Introduction
The
continuing development of immersive virtual
environments is a source of ongoing excitement for
educators. With rapid advances in three dimensional
modeling, user-generated content, and broadband
penetration, the stage is set for a large-scale
incorporation of complex virtual environments into
educational enterprises. For many educators the most
pressing question is How can virtual environments
be used as tools for education? As important as
the How question is, other considerations
merit equal attention. Among these other
considerations are questions surrounding the values
that are embedded in the technology, whether or not
this generation of virtual environments is as
revolutionary as is sometimes suggested, and the
degree to which virtual environments perpetuate
potentially undesirable social and economic
dynamics.
As
virtual learning environments proliferate it is
prudent, if not imperative, to engage the
perspective of critical pedagogy in order to bring
to light such assumptions as may be obscured by the
technology, enthusiasm, or novelty attendant upon
the current and forthcoming generations of virtual
environments. Lev Manovich (2001) has pointed out
that the terminology and conceptual apparatus that
accompanied previous forms of media (e.g., motion
pictures, television) is inadequate for describing
and understanding the nature of new media (such as
3D immersive virtual environments). He describes two
constituent layers of new media, one cultural and
the other infrastructural (i.e., the computer
itself, along with software), and argues that the
computer infrastructure has a “significant influence
on the cultural language of media” (2001, p. 63). As
educators considering utilizing new media, such as
virtual environments or sophisticated course
management software, it is important to be cognizant
of the fact that “certain forms allow or disallow
the articulation of certain ideas” (Nakamura, 2002,
p. 2). Professionals in the business of articulating
ideas, and encouraging students to do the same, may
be interested in thinking about the degree to which
the technology itself influences the range of ideas
available for consideration.
The
goal of this paper is to take seriously the
challenge of understanding new media in educational
venues, and to bring a slightly different
perspective to the discussion of how virtual
environments might be incorporated into education. A
critical awareness of some dimensions of power and
control that might be implicated in the wide-spread
embrace of virtual environments is certainly
desirable. In important ways this approach is guided
by a critical pedagogical perspective. As described
by Henry A. Giroux, “critical pedagogy attempts to
understand how power works through the production,
distribution, and consumption of knowledge within
particular institutional contexts” (Giroux, 2008).
As the institutional context of educational
organizations expands to include virtual
environments it is important to probe, and to raise
questions regarding, the relationship between power,
technology, and education. It would be a misreading
of this sort of question-raising to see it as some
sort of reactionary, neo-Luddite argument against
the use of virtual environments in educational
settings. It would also be unfortunate to ignore the
possibility that the description of virtual
environments “as a new technology, the
next thing, expresses a transcendental yearning
to deny both history and the necessary limits that
attend and organize material realities and their
accompanying forms” (Hillis, 1999, p. 30; see also
Winner, 1986, pp. 19-39). A critical pedagogy
approach compels one to ask questions about these
very “material realities”. The promise of virtual
learning environments is real, but in many
cases unrealized. However, some of the implicit
claims of proponents of this technology warrant a
friendly interrogation in order to better position
ourselves as educators who will be confronting an
increasingly virtual world.
At
this juncture the immersive virtual environment
receiving the most attention is Linden Lab’s
Second Life. While Second Life (SL) is
referenced throughout this paper, the majority of
the arguments outlined herein are applicable to
immersive virtual environments generally. No attempt
will be made to address issues relating primarily to
measures of active users, programming limitations,
or system engineering flaws or breakthroughs. For
the purposes of the present discussion it is assumed
that the technical issues are either not
problematic, or will quickly achieve that status.
This is not to ignore the very real technical
limitations in play, but rather to temporarily put
them to one side. What follows below is an
invitation to open up to students, to educational
theorists, to colleagues, and to administrators, a
conversation regarding some of the issues woven into
the use of virtual environments as learning tools.
Virtual Environments and Virtual Identities
One
of the dominant themes in discussions of virtual
environments concerns their ability to provide
venues for the creation of new identities and new
forms of identity. One of the influential early
scholars of virtual identities, Sherry Turkle,
argued that “our new technologically enmeshed
relationships oblige us to ask to what extent we
ourselves have become cyborgs, transgressive
mixtures of biology, technology, and code” (1995, p.
