SlideShare a Scribd company logo
1 of 14
Second Life, Its Applications, and Libraries


              17:610:550:02


               Andrew Zintl


          Professor Joe Sanchez


                 12/16/09


         azintl@eden.rutgers.edu
Table of Contents


Abstract – Page 3


Introduction – Page 4


Technology Overview – Page 4


Article Review – Page 6


Conclusion – Page 12


References – Page 14
Abstract: Second Life is an online virtual world created by Linden Labs. This paper aims to

analyze the efficacy of Second Life for various purposes with intent to assess whether it is useful

for libraries to adapt the technology. Relevant articles are discussed in conjunction with the

author’s own Second Life experiences to conclude whether it is beneficial for libraries to develop

a presence in Second Life.
A. Introduction


       Second Life is an online interactive virtual world created by Linden Labs. Although

calling it a virtual world might suggest to some that Second Life is a video game; that perception

is far from reality. Users customize an avatar, a virtual representation of themselves in Second

Life and are then free to explore the world of Second Life. Unlike a traditional video game,

there are no missions or levels to complete. Users are essentially free to do whatever they wish,

a level of freedom which may be confusing to some. In this sense, the moniker of “Second Life”

is an accurate description of the user’s experience in “playing” it.


       B. Overview of Second Life


       Second Life is free to download and explore, though users must be willing to pay for a

more complete experience. Free users are essentially limited to a basic avatar shape, clothing,

and hair. Some free samples are available, but the most fashionable accessories must be bought

with Linden Dollars, 250 L.D. being roughly equivalent to $1 U.S. Also, free users are unable to

build anything except in public areas known as “sandboxes” created specifically for that purpose.

Anything constructed within a sandbox is usually deleted from Second Life within a few days.

To build anything lasting, users must purchase land or join an organization that lets them use

some land in Second Life.


       First time users are automatically deposited on Orientation Island, an area expressly

created to acquaint new users with the basics and common courtesies of Second Life. In my

experience, however, Orientation Island’s overall effect is mostly akin to trying to teach a child

to run before it is even able to stand. It accomplishes little in helping users master even the most
basic aspects of Second Life. This, in combination with the level of difficulty inherent in Second

Life can create a frustrating experience for many users and doubtless causes some to quite before

they have even really gotten started in Second Life. I was fortunate enough to be acquainted

with a long-time Second Life user who was able to guide me to a more efficient Second Life

tutorial.


        Nowhere is the difficulty in mastering Second Life more evident than in the building

process. The basic building blocks for everything in Second Life are fairly basic geometric

shapes called “prims,” which can be stretched, elongated, colored, or changed in textural

appearance to create whatever the user wishes or is able to construct. Complex structures are

created by joining together numerous prims.


        Users can travel throughout the world of Second Life in any of three ways: walking,

flying, or teleporting. Walking is slow and extremely inefficient as a method of transportation,

but is the easiest to control. Flying is significantly faster than walking, but it can be difficult to

control precisely, making fine movements and landing somewhat difficult. Teleportation, as its

name suggests, is the fastest method of transportation and is the only way to access unconnected

areas or “islands” as they are called in Second Life. The only downside is that users cannot

always teleport to a specific location.
C. Article Review


       There have been numerous studies about possible applications for Second Life. Some

possible applications that researchers have done studies on include scientific research,

educational uses, collaborative uses, and applications for libraries. William Bainbridge (2007)

wrote an article about the potential for scientific research in virtual worlds, which focused

primarily on Second Life and World of Warcraft, a Massively Multiplayer Online Role-playing

Game (MMORPG). One benefit of conducting research within virtual worlds that Bainbridge

notes is the high numbers of potential research subjects as both World of Warcraft and Second

