The concept of embodiment is becoming a prominent topic, useful in understanding the use of avatars not as prosthetics of themselves, but as "alter egos" with their own "personality" and "biography." So, it is interesting to analyze them not only of human relationships, but also in learning and the impact on identity mediated by the digital medium. This exploratory research aims to make a first contribution to understanding the relationship between embodiment, emotion, learning and empathy in the virtual world with a new sociological perspective. Netnography with direct observation of players of GTA 5 and Wo Long Fallen Dynasty was used in this pilot study. Specifically, the live gameplays of three streamers were observed. In fact, in the virtual world, the "digital alter ego," which impersonates the user's will and ability to act, is the pivotal element; in addition, a fundamental element, namely the co-construction of knowledge, also intervenes. The avatar, therefore, allows for expression according to the identity characteristics that the individual believes he or she has and enables the exploration of roles inaccessible in real life, as well as the development of new knowledge together with other avatars, who belong to the set of experiences that are lived in the virtual world. Avatars enable individuals to express social elements in the digital world, directly intervening in culture and generating new culture through co-learning, both direct and indirect.
Co-Construction of Knowledge: Impacts on Identity and Knowledge of New Generations
Vincenzo Auriemma
2024
Abstract
The concept of embodiment is becoming a prominent topic, useful in understanding the use of avatars not as prosthetics of themselves, but as "alter egos" with their own "personality" and "biography." So, it is interesting to analyze them not only of human relationships, but also in learning and the impact on identity mediated by the digital medium. This exploratory research aims to make a first contribution to understanding the relationship between embodiment, emotion, learning and empathy in the virtual world with a new sociological perspective. Netnography with direct observation of players of GTA 5 and Wo Long Fallen Dynasty was used in this pilot study. Specifically, the live gameplays of three streamers were observed. In fact, in the virtual world, the "digital alter ego," which impersonates the user's will and ability to act, is the pivotal element; in addition, a fundamental element, namely the co-construction of knowledge, also intervenes. The avatar, therefore, allows for expression according to the identity characteristics that the individual believes he or she has and enables the exploration of roles inaccessible in real life, as well as the development of new knowledge together with other avatars, who belong to the set of experiences that are lived in the virtual world. Avatars enable individuals to express social elements in the digital world, directly intervening in culture and generating new culture through co-learning, both direct and indirect.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.


