Beyond Use and Design: The dialectics of being in virtual worlds
The first step into a virtual world is indeed daunting - the lost child comparison fits. There is feelings of great uncertainty, even fear, as well as infinite possibility. Over time, one learns the limits of the virtual world (as governed by its technology and creators). In the case of "Confuse," the inhabitant wanted to push the world to its limit, not settling for the conference space the designers intended. Moreover, they wanted create things in the space that would not possible (or would be tremendously difficult) in real life.
The users in "Confuse" wanted to stick close to their real world identities as they built their virtual homes. The authors discussed that not all users go to virtual worlds to focus on building or achievement; some put their energy into being rather than doing. A good interface is burdened with making both of these actions possible, at the same time attempting to entice the "childlike" new users. The goal would be to stay flexible to the user's desires, striking the balance between transience and permanence, for themselves and their world. Maybe you can't change your virtual name or knock down a city (things that would be highly disrupted to other users and the world as a whole), but you could modify your appearance or renovate a building. Customization, when presented comfortably, is nearly always welcome. The user "Benny" remarked he preferred building worlds to inhabiting them; with some creativity, it should be possible to do both at once.