Life have millions of users (p. 473). In addition to the ease and high potential for recruiting

research subjects in virtual worlds, Bainbridge also wrote that “SL offers scripting and graphic

tools that allow anyone to build a virtual laboratory building, functioning equipment to run the

experiment, and incentives to motivate participation” (p. 473) before adding that Second Life

also affords researchers the opportunity to conduct research that would be either impossible or

illegal in the real world. For example, studies into the nature of governmental systems that are

currently not in existence can be created within the world of Second Life.
Bainbridge also pushes the point that now is an extremely crucial time to study the nature

of virtual worlds, while they are still in the process of development (p. 474). Some possible

areas of research that he suggests are of particular importance are studies of issues over

intellectual property rights in regards to virtual worlds and the sociotechnical implications of

online misbehavior (p. 474). One of the chief ethical issues that he raises about conducting

research in virtual worlds has to do with the level of emotional investment players have in their

avatars, which he also suggests is an area for further research, positing that it is likely to be

higher in Second Life, where avatars are meant to be virtual representations of their users, than in

World of Warcraft, where a player can have multiple avatars for characters. Since Second Life

users are more closely associated with their avatars, Bainbridge believes that issues about the

protection of identity might come into play if research is done there (p. 474).


       Bainbridge’s comments about the ease of subject recruitment and possibility for

otherwise impractical research in virtual worlds do have some merit. However, the amount of

effort necessary to create case studies in Second Life might effectively make some of the

otherwise technically possible research difficult to justify in terms of effort that would be

necessary to set them up. It will also be difficult to get users to take the research performed in a

virtual world seriously. It might be slightly more likely in Second Life than in World of

Warcraft since Second Life has the advantage of being only an online virtual world and not being

a video game as well. Also, the possibility of real world applications of research done in Second

Life or any other virtual world will automatically be subject to question is also a point against the

likelihood of research done into real world phenomena being performed within Second Life.

Finally, the urgency that Bainbridge seems to believe exists for the performance of research into

issues about virtual worlds is highly debatable. Although World of Warcraft is fairly popular, it
is technically a game first and foremost and a virtual world second. Second Life, which is purely

a virtual world, is still far from being accepted in the mainstream culture, despite having users

numbering in the millions. It is also questionable whether it will ever achieve mainstream status

since the creators haven’t made many efforts to make it more accessible. Until virtual worlds

achieve mainstream cultural status, there will be ample time to perform the research that

Bainbridge sees as urgent.


       Jarmon and Sanchez (2008a) wrote an article about their research into the possibility of

collaboration in Second Life, performed on a group created specifically for the purpose of

collaboration among educators. Their study focused on the Educators Coop, a group of forty-

two Second Life users who shared an “island” in Second Life. An island in Second Life is

essentially a square block of land that may or may not be connected to other islands and may be

either public or private. Their findings suggested that sharing an island did lead to increased

collaboration among the group members, both within Second Life itself and in the real world (p.

75-79). In some cases, Second Life relationships also led to real world collaboration between

members that had never physically met each other (p. 80).


       One of the chief problems with their study is that it lacks a control group for the

dependent variable: the residents “living” on the same island in Second Life. It should have

included a study of users who do not “reside” within a common area in Second Life but come

together for collaborative purposes would have been a good counterpoint to assess the validity of

their hypothesis that it was the sharing of a common space that led to the increased level of

collaboration among the members of their group. Until such a study is done, their hypothesis

cannot be considered proven due to the possibility of confirmation basis. If such a study is not

performed, it is possible that the increased level of collaboration that they witnessed could be
attributed to the Second Life experience itself, rather than to the fact that the members of the

group “lived” in and shared a common area.


       Jarmon and Sanchez (2008b) also accompanied their above article with another article

about their research into collaboration within Second Life. In this article, they focused on the six

ways the members of the Educators Coop used the group: to collaborate, to learn, to work, to

network with neighbors, to build, and differently than they had planned (p. 5). Their finding that

“some members also expected Educators Coop continuously populated but often, like any school

building, the virtual island was empty” (p. 7) was of particular interest to me, since it seems to

reinforce the idea that it might be the Second Life experience itself that led to community among

the group members rather than their sharing of an island.