21). For Turkle, when individuals in virtual
environments interact “they become authors not only
of text but of themselves, constructing new selves
through social interaction” (1995, p.12). Jones
(2006, p. 4) views Second Life as a specific
example of a postmodern thought made concrete
“because it blurs and fragments boundaries and
senses of self and place and functions as a virtual
microcosm for cultural, economic and identity
recombination.” Indeed, Turkle has described the
computer itself as a “second self” (Turkle, 2005),
and a range of commentators see virtual environments
as described above, that is, as laboratories of
“identity recombination.”
A
number of educators who are excited about the
prospects of 3D virtual environments echo elements
of Turkle’s approach, especially her conviction that
virtual environments foster experimentation in terms
of personal identity and sense of self. Egoyan and
Edwards (2007, emphasis added) have suggested “that
our experience of embodiment in virtual worlds can
have a whole range of impacts on our identity and
actions in” our so-called real, offline, lives.
“This begins to open the idea that our experience of
embodiment in Second Life, with its
performative aspects and its ability to multiply
our sense of identity, is transformative.”
Ashe et al. (as cited in Egoyan and Edwards,
2007) report that “transformative learning involves
a change in personal feelings, beliefs, and values
known as meaning perspectives.” Virtual
environments, then, are taken to hold out the
possibility of educational transformation as a
consequence of seized opportunities for identity
manipulation that are then fed back into real life.
It
is not clear, however, that participation in virtual
environments, even fully immersive virtual
environments, is as transformative as is sometimes
claimed. There is mounting evidence that a
surprising number of social norms are replicated,
and in some cases even accentuated, in virtual
environments. To the degree that this is the case it
makes sense to consider whether or not virtual
environments act as conservative control agents
rather merely than as venues for liberation and
self-discovery. Lee et al. (2007) have noted that
real life norms governing the relationship between
interpersonal distance and gaze are maintained in
Second Life (though they admit that their
findings may not translate into other virtual
environments). They point out that even though “many
early scholars of cyberspace heralded the freedom
that virtual environments would bring,” we still
“have always insisted on embodiment in virtual
environments…. And in doing so, the rules that
govern our physical bodies in the real world have
come to govern our embodied identities in the
virtual world” (Lee et al., 2007, p. 120; see also
Hargittai, 2007). In this regard at least, virtual
life does not transcend real life, but rather
mirrors it.
The
mirroring of real life in virtual environments is
also in evidence with regard to how people choose to
construct the physical representation of their
online selves. A Zogby survey of 3585 adults
suggests that fewer than 15% of respondents would
drastically experiment with their physical
appearance (Reuters, 2008). Interestingly, a greater
percentage of respondents, over 18%, report that
they would likely accentuate their respective
feminine or masculine qualities. Yee (2008) reports
similar findings, drawing on survey data to conclude
that players in MMORPGs “seem to prefer avatars that
reflect their own stereotypical gender traits.” As
educators this result ought to give us pause; for
all of the attention given to the potential for
positive—experimental, liberating, or emancipating—
transformation of one’s physical appearance and
identity in virtual environments, it is just as
likely that individuals will choose to focus on, and
substantially reinforce, socially constructed
notions of gender.
Given the possibility that dominant gender
associations may be more strictly enforced in
virtual environments, and in light of reports of
virtual sexual violence in cyberspace (e.g., Dibbell,
1998), it is important to recognize that educators
sending students into virtual learning environments
should be aware of gender issues and work to
mitigate the negative effects of gender stereotypes,
stereotypes which are imported into virtual
environments from real life (Kendall, 2002).
Considerations concerning gender extend beyond
socially constructed notions of gender to research
findings that have direct pedagogical implications.
For example, Bailenson, Beall, Blascovich, Loomis &
Turk (2005) found that manipulating the gaze of
avatars in immersive virtual environments resulted
in gender-specific variations in the degree to which
information, specifically visual input, was
processed. It appears that “living in a
gender-stereotyped world leads to both gendered
cultural and social experiences as well as gendered
strategies in learning and dealing with new media
and new technology” (Meßmer, and Schmitz, 2004, p.
245). As educators seize the valuable opportunity
offered by immersive virtual environments and
increasingly sophisticated course management
software, we are forced to contend with the
possibility and implications of gendered technology
and technological strategies.
