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Affordance-Based Pathway Model of Social Inclusion: A Case Study of Virtual Worlds and People With Lifelong Disability

Affordance-Based Pathway Model of Social Inclusion: A Case Study of Virtual Worlds and People With Lifelong Disability

Karen Stendal, Maung K. Sein, Devinder Thapa
This study explores how individuals with lifelong disabilities (PWLD) use virtual worlds, specifically Second Life, to achieve social inclusion. Using a qualitative approach with in-depth interviews and participant observation, the researchers analyzed how PWLD experience the platform's features. The goal was to develop a model explaining the process through which technology facilitates greater community participation and interpersonal connection for this marginalized group.

Problem People with lifelong disabilities often face significant social isolation and exclusion due to physical, mental, or sensory impairments that hinder their full participation in society. This lack of social connection can negatively impact their psychological and emotional well-being. This research addresses the gap in understanding the specific mechanisms by which technology, like virtual worlds, can help this population move from isolation to inclusion.

Outcome - Virtual worlds offer five key 'affordances' (action possibilities) that empower people with lifelong disabilities (PWLD).
- Three 'functional' affordances were identified: Communicability (interacting without barriers like hearing loss), Mobility (moving freely without physical limitations), and Personalizability (controlling one's digital appearance and whether to disclose a disability).
- These functional capabilities enable two 'social' affordances: Engageability (the ability to join in social activities) and Self-Actualizability (the ability to realize one's potential and help others).
- The study proposes an 'Affordance-Based Pathway Model' which shows how using these features helps PWLD build interpersonal relationships and participate in communities, leading to social inclusion.
Social Inclusion, Virtual Worlds (VW), People With Lifelong Disability (PWLD), Affordances, Second Life, Assistive Technology, Qualitative Study