       Jarmon and Sanchez also found that “many residents reported that the Educators Coop is

a place where they can work in peace and quiet and that it is a place where they feel less rushed

and are able to explore and experiment with the affordances of Second Life” (p. 6). While that

statement may seem to speak in favor of the idea that sharing the island was a definite aid to the

group members in their efforts at developing in community and in collaboration, I have to

question whether it is truly necessary to own a private space in Second Life to find a place to

work in peace. Based on my own experiences in Second Life, finding an abandoned spot to meet

and work would not be that difficult. Granted, there is the remote possibility of someone

suddenly teleporting into the area, but that chance is rather small. I have signed into Second Life

at various times during the day and have been lucky to encounter more than a handful of people

other than at a planned event. Most of the time, I had to actively seek out people if I wanted to

meet anyone.
Mayrath, Sanchez, Traphagan, Heikes, and Trivedi (2007) did a study on the benefits of

using Second Life as part of the curriculum for an undergraduate course in English. They tried

two methods of using the Second Life System for educational purposes. In one semester, the

students had to construct a building, which inevitable led to competition as to who could build

the best building. Due to the competitive nature of the exercise and the difficulty of building

anything in Second Life, many students found the exercise unenjoyable. In the second semester,

a role model exercise was employed in which the students customized their avatars to look like

famous historical figures and had a role-playing session and discussion, which the students found

considerably more enjoyable (p. 4-5). Based on their research, Mayrath et al. constructed a list

of best practices in using Second Life for general instructional purposes. They found that it is

important to:


           •    Establish and communicate clear connection of activities with course objectives –
                anchor activities in the learning context.

           •    Provide training, support, and clear directions for Second Life activities.

           •    Match Second Life activities to students’ Second Life skills.

           •    Design activities to tap into the strengths and interests of students.

           •    Keep participation in activities low stakes – minimize competition.

           •    Set limits on the time students spend in Second Life

           •    Order activities in a way that builds user skills and confidence (p. 5).


       The helpfulness of their list of best practices is questionable. Each rule is delivered in

deliberately vague terms to be applicable generally. In practice, however, the vagueness of their

list will make it difficult to implement. Firstly, each student has a unique learning style and

preferences. It is definitely impossible to please all of the students. Furthermore, just because

the majority of the students in the study disliked the competitive activity; it does not
automatically suggest that some did not enjoy it. For example, students in science-oriented

courses might find such competitive activities more enjoyable. It is also practically impossible

to accurately tailor Second Life activities to the students’ capabilities. Firstly, forming an

accurate assessment of each student’s would be too time-consuming. Secondly, unless all of the

students are new to Second Life, their skill levels will vastly differ. Even if all of them are new

to Second Life, some will inevitable grasp the basics faster than others. In effect, tailoring the

activities to the students’ skill levels will most likely mean adjusting them to the level of the least

experienced student. This will probably cause a great deal of boredome on the part of

experienced Second Life users and the fast learners. In the end, it is simply impossible to please

all of the students all of the time, although their list of best practices might please the majority of

students.


       Sanchez (2007) also wrote an article to qualitatively analyze the students’ Second Life

experiences after the first semester of the course mention in the article he co-authored (see

above). Overall, Sanchez concluded that “a lack of instruction within this Second Life

implementation along with technical and interface difficulties coupled with studen’ts not

understanding the purpose of the activities led to feelings of anger” (p. 1243). He also noted that

students felt a sense of accomplishment upon completing their assignments and an ability to

express themselves creatively with the tool. His students also indicated a preference for social

learning activities, finding in enjoyable to interact with other avatars (p. 1243).


       Sanchez’s report of his students’ Second Life experiences essentially mirrors my own.