Just as a clear picture of gender identity in online
environments has not fully emerged, we also lack a
clear understanding of how race and ethnicity may
factor into the virtual learning experience.
Hargittai (2007) has found that social networking
sites hold differentiation attraction for various
ethnic and racial categories of users, and Nakamura
(2002) has found that online racialized presences
are unlikely to transcend the socially constructed
stereotypes found in real life. Indeed, both by its
presence and by its absence, racial identity online
is a complex and thorny issue. Kendall (2002, pp.
198-216) and Nakamura (2002, p. 46) both suggest
that the introduction of race and racialized content
into online environments by participants who
self-identity as non-white can be viewed as
antagonistic or confrontational, especially insofar
as such introductions disrupt the techno-utopian
myth that presents cyberspace as non-racial or
having transcended racial identity. To the degree
that this is true, participants in online activities
are discouraged from acknowledging their own racial
realities and consequently the preservation of the
myth of “a race-free society…can only occur by
suppressing forbidden identity choices” (Nakamura,
2002, p. 46). On the other hand, the assumption
online of a racial identity other than one’s own—
exactly the type of “identity tourism,” to borrow a
term coined by Nakamura, that is celebrated as a
progressive feature of virtual environments— often
involves taking on a stereotypical form of that
identity, thereby injecting that stereotype into
online environments (see Nakamura, 2002, p. 13).
Even traditional media celebrating a cyberculture
aesthetic, such as the films Blade Runner and
The Matrix, present images of race that are
firmly and deeply rooted in pre-existing notions and
constraints. This confluence of cultural and
computer-mediated identity construction is what
Nakamura calls a cybertype, and the existence of
cybertypes suggests that “online actions and
interactions cannot be seen as
tabula rasa activities, independent of existing offline
identities. Rather, constraints on one's everyday
life are reflected in online behavior” (Hargittai,
2007) even though that reflection maybe transformed
by the virtual medium. The communities to which we
belong, the relationships we establish in offline
behavior, are not so very different from our online
selves as some have posited.
The Reality of the Virtual Self
Turkle (1995) argues that because in
“computer-mediated worlds, the self is multiple,
fluid, and constituted in interaction with machine
connections” (p. 15) that virtual environments
“embody postmodern theory and bring it down to
earth” (p. 18). In subverting the Cartesian
distinction between mind and body we are freed, and
being so freed we are able to learn, to interact at
the level of pure mind. As Jones points out, these
goals of bodily transcendence and re-making the
world, “follow from the historico-cultural
discourses of the primacy of vision and mind/body
dualism that came before” (2006, p. 9). This theme,
that virtual environments facilitate a march towards
some semblance of perfectibility, is reflected in a
number of ways. Turkle reports that one of her
subjects finds that “MUDs simply allow him to be a
better version of himself” (1995, p. 193); we learn
from Ondrejka (2004, p. 3) that being an avatar in
Second Life is “like the real world, only
better”; Jones (2006, p. 9) reminds us that The
Ultimate Display, an early conceptualization of a
virtual environment “advocated to re-create a world
as a better place and to re-create the body,
digitized and customizable, as a perfect self.” The
list goes on and on, and the recurring theme is that
our imperfections can be stripped away in a virtual
environment, leaving behind only our true, digital
self. Our virtual self is separated from our lowly
real self.
But
this bifurcation of selfhood into poles of
virtual and real may obscure the degree
to which the real is itself virtual. As Slavoj Žižek
suggests (in Wright, 2004), in every conversation—
and Žižek is here speaking of real world
conversations— we interact with invented selves,
as virtual selves. We invent a real life avatar,
as it were, of the real being with whom we have
entered into intercourse, just as she transforms us,
her dialogic partners, into virtual entities with
whom she can interact. When speaking to another
person, Žižek argues, we are not speaking to another
being-in-itself, we speak rather to a virtual being
that we can respect primarily because we have
abstracted from the reality of their everyday
existence an acceptable representation—cleaner, more
pure, and less real. We have made them virtual and
our interactions with them are mediated by neural
networks with specific configurations and
operational parameters. As Mike Michael (2000, p. 1)
puts it, “There are no humans in the world. Or
rather, humans are fabricated—in language, through
discursive formations, in their various liaisons
with technological and natural actors.” In that
sense, we already exist in an immersive virtual
environment.
