Get 20M+ Full-Text Papers For Less Than $1.50/day. Start a 14-Day Trial for You or Your Team.

Learn More →

Unintended Outcomes in Second Life: Intercultural Literacy and Cultural Identity in a Virtual World

Unintended Outcomes in Second Life: Intercultural Literacy and Cultural Identity in a Virtual World Abstract Since its inception in 2003, the popularity of Second Life (SL), an online 3-D virtual environment, has increased exponentially. The global reach of SL and the opportunities it provides for cross-cultural exchange using multiple modes of communication in real and virtual worlds make it an ideal venue to examine cross-cultural engagement. Drawing on Cultural Historical Activity Theory and Heyward's model of intercultural literacy, this article analyses findings from an exploratory study examining the construction of cultural identity and development of intercultural literacy among 29 SL participants. The authors argue that SL Residents participate in an Activity System, engaging in myriad activities (e.g. language classes) which provide structured environments that generate both intended and unintended outcomes. The findings reveal that in many ways participation in SL enhanced participants’ intercultural literacy – for example, by fostering use of multiple languages, cross-cultural encounters and friendships, greater awareness of insider cultural perspectives, and openness towards new viewpoints. Additionally, respondents used their avatar's appearance to construct shifting cultural identities. Although the cross-cultural exchanges in SL do not guarantee intercultural literacy, they provide participants with opportunities to move in that direction. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Language & Intercultural Communication Taylor & Francis

Unintended Outcomes in Second Life: Intercultural Literacy and Cultural Identity in a Virtual World

18 pages

Loading next page...
 
/lp/taylor-francis/unintended-outcomes-in-second-life-intercultural-literacy-and-cultural-0hIp4sqjll

References (34)

Publisher
Taylor & Francis
Copyright
Copyright Taylor & Francis Group, LLC
ISSN
1747-759X
eISSN
1470-8477
DOI
10.1080/14708470802139619
Publisher site
See Article on Publisher Site

Abstract

Abstract Since its inception in 2003, the popularity of Second Life (SL), an online 3-D virtual environment, has increased exponentially. The global reach of SL and the opportunities it provides for cross-cultural exchange using multiple modes of communication in real and virtual worlds make it an ideal venue to examine cross-cultural engagement. Drawing on Cultural Historical Activity Theory and Heyward's model of intercultural literacy, this article analyses findings from an exploratory study examining the construction of cultural identity and development of intercultural literacy among 29 SL participants. The authors argue that SL Residents participate in an Activity System, engaging in myriad activities (e.g. language classes) which provide structured environments that generate both intended and unintended outcomes. The findings reveal that in many ways participation in SL enhanced participants’ intercultural literacy – for example, by fostering use of multiple languages, cross-cultural encounters and friendships, greater awareness of insider cultural perspectives, and openness towards new viewpoints. Additionally, respondents used their avatar's appearance to construct shifting cultural identities. Although the cross-cultural exchanges in SL do not guarantee intercultural literacy, they provide participants with opportunities to move in that direction.

Journal

Language & Intercultural CommunicationTaylor & Francis

Published: May 1, 2008

Keywords: intercultural literacy; cultural identity; internet-mediated communication; computer-mediated communication; virtual world; activity system

There are no references for this article.