The interface has not changed significantly over the past two years. Although I did not

encounter any technical difficulties of the sort they noted, slow load times remain an issue. The

slow load times caused a level of cognitive disconnect the first time I saw someone changing
their avatar’s clothes in a public area. Because of the slow loading times for images in Second

Life, his avatar appeared naked for quite some time on my screen while he was talking with

another user. It was quite disconcerting at the time as I was still fairly new to Second Life and

was not yet used to the slow load times. On occasion, I have been exploring in Second Life only

to find that a building has suddenly materialized around me. These issues will probably never be

fully resolved and users will most likely have to continue to learn to adapt to them. The system

for building has not been changed and is likely to be made more intuitive any time soon. The

reasons for Linden Labs sticking to this model for construction are perplexing as it seems to me

that the difficulty of building things is a major factor in the low retention levels of new users in

Second Life.


       D. Conclusions


       Although Second Life does have a variety of potential applications in achieving real

world goals, the question of whether or not it is appropriate for libraries to jump on the

bandwagon remains. In my time exploring Second Life, I saw that some libraries have already

established somewhat of a presence in the virtual world. Many had elaborately constructed

buildings with various resources inside both for the actual library and about Second Life in

general. Some even had audio books that could be listened to while in Second Life. However,

no matter what time I checked out the library facilities, there seemed to be one constant. I never

really saw any other people in either the university library or public library facilities with one

exception. That one exception was a staff member from a university library, who, during a short

interview, confirmed that visitors were relatively rare.
Stimpson’s article “Public Libraries in Second Life” (2009) only served to confirm my

findings about the infrequency of visitors to library facilities in Second Life. In particular, her

reports about her visits to the Cleveland Public Library facility in Second Life were enlightening.

Although the Cleveland Public Library had put a great deal of effort into creating a decent

facsimile of their main building within Second Life, the building was essentially abandoned (p.

13). Interestingly enough, although I made several efforts to locate the Cleveland Public Library

myself in Second Life, I was never able to find it and was forced to conclude that it shut down its

operation in Second Life. For libraries to maintain a solid presence in Second Life, they must be

willing to devote a great deal of time, energy, and money to the project for what might be only

minimal rewards. First of all, land in Second Life must be either bought or rented. Either option

is fairly expensive as even buying land forces you to pay a monthly upkeep pay in Second Life.

Secondly is the problem of constructing adequate facilities within the game itself. It either

requires a great deal of learning on the behalf of the library staff as to how to build things within

Second Life and then the time to actually construct the building, or a professional Second Life

builder can be hired to construct a building. Finally, if the library is to have any hopes of

attracting clientele, they are both going to have to advertise their presence in Second Life and

have someone from their staff logged in to welcome any visitors that may or may not come.

Stimpson argues that “people do not spend time in Second Life in order to be passive consumers

of the landscape” (p. 18). I found this to be fairly true in my experience. If a place was

abandoned, I found myself unlikely to go back there, unless I happened to notice another person

there on the map. For most libraries, I would suggest that the costs of adapting Second Life far

outweigh the relatively small benefits and would not recommend implementing a presence in the

virtual world. Only large libraries with big staffs and excess funds should even consider it.
Even in that case, I think it is currently likely to be a waste of resources that could be better spent

elsewhere. Second Life is just not popular enough yet to justify either the monetary or

manpower expenditures necessary in establishing a presence there.


       References (APA format)


Bainbridge, W. S. (2007). The Scientific Research Potential of Virtual Worlds. Science

       317:472


Jarmon, L., & Sanchez, J. (2008a) The Educators Coop Experience in Second Life: A Model for

       Collaboration. Journal of the Research Center for Educational Technology 4:2.


Jarmon, L., & Sanchez, J. (2008b). The Educators Coop: A Virtual World Model for Real World

       Collaboration. Proceedings of the American Society for Information Science and

       Technology 45:1.