This being the case, the avatar of the online
virtual environment, rather than representing a
series of possibilities which we might actualize,
instead symbolizes the perfection of the already
virtual individuals each of us our in our social
interactions encounter. What Žižek seems to be
saying is that the physical, biological beings that
each of us is constitutes a separate category of
existence than the socially created, virtual beings
with whom we interact. This suggests that the real
is often virtual, and that the inventive,
liberating, experimental nature of online avatars is
little more than the conscious recreation of a
virtual self that, in its virtuality, remains
largely the product of unconscious modes of
interpretation. Coming to terms with virtual
environments and next generation course management
systems is not merely a question of “coming to terms
with the economic and cultural impact of new
technologies, but of engaging with their capacity to
stir up questions of ontology” (Graham, 2002, p. 5).
This is not to suggest that all online learning
experience should be an ontological exercise, but
rather to suggest that questions of ontology are not
completely divorced from pedagogical concerns.
Virtual Environments as Ideologically Neutral Zones
A
potential source of attraction to virtual
environments such as Second Life is the
perception that they don’t "force anyone to do
anything" (Prensky, cited in Wong, 2006), and this
supposed neutrality is attractive to educators who
are attracted to the idea of blank slates. The
assertion that virtual environments are neutral is
connected with the claim that they allow for a new
mode of self-invention, but it is important to
examine the two claims independently. The idea that
virtual environments can be ideology-free zones is
in evidence in the claim that Second Life is
"a blank slate, and whether it develops into a
useful tool depends on what sort of structures are
created within it" (Prensky, cited in Wong, 2006).
If one is critically aware of the pedagogical
implications of such an assertion, one might
question the degree to which a technology which
deliberately recreates and privileges a dominant
sphere of contemporary life, a technology which has
as a primary selling point (user-generated content)
a clear economic imperative, can be accurately
described as a blank slate.
The
assertion that it is possible for a virtual
environment to avoid forcing “anyone to do anything”
is mistaken. Computers, and the software they house,
“are not neutral presences” (Turkle, 2005, p. 35).
By its very nature, the technology that constitutes
the virtual environment contains within itself a
form of ideology, no matter how much we may wish to
ignore that reality. Despite the fact that we
perceive phenomena such as virtual environments
“sensually, they constitute institutional facts.
They are socially produced but are being culturally
positioned to masquerade as brute facts” (Hillis,
1999, p. 52). As educators, when we engage virtual
environments as brute facts rather than
institutional facts, we risk enabling the
masquerade. We risk educating our students in the
cultural language of dominant belief systems without
so much as alerting them to this fact.
Second Life
provides an important example of the central role
that institutional facts play in the creation of
virtual environments. Cory Ondrejka, former
Vice-President of Product Development at Linden Lab,
and one of the main people behind SL design
decisions, has written that the environment
encourages its residents to draw and build upon a
“massive well of cultural knowledge” (Ondrejka,
2004, p. 3). A virtual environment needs to have
enough offline cultural knowledge available to make
sense. In MMORPGs, where there is often a shared
goal pursued by players, these cultural markers may
be less important, but in an immersive environment
with user-generated content, these external markers
become indispensible. A successful environment also
requires commensurability between the content
generation mechanism and horizon of possibilities of
the environment itself. Creating a virtual
environment on the scale of Second Life would
place unsustainable demands on in-house programmers
and content-creation personnel, and shifting the
opportunity for content-creation to the user is
unavoidable if the horizons of possibility within
the environment are to be maintained. Other features
of Second Life may or may not appear in rival
virtual environments, as these features are somewhat
discretionary. For example, Second Life need
not, but nevertheless does, replicate certain
dominate social and economic assumptions. Commerce
is not only central in Second Life but is
also the raison d’ętre of the enterprise. As
a consequence of this, a particular economic logic
governs the use and conceptualization of virtual
space; the telehub system in Second Life not
only has the ability to appear as a liberating or
revolutionary mode of transportation—thereby making
available to Linden Lab a marketing opportunity— but
as Ondrejka (2004) reports, it also has the ability
to increase the value of certain parcels of land.
