sure as my life progresses and my work grows, there will be more opportunities in Second Life” 4. In relation to virtual worlds, such as Second Life what in your opinion constitutes or identifies disability in virtual worlds? “It is complex as what identifies disability in RL? I think virtual worlds replicate the diversity of social model and medical model understands and identification. Some groups focus on medicalised peer support that focus on conditions but have people who do not virtually see themselves as disabled. Then other groups like Wheelies have a strong social model identity of pride and people are confident in taking their rl challenges into SL.” 5. Can you explain more, the concept behind the creation of your Second Life club “Wheelies”? I have read much about your club & find it a very interesting development, which fits with what I am writing. “The development of Wheelies was like the film “Life of Brian”. There was no master concept and the club has never been for disabled people but simply a tongue in cheek 37


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theme and the name was for fun. Many people I know at that time, all non-disabled, were setting up clubs and I wanted a piece of the action, and ‘to be the best’ within an internal environment, assuming no one outside SL was interested. I am therefore flattered, amazed and very interested that 5 years on, this simple idea, which was normal for me, it still causing so much interest.” 6. As a disabled user of virtual worlds myself I predominantly don’t represent my disability & wheelchair through my avatar, but I understand you do. Could you explain again what your reasons where behind this? What are your views on this? “Using a wheelchair in SL was a natural and automatic choice for me in what was a very non-disabled world. Like my club, I never realised this simple act was cause so much debate as it turns disability identity on its head. I am very proud to be disabled and my cp is a part of who I am and how I obtain work as all my work is based of my expertise and experience as a disabled people, as someone who in terms of stigma, totally discredited (Geoffman). I wanted/needed to be myself in SL and therefore I did not want to have a continually explain my real identity to enjoy my comfortable discredited identity, hence the wheelchair. Identity is personal choice and often related to how people feel inside.” 7. Being that you have Cerebral Palsy are their any impairments to your use of the computer & virtual worlds? If so what modifications or assistive technology have you needed or used to ease your use of computers & with this the Internet and Second Life? “I have a trackerball and a compact keyboard. I have used computers since I was 6; I was 37 so I cope. I am looking forward to having SL on an iPad so I can use it in bed etc.” 8. Are you a user of any other online virtual worlds, such as Active Worlds, IMVU, World of Warcraft or any others, & if any, how do you feel they compare against Second Life? i.e. socially, usability, accessibility. “No, never been interested.” 9. Do you feel that virtual worlds are too utopian & perfect in design and intent? “Second Life was when I started using it in 2006 but I think it has become less so.”

II. Altered Interview Questions for AbleGamer’s Founders Here are my questions I would like to ask you. I have set this so that you can share your answers on to this document. This is important to my dissertation research that these interview questions take place, so that I gather primary sources required for my dissertation on “The importance that on-line virtual worlds have in gaining social connectivity for people with disabilities” 1. How in your view & experience, have virtual worlds improved social connectivity & well being of disabled people? This can include your own personal experience. 38