Mayrath, M., Sanchez, J., Traphagan, T., Heikes, J., & Trivedi, A., (2007). Using Second Life in

       an English Course: Designing Class Activiities to Address Learning Objectives.

       Educational Media.


Sanchez, J. (2007). Second Life: An Interactive Qualitative Analysis. Proceedings of Society for

       Information Technology and Teacher Education International Conference.


Sanchez, J., & Stimpson, J. (2007). Library Technology Reports 45:2.

More Related Content

Viewers also liked

Open Source Public Workstations In Libraries
Open Source Public Workstations In LibrariesOpen Source Public Workstations In Libraries
Open Source Public Workstations In LibrariesLeonsagara
 
Ltr Open Source Public Workstations Presentat
Ltr Open Source Public Workstations PresentatLtr Open Source Public Workstations Presentat
Ltr Open Source Public Workstations PresentatLeonsagara
 
10 Insightful Quotes On Designing A Better Customer Experience
10 Insightful Quotes On Designing A Better Customer Experience10 Insightful Quotes On Designing A Better Customer Experience
10 Insightful Quotes On Designing A Better Customer ExperienceYuan Wang
 
Learn BEM: CSS Naming Convention
Learn BEM: CSS Naming ConventionLearn BEM: CSS Naming Convention
Learn BEM: CSS Naming ConventionIn a Rocket
 
How to Build a Dynamic Social Media Plan
How to Build a Dynamic Social Media PlanHow to Build a Dynamic Social Media Plan
How to Build a Dynamic Social Media PlanPost Planner
 

Viewers also liked (7)

Open Source Public Workstations In Libraries
Open Source Public Workstations In LibrariesOpen Source Public Workstations In Libraries
Open Source Public Workstations In Libraries
 
Ltr1
Ltr1Ltr1
Ltr1
 
Ltr Open Source Public Workstations Presentat
Ltr Open Source Public Workstations PresentatLtr Open Source Public Workstations Presentat
Ltr Open Source Public Workstations Presentat
 
Ltr1
Ltr1Ltr1
Ltr1
 
10 Insightful Quotes On Designing A Better Customer Experience
10 Insightful Quotes On Designing A Better Customer Experience10 Insightful Quotes On Designing A Better Customer Experience
10 Insightful Quotes On Designing A Better Customer Experience
 
Learn BEM: CSS Naming Convention
Learn BEM: CSS Naming ConventionLearn BEM: CSS Naming Convention
Learn BEM: CSS Naming Convention
 
How to Build a Dynamic Social Media Plan
How to Build a Dynamic Social Media PlanHow to Build a Dynamic Social Media Plan
How to Build a Dynamic Social Media Plan
 

Similar to Info Tech Final Paper

Second Life as a platform for collaboration and teaching
Second Life as a platform for collaboration and teachingSecond Life as a platform for collaboration and teaching
Second Life as a platform for collaboration and teachingTeemu Surakka
 
Virtual Social Worlds
Virtual Social WorldsVirtual Social Worlds
Virtual Social Worldsmputerba
 
Comparing Presence and Immersion in Three Different Collaborative Virtual Env...
Comparing Presence and Immersion in Three Different Collaborative Virtual Env...Comparing Presence and Immersion in Three Different Collaborative Virtual Env...
Comparing Presence and Immersion in Three Different Collaborative Virtual Env...Caglayan Karapinar
 
Intro to Virtual Worlds
Intro to Virtual WorldsIntro to Virtual Worlds
Intro to Virtual Worldskjordanbaker
 
RIDE2013 presentation: Teaching in Virtual Worlds: A 2013 snapshot
RIDE2013 presentation: Teaching in Virtual Worlds: A 2013 snapshotRIDE2013 presentation: Teaching in Virtual Worlds: A 2013 snapshot
RIDE2013 presentation: Teaching in Virtual Worlds: A 2013 snapshotCentre for Distance Education
 
