The Avatar Identities Track is suited for anyone who desires to learn more about how virtual world systems, learning and/or interventions might enhance their particular vocation as well as individuals and students who have an interest in avatar identity studies. The 30 hours of study related to this area of concentration will include:
The Cyberculture of Virtual Living
During this module, you will learn about Cyberculture as it applies to virtual environments: defining what they look like; challenging your assumptions about them and understanding why people, and service-users in particular, use them. Ethical considerations particular to virtual worlds are addressed further..
During this module, we will look at: Second Life; InWorld Solutions; ProReal; games such as World of Warcraft; and other platforms where the use of virtual environments and avatars is central to one’s way of living and working..
Research and Theory
This module examines how we can apply traditional theories and research from the field of psychology to virtual environments, encompassing: identity issues; suitability for managing Autism and Aspergers; treating post-traumatic stress disorder; and other research into conditions served well by virtual living..
Learning from Case Studies
This module draws on aspects of virtual living that can be both positive and harmful. We show how virtual lives can work positively in treating psychological fallout from childhood trauma, and consider how people with disabilities find a second life beneficial. We also examine how disinhibition and virtual relationships can prove disastrous if allowed to run unchecked.
1 Payment of $1000/£600
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