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“In my opinion the virtual world is one of the greatest things that the digital age as created. An opportunity people to create a new persona, explore places you have never been, or so not even exist. For me, virtual worlds are a chance to meet new people. I now have friends I have known for years because we meet in a virtual world.” 2. In relation to virtual worlds, such as World of Warcraft, EverQuest or other MMORPGs, what in your opinion constitutes or identifies disability in virtual worlds? “You can be who you want to be in these worlds, and your disability can be a hidden trait if you want.” 3. Can you explain more, the concept behind the creation of your forum for disabled gamers, I have read much about it & find it a very interesting development, which fits with what I am writing? “Gamers are creative people, and to be disabled means you have to be creative. We wanted to create a place where gamers with disabilities could share what they are doing to game, have a community they could lean on to help them game better, and also to just chat about games. We wanted a safe place where we could be disabled, and gamers at the same time.” 4. Being that you have profound disability (as mentioned in an article published by Massively), are their any impairments to your use of the computer & virtual worlds? If so what modifications or assistive technology have you needed or used to ease your use of computers/consoles & with this the Internet and immersive virtual gaming worlds? No comment made, he was unsure how to answer 5. Do you feel that virtual worlds are too utopian & perfect in design and intent? “Yes, and I think that is a good thing. At the end of the day these VW are not there because someone wanted to spend countless hours to just make a world. They are built to create a profit. That means that there is a need to make a product that appeals to people. Most people want a utopia; who really wants to spend time in a VW that is just like the real world they live in.” 6. Briefly, what other online virtual & immersive worlds have you tried out & if any, how do you feel they compare? i.e. socially, usability, accessibility “I play almost every MMO that hits the market; they all bring different things to the table, from the world perspective, and the accessibility perspective. Each one is different, and each one hopes they can appeal to as many people as they can, and in doing so, make a profit. No matter how great a VW is, it will someday be unplugged. This means that there is no perfect formula for the gamer with disabilities, each one of us are looking for something in our VW. For example, I HATE Second Life, from the first day it was turned on I hated it. Nothing to do, it was just there for the sake of being there. Was not for me. That said, for others, it was perfect, and I think that is great. As long as you are happy, and you can play it, go for it.” 39


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III. Generic Interview Questions for Chris Powell 1. How in your view & experience, have virtual worlds improved social connectivity & well being of disabled people? “Well I ah, can say it’s obviously been a great improvement, I don’t get out much. Its been a really good way to meet people, such as World of Warcraft and similar games – one of the best ones I use is X-Box Live where like minded people, but sometimes I meet people that are really irritating, but on occasion I have actually met people I can really talk to and usually I befriend them, and we keep in contact...” 2. Briefly, what online virtual & immersive worlds have you tried out & if any, how do you feel they compare i.e. socially, usability, accessibility? Or describe just one you have tried if that’s all. “Well as I said I personally prefer X-Box live, which isn’t really a virtual world, it’s just really games – and World of Warcraft (WoW) is good if I have the right sort of mouse, I bought the ‘’gaming mouse’’ which has extra buttons / several buttons on one mouse - I can’t really use a keyboard very well; I had intended to try an X-Box controller for it, but that hasn’t happened yet. Second life is alright; I just don’t like it very much. I haven’t really had the chance to improve (my avatar or status) or create anything yet or gone anywhere that special – you usually have to buy things which I don’t like to do” 3. What was your reason behind you joining these virtual worlds? “I just had nothing else to do at the time, I sort of felt that people that just ‘play it’ have no lives, and I actually realized that I had nothing else to do – or at least that’s how it was at the time – I thought I’d try WoW. It was good to explore ‘and stuff’ – I joined a few guilds in ‘’there’ – I think I annoyed them quite a bit, as they kept telling me not to do ‘this’ or ‘that’ – and I would do it (anyway). I got kicked off many guilds” 4. What modifications or assistive technology have you needed or used to ease your use of computers/game consoles & with this, immersive virtual environments. “As I said I bought a game mouse with extra buttons. PC games are a bit difficult because to play at the most effective, you need to use a keyboard and mouse together, which I cant really do. I’m trying to find a way to connect an X-Box controller to PC, but a lot of the software that is free is not very good – it’s not easy…” 5. In relation to virtual worlds, you have used what in your opinion identifies disability in virtual worlds? You mean how can you tell if another user is disabled? I don’t know really – I have never met any one (within virtual worlds) who is disabled. I haven’t really met anyone like that. I have had problems, I think it was noticeable, especially as I used to play as a ‘Mage’ or a ‘Priest’ (character avatars in WoW) and for that you needed to use lots of different spells which was rather difficult, I think ‘they’ realised that I was rather slow; I’m not sure whether I brought up my disability or not”

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6. Do you feel that virtual worlds are too utopian & perfect in design and intent? “I would not say they are too utopian or perfect especially with things like 2nd life. It can be what you want it to be; one thing I have noticed when on-line, is that you are different than you are in real life – people tend to play very differently – in real life I feel that I am a calm person, but whilst playing the game, my co-players kept killing my character, which in the end made me quite angry, to the point of shouting at the screen...”