AJCU-DACE Virtual Worlds
AJCU-DACE Virtual WorldsAJCU-DACE Virtual Worlds
AJCU-DACE Virtual Worldsguest5e867
 
Second Life in Education
Second Life in EducationSecond Life in Education
Second Life in EducationStaci Trekles
 
SLoodle: Moodle and Second Life
SLoodle: Moodle and Second LifeSLoodle: Moodle and Second Life
SLoodle: Moodle and Second Lifegpotter
 
"Avatars: HVX Silverstar | HVX Voyager & HVX Shephard in Teen Second Life"
"Avatars: HVX Silverstar | HVX Voyager & HVX Shephard in Teen Second Life""Avatars: HVX Silverstar | HVX Voyager & HVX Shephard in Teen Second Life"
"Avatars: HVX Silverstar | HVX Voyager & HVX Shephard in Teen Second Life"bridgingworlds2008
 
e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future wi...
e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future wi...e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future wi...
e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future wi...Maged N. Kamel Boulos
 
Introduction to Second Life
Introduction to Second LifeIntroduction to Second Life
Introduction to Second LifeScott Brown
 
Second Life: Education in a Virtual World part 1
Second Life: Education in a Virtual World part 1Second Life: Education in a Virtual World part 1
Second Life: Education in a Virtual World part 1HVX.Mica
 
Why Second Life Scott Merrick For VU CSO
Why Second Life Scott Merrick For VU CSOWhy Second Life Scott Merrick For VU CSO
Why Second Life Scott Merrick For VU CSOScott Merrick
 
AITP Keynote on Virtual Worlds
AITP Keynote on Virtual WorldsAITP Keynote on Virtual Worlds
AITP Keynote on Virtual WorldsCynthia Calongne
 
Mc502 presentation
Mc502 presentationMc502 presentation
Mc502 presentationcoxx300
 
Stepping into the Internet_MISQ SI on VWs
Stepping into the Internet_MISQ SI on VWsStepping into the Internet_MISQ SI on VWs
Stepping into the Internet_MISQ SI on VWsRobin Teigland
 
Second Life: Education in a Virtual World (slidecast)
Second Life: Education in a Virtual World (slidecast)Second Life: Education in a Virtual World (slidecast)
Second Life: Education in a Virtual World (slidecast)HVX.Mica
 
I am Library: an ode to self-discovery and collective creativity in Second Li...
I am Library: an ode to self-discovery and collective creativity in Second Li...I am Library: an ode to self-discovery and collective creativity in Second Li...
I am Library: an ode to self-discovery and collective creativity in Second Li...Bernadette Daly Swanson
 

Similar to Info Tech Final Paper (20)

832-7678-2-PB
832-7678-2-PB832-7678-2-PB
832-7678-2-PB
 
Second Life as a platform for collaboration and teaching
Second Life as a platform for collaboration and teachingSecond Life as a platform for collaboration and teaching
Second Life as a platform for collaboration and teaching
 
Virtual Social Worlds
Virtual Social WorldsVirtual Social Worlds
Virtual Social Worlds
 
Comparing Presence and Immersion in Three Different Collaborative Virtual Env...
Comparing Presence and Immersion in Three Different Collaborative Virtual Env...Comparing Presence and Immersion in Three Different Collaborative Virtual Env...
Comparing Presence and Immersion in Three Different Collaborative Virtual Env...
 
