Exploratory study of collaborative behaviour in gaming and interactions of students in Second Life
British Journal of Educational Technology
Published online on March 23, 2016
Abstract
The current research is conducted in the context of Second Life (SL) users in Scottsville, Pietermaritzburg, KwaZulu‐Natal, South Africa. The research uses the Symbolic Interactionism Theory (SIT), a social science based theory as theoretical framework to underpin it and help inform the research. The overriding purpose is to analyze evidence of collaborative behaviour in the contexts of gaming, entertainment and socializing to support further exploitation of SL and overall improvement in the gaming experiences of users. The paradigmatic framework chosen is the interpretivist. The research design is a qualitative description. The population is made up of 20 matriculation students. The research uses focus group and interviews. In addition, reliability is considered before and after data collection by trustworthiness using criteria such as credibility, transferability and an audit trail. The methods of analysis involve reading of interview and focus group transcripts, developing own codes, coding the data and examining the patterns and themes using thematic analysis. The research is significant as it uses the SIT theory to improve the understanding of collaborative behaviour in the context of SL. The key results suggest that the SL can support not only collaboration but building citizenship and national identity.