Research

Self-Esteem in Second Life Project

Master
Content

Funded by the National Institute on Disability and Rehabilitation Research (H133G080042) 2008-2012

Principal Investigator: Margaret A. Nosek, Ph.D.
Project Director and Co-Investigator: Susan Robinson-Whelen, Ph.D.

Collaborating Investigators
Rosemary B. Hughes, Ph.D., Rural Institute, University of Montana, Missoula, Montana
Thomas M. Nosek, Ph.D., Case Western Reserve University Medical School, Cleveland, Ohio

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Description of the Workshop

Content

This seven session psycho-educational peer-led workshop is designed to assist women with disabilities to improve their level of self-esteem and self-efficacy, and learn new skills for establishing satisfying relationships and expanding their network of social support. Topics covered include:

  • Introduction to Second Life and Skill Building
  • Concept of Self-Esteem
  • Connecting to Self
  • Caring for Self
  • Connections
  • Communication
  • Planning
     

The curriculum, which has been adapted for delivery in the immersive virtual environment of Second Life, consists of a leader's manual, PowerPoint presentation, and exercise materials for each of the seven sessions. The design of each session includes instructional material, small group discussion guide, assignments for skill building and introspection about personal self-esteem, goal setting and action planning, group debriefing of assignments and progress on action plans, and a "bud adventure". In the bud adventure, pairs of participants are given an assignment to explore another location in Second Life and participate in an activity there. These adventures often involve interacting with other people (avatars) at that location.

The Self-Esteem in Second Life workshop is a groundbreaking and innovative program that will benefit women with disabilities in many ways. It offers instruction, advice, and support in seriously neglected aspects of living with disability for women -- low levels of self-esteem, low motivation, unsatisfactory or abusive relationships, social isolation, and secondary condition. It taps into the power of peer role modeling and peer support. It uses the state-of-the-art immersive virtual environment of Second Life to transcend barriers resulting from inaccessible environments, inhospitable weather, lack of transportation, lack of attendant care, and the debilitating effects of pain and fatigue that often prevent participation in face-to-face workshops. It offers women with disabilities a new venue for expanding their social contacts and breaking the cycle of social isolation.

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Project Materials