Intro to Virtual Worlds
Intro to Virtual WorldsIntro to Virtual Worlds
Intro to Virtual Worlds
 
RIDE2013 presentation: Teaching in Virtual Worlds: A 2013 snapshot
RIDE2013 presentation: Teaching in Virtual Worlds: A 2013 snapshotRIDE2013 presentation: Teaching in Virtual Worlds: A 2013 snapshot
RIDE2013 presentation: Teaching in Virtual Worlds: A 2013 snapshot
 
AJCU-DACE Virtual Worlds
AJCU-DACE Virtual WorldsAJCU-DACE Virtual Worlds
AJCU-DACE Virtual Worlds
 
Second Life in Education
Second Life in EducationSecond Life in Education
Second Life in Education
 
SLoodle: Moodle and Second Life
SLoodle: Moodle and Second LifeSLoodle: Moodle and Second Life
SLoodle: Moodle and Second Life
 
Knue2009 Final
Knue2009 FinalKnue2009 Final
Knue2009 Final
 
"Avatars: HVX Silverstar | HVX Voyager & HVX Shephard in Teen Second Life"
"Avatars: HVX Silverstar | HVX Voyager & HVX Shephard in Teen Second Life""Avatars: HVX Silverstar | HVX Voyager & HVX Shephard in Teen Second Life"
"Avatars: HVX Silverstar | HVX Voyager & HVX Shephard in Teen Second Life"
 
e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future wi...
e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future wi...e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future wi...
e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future wi...
 
Introduction to Second Life
Introduction to Second LifeIntroduction to Second Life
Introduction to Second Life
 
Second Life: Education in a Virtual World part 1
Second Life: Education in a Virtual World part 1Second Life: Education in a Virtual World part 1
Second Life: Education in a Virtual World part 1
 
Why Second Life Scott Merrick For VU CSO
Why Second Life Scott Merrick For VU CSOWhy Second Life Scott Merrick For VU CSO
Why Second Life Scott Merrick For VU CSO
 
AITP Keynote on Virtual Worlds
AITP Keynote on Virtual WorldsAITP Keynote on Virtual Worlds
AITP Keynote on Virtual Worlds
 
Mc502 presentation
Mc502 presentationMc502 presentation
Mc502 presentation
 
Stepping into the Internet_MISQ SI on VWs
Stepping into the Internet_MISQ SI on VWsStepping into the Internet_MISQ SI on VWs
Stepping into the Internet_MISQ SI on VWs
 
Second Life: Education in a Virtual World (slidecast)
Second Life: Education in a Virtual World (slidecast)Second Life: Education in a Virtual World (slidecast)
Second Life: Education in a Virtual World (slidecast)
 
I am Library: an ode to self-discovery and collective creativity in Second Li...
I am Library: an ode to self-discovery and collective creativity in Second Li...I am Library: an ode to self-discovery and collective creativity in Second Li...
I am Library: an ode to self-discovery and collective creativity in Second Li...
 

Recently uploaded

How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerThousandEyes
 
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law DevelopmentsTrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law DevelopmentsTrustArc
 
[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdfhans926745
 
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...Neo4j
 
Salesforce Community Group Quito, Salesforce 101
Salesforce Community Group Quito, Salesforce 101Salesforce Community Group Quito, Salesforce 101
Salesforce Community Group Quito, Salesforce 101Paola De la Torre
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Miguel Araújo
 
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptxFactors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptxKatpro Technologies
 
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdfThe Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdfEnterprise Knowledge
 
🐬 The future of MySQL is Postgres 🐘
🐬  The future of MySQL is Postgres   🐘🐬  The future of MySQL is Postgres   🐘
🐬 The future of MySQL is Postgres 🐘RTylerCroy
 
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptxEIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptxEarley Information Science
 
Scaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationScaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationRadu Cotescu
 
Unblocking The Main Thread Solving ANRs and Frozen Frames
Unblocking The Main Thread Solving ANRs and Frozen FramesUnblocking The Main Thread Solving ANRs and Frozen Frames
Unblocking The Main Thread Solving ANRs and Frozen FramesSinan KOZAK
 
Boost PC performance: How more available memory can improve productivity
Boost PC performance: How more available memory can improve productivityBoost PC performance: How more available memory can improve productivity
Boost PC performance: How more available memory can improve productivityPrincipled Technologies
 
The Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxThe Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxMalak Abu Hammad
 