13 – literature review A New Path of Liberation: Choosing to be disabled on Second Life, Jamela Barry Jamela Barry writes about people needing to escape from real lives, of work, home, money worries, relationship problems and overall the challenges of real life… so that people can feel solidarity and connected, without the entrapments of everyday life. These people can be anyone, anywhere, status cash or situation doesn’t matter and nor does mobility and ability. There is no barrier for disabled people in virtual world. This article is talking mainly about second life and disabled users. Where disabled people will have normal day-to-day restrictions that will hinder or slow up or isolate them from normal society, Second Life and online worlds in general offer freedom equality and control, things not readily available in real life. It gives two different viewpoints from two disabled users. These users have cerebral palsy so I understand they are wheelchair users, therefore mobility restricted. The viewpoints discussed were, about how far they would go showing or revealing their disability in virtual worlds – one being that they show their avatar using a wheel chair, and the other does not show their disability because to them it is irrelevant in a virtual world - One is a independent disability consultant in real life & a club owner in SL and the other is a on-line stand-up comedian… the consultant is the person who embraces his disability both in real world and online, and believes that his disability is part of who he is and therefore should not be ashamed The article also talks of a person who through second life was able to continue with their career as an event planner, despite the fact that they suffered from MS.

A Typology of Virtual Worlds: Historical Overview and Future Directions, Paul R. Messinger (Messinger, Paul R. (2008) A Typology of Virtual Worlds, Journal of Virtual Worlds Research 1 (1) This article again was a good and in-depth read. Overall, it’s a fairly positive article. It’s about how virtual worlds have become increasingly developed & important in people’s lives, with over 20 million users in 2006 & how they may go beyond just 41


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play. But also opportunities for, business, organizations & education, and I would add, the disabled community. Of particular interest was Section 1, which details the developments that have led up to our current open 3D virtual worlds starting from the humble beginnings of video gaming (Pong, Pac-Man), to the advancement of competitive two-player/multiplayer console games, later increased with the combining of internet to them. This is where we come to how, video gaming & the virtual environments they offered truly became socially connected internationally, paving the way in this century for open & socially interactive virtual worlds shared by all users through their user generated content & avatars, which can have all the facets of real life situations & socialisation. The Second Life Experience By: Eric Brown and Lynne Villarreal Metropolitan State College of Denver Article about a U.S. university wanting to introduce Second Life learning environment to assist attending disabled students. It was to research their idea / foundation is to use SL as a method to bring ‘the world’ together despite any differences or background. It references also the ability of disabled users to use the platform without fear of reprisal or prejudice. SL has areas that are private members only - can join like-minded groups, ‘SecondAbility’, ‘Virtual Ability’. Disabled users are able to make changes and adapt SL to suit their own requirements. Finding their own solutions to use, but like reality they have to fight, because getting help is knowledge based… and ideas have to be put to SL for approval and later if agreed, adjustments. It does however reference that there our still some issues & cost that hinder accessibility of virtual world. The assistive hardware technology has cost. The worst effected users are the visually impaired. The Second Life creators have also developed hardware compatibility for user interface for disabled users, but again this usually has cost implications. 2nd Life responds to the users as they use the program – insomuch that ideas and suggestions are always forthcoming to make the site more accessible to those who cannot as easily use it. They then adjust… this is in direct response to section 508 of the 14th Amendment in the U.S, which out lines the fact that designers of such user interfaced virtual worlds should design their tech to be more accessible. Another approach is U.D. universal design. This is an improvement technique that standardizes accessibility for everyone without having to specifically identify disability groups; where it would normally be considered unfeasible and so creates the cost. The article talks about how the product can be developed without having to use A.T. Assistive Technology. U.D. would make moving around easier – controllability would be easier, the landscapes could / would be more open planned and / or accessible, again without having to identify specific disability groups. General all round improvements for all. As an addition note of interest, the characters designed for use by users with visual 42


