Graphical virtual worlds are increasingly significant sites of collaborative interaction. Many argue that the simulation of the everyday environment makes them particularly effective for collaboration. Based on a study of visual practice in Second Life, we argue: first, that the practice of looking is more varied than it might at first seem; second, that we need to look beyond the virtual in understanding virtual worlds; and third, that implementations blend interactional practice. We suggest that the value of virtual worlds as sites of collaboration might lie more in their richness and openness to appropriation than in their simulation of everyday interaction. Author Keywords Looking, virtual worlds, collaborative virtual environments, situated practice ACM Classification Keywords H5.m. Information interfaces and presentation (e.g., HCI): Group and Organization Interfaces: Theory; H5.m. Information interfaces and presentation (e.g., HCI): User Interfaces: Graphical User Interfaces; H...
Lilly Irani, Gillian R. Hayes, Paul Dourish