The
business decisions of corporate backers of virtual
environments are not inherently deserving of
disapprobation, but it is important to take into
consideration these decisions, and the logic that
drives them, when encouraging our students to
replicate them—at least to a certain degree. The
similarity of language in Turkle’s work on earlier
generations of virtual environments compared to the
current generation of VE technology highlights the
fact that the major difference between the MUDs she
is describing and virtual environments such as
Second Life can be found in the advanced visual
capacity of the latter. This is a point worth
noting, along with the fact that the Linden Lab
project out of which Second Life evolved
originally had a substantial haptic component. The
original project required a space-bound environment,
such that it rendered the haptic interface
economically unviable, and pushed the design team to
build a virtual space, Second Life, which was
more commercially attractive. However, the
preponderance of immersive virtual environments
still emphasize the visual. Aside from the
possibility that other sensory data—the smell of
chalk, the hum of institutional heating and cooling
systems— may “prime the pump” for learning in ways
we don’t fully understand, the privileging of the
visual has less obvious implications. As noted
above, some of the very design elements of virtual
environments may reflect and reinforce dominant
social and economic assumptions. So, too, with the
privileging of the visual.
Two
examples may suffice to briefly illustrate this
point. Logos have become a feature of Second Life.
These logos may not yet be ubiquitous, but that
possibility certainly exists. The question of how
far real world property rights extend into Second
Life has not been settled. Are claims to be made
in terms of intellectual property, as violations of
contracts, tort law, first amendment rights, or some
other legal device? Logos convey an immense amount
of information, and this conveyance is made
all-the-more-effective the more that resources are
dedicated to having logos trigger a range of
unconscious reactions in potential consumers, both
online and offline. In practical terms, the better
positioned a business enterprise is in real life,
the better position it occupies in virtual
environments as well, since the unconscious
responses associated with logos accompany
individuals in their travels between lives. And,
increasingly, success in virtual environments is fed
back into real life, creating an economic cycle that
easily crosses the borders between reality and
virtuality, and by so doing obscures those borders.
A
second example of privileging the visual is related
to the privileging of the avataristic representation
of self rather than some other medium or form of
representation. Students are thereby encouraged to
present themselves, but not themselves. They are
encouraged, as we have seen, to re-present
themselves…themselves, only better. The prominence
of stereotypically attractive attributes is
reinforced, and digitization puts a premium on
representational perfection. This potential for
visual fidelity offers benefits, such as allowing
aspiring physicians to attend virtual autopsies, or
allowing art history students to visit the
Metropolitan Museum of Art and the Louvre in the
same afternoon, but it also warrants careful
consideration in terms of the pedagogical
implications it entails.
Conclusion
Virtual environments do indeed hold great promise
for a range of educational institutions. They may
expand the range of options for collaborative
learning, the development of learning communities,
and the virtual training of physicians and other
medical professionals (thereby making a medical
education more accessible). Virtual environments
also offer exciting possibilities in the areas of
experiential learning and prior learning assessment.
Consider a scenario wherein a student enters a
virtual university (or the virtual branch of a real
world university) and very consciously proceeds to
seek out learning opportunities rather than
classes or credit options. Such a student could
engage in learning in a self-directed manner,
engaging with other students and with professors,
all without enrolling in a class. Once the
student deems the time appropriate, she could
request from her “home” institution an assessment of
the learning she has achieved in a virtual
environment. Not bound by any college catalogue,
this student could amass credit for the knowledge
she has gained in the virtual environment. In
essence, this scenario blends the accessibility and
self-directed nature of the Open University model,
with the institutional controls of a traditional
model of prior learning assessment. It would be Open
Learning 2.0.
There are countless possibilities associated with
virtual learning environments—Open Learning 2.0 is
obviously just one of many—but these possibilities
share a common responsibility: taking into account
the “cultural logic” of the enabling technology. To
pursue the possibility without shouldering the
responsibility is indeed possible, but it is not
desirable. Adopting a critical approach to the use
of virtual environments and course management
systems is not an indictment of these options, but
it is an invitation to expand the scope of the
conversation.
Acknowledgements
The
author would like to thank David Parisi and the
anonymous reviewers for thoughtful comments on
earlier drafts of this article.
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