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impairment move in quite a distinct way amongst other users, these are then identified as ‘’different’’. This again removes the choice of anonymity for these specific users. Additionally, the avatars are also ‘white’ or lightly coloured, so that they are recognized by their visually impaired users should they be able to see the screen. When ‘reveals’ like this happen, it can change people’s attitude towards you. The white avatars may appear clumsy or awkward in their movements, but one might understand why. – Another big point or issue here though, is that lots of disabled users create avatars or re-create them within a virtual environment

Player vs. Everything: Gaming with a disability by Cameron Sorden This article is in-depth, interesting & relevant article for my topic. It’s a case study on users/gamers virtual worlds & massive multiplayer games, such as one user of ‘EverQuest’, Stephanie Walker who later developed MS. It focused on how she came to go on EverQuest even more, so that she feel in control again & socialize with the world without her disability being known, even though she couldn’t play as well as the rest or as well as she previously could. She later joined with Mark Barlet, another disabled colleague she knew to help found AbleGamers.com & AbleGames Foundation (an online community that provides gaming news, articles, games discussion tailored specifically for disabled gamers) to help better inform game developers on issues disabled game players face in order to improve accessibility of games.

Wheelies Story: The story of the world’s first disability themed virtual nightclub, By Simon Stevens (Pg7-8) Simon Stevens details in this journal how he had an individual approach to Second Life with SL club ‘Wheelies’ which is a place for disabled and abled bodied people to meet, so anyone can meet there, but as Simon is a disabled person and self employed independent disability consultant also (based in Coventry) – the group within SL seems predominately to attract disabled users - “Wheelies” was picked up in support by “Virtual Helping Hands” on its annual Helen Keller Day event - in one post on his online blogs & magazine he mentions how, they in turn, although offering some quite magnificent support in the immediate, tried to combine it too much with their own supportive disability group – visually impaired. Simon S, therefore had a really good idea, but became overwhelmed as the supportive group VHH highlighted other disabilities above the obvious disability that SS already has… it is their believe, that a blind person is more disabled from SL, than someone using only a virtual wheelchair. It seems that VHH believe that being blind is much more overlooked and ignored as a disability, and not so obvious. *Helen Keller (1880 -1968): A historically renowned Deafblind woman & activist; founder of Helen Keller Intr’l in 1915. Seen as a hero of disabled people, particularly 43


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the blind community. This was not how SS envisaged his supportive group, and although welcoming had their own agenda. It fits with different view as to what defines disabilities or who defines the scale of severity for disabilities. Simon had to eventually disengage from the bigger supportive group so as to gain control again of his website. “Narrative as virtual reality: immersion and interactivity in literature and electronic media, Chapter 1” (Ryan, M. 2010). This chapter begins with a description of the theoretical understanding of the term virtual & what it has in current trends come to be “virtual everything we experience or meet in “cyberspace….where computers…take us on the internet” (pp26), & how this came to move away from the 80’s concept of VR, which largely didn’t emerge, as computers & internet meant we could experience virtual via software or programming that in themselves is virtual. This then goes on to detail origins of the meaning of virtual over time, the beginnings of concept of virtual being the opposite of the real, “that which passes as something other than what it is” (pp27), back as early as the eighteenth century to the opposing ideas of Jean Baudrillard who considers virtual to be fake; a disception, & Pierre Levy seeing the huge potential of virtual. These theorists appear to be the bulk of the first chapter. Baudrillard turns out in fact to merely be giving a hypothetical scenario of “real being lost”, for people to take in what ever way they interpret, merely to provoke discussion, not that he necessarily believes it.

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