Avatars, Art and Aspirations: The Creative Potential for Learning in the Virtual World

Part of the Human–Computer Interaction Series book series (HCIS)


The Creative Industries regard the virtual world as a potential aid for fostering creative approaches. The Experimental Learning Framework (ELF) was a 3 year research project that analysed the capacity of Second Life for learning and teaching in project management, aiming to understand virtual learning environments in relation to physical world experience. This chapter focuses on the avatar as an embodiment of a physical person. It analyses avatar design and its workability and avatar awareness, which are discussed within the framework of reflexive methodology. Two research outcomes are presented. Firstly, creative avatar applications resulted in fostering creativity as part of the independent learning process. Secondly, the enduring comparison between physical and virtual worlds as triggered by the avatar-supported analytical thinking skills.


Virtual Environment Virtual World Physical World Creative Thinking Creative Industry 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer-Verlag London 2013

Authors and Affiliations

  1. 1.Centre for Research in Cultural Industries ManagementLondon Metropolitan University Business SchoolLondonUK

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