A Call to Action for Generative AI in 2024
A Call to Action for Generative AI in 2024A Call to Action for Generative AI in 2024
A Call to Action for Generative AI in 2024Results
 
GenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day PresentationGenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day PresentationMichael W. Hawkins
 
Automating Google Workspace (GWS) & more with Apps Script
Automating Google Workspace (GWS) & more with Apps ScriptAutomating Google Workspace (GWS) & more with Apps Script
Automating Google Workspace (GWS) & more with Apps Scriptwesley chun
 
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024The Digital Insurer
 
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationFrom Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationSafe Software
 
Exploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone ProcessorsExploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone Processorsdebabhi2
 

Recently uploaded (20)

How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected Worker
 
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law DevelopmentsTrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
 
[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf
 
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...
Neo4j - How KGs are shaping the future of Generative AI at AWS Summit London ...
 
Salesforce Community Group Quito, Salesforce 101
Salesforce Community Group Quito, Salesforce 101Salesforce Community Group Quito, Salesforce 101
Salesforce Community Group Quito, Salesforce 101
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
 
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptxFactors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
 
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdfThe Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
 
🐬 The future of MySQL is Postgres 🐘
🐬  The future of MySQL is Postgres   🐘🐬  The future of MySQL is Postgres   🐘
🐬 The future of MySQL is Postgres 🐘
 
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptxEIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
 
Scaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationScaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organization
 
Unblocking The Main Thread Solving ANRs and Frozen Frames
Unblocking The Main Thread Solving ANRs and Frozen FramesUnblocking The Main Thread Solving ANRs and Frozen Frames
Unblocking The Main Thread Solving ANRs and Frozen Frames
 
Boost PC performance: How more available memory can improve productivity
Boost PC performance: How more available memory can improve productivityBoost PC performance: How more available memory can improve productivity
Boost PC performance: How more available memory can improve productivity
 
The Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxThe Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptx
 
A Call to Action for Generative AI in 2024
A Call to Action for Generative AI in 2024A Call to Action for Generative AI in 2024
A Call to Action for Generative AI in 2024
 
GenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day PresentationGenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day Presentation
 
Automating Google Workspace (GWS) & more with Apps Script
Automating Google Workspace (GWS) & more with Apps ScriptAutomating Google Workspace (GWS) & more with Apps Script
Automating Google Workspace (GWS) & more with Apps Script
 
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024
 
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationFrom Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
 
Exploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone ProcessorsExploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone Processors
 

Info Tech Final Paper

  • 1. Second Life, Its Applications, and Libraries 17:610:550:02 Andrew Zintl Professor Joe Sanchez 12/16/09 azintl@eden.rutgers.edu
  • 2. Table of Contents Abstract – Page 3 Introduction – Page 4 Technology Overview – Page 4 Article Review – Page 6 Conclusion – Page 12 References – Page 14
  • 3. Abstract: Second Life is an online virtual world created by Linden Labs. This paper aims to analyze the efficacy of Second Life for various purposes with intent to assess whether it is useful for libraries to adapt the technology. Relevant articles are discussed in conjunction with the author’s own Second Life experiences to conclude whether it is beneficial for libraries to develop a presence in Second Life.
  • 4. A. Introduction Second Life is an online interactive virtual world created by Linden Labs. Although calling it a virtual world might suggest to some that Second Life is a video game; that perception is far from reality. Users customize an avatar, a virtual representation of themselves in Second Life and are then free to explore the world of Second Life. Unlike a traditional video game, there are no missions or levels to complete. Users are essentially free to do whatever they wish, a level of freedom which may be confusing to some. In this sense, the moniker of “Second Life” is an accurate description of the user’s experience in “playing” it. B. Overview of Second Life Second Life is free to download and explore, though users must be willing to pay for a more complete experience. Free users are essentially limited to a basic avatar shape, clothing, and hair. Some free samples are available, but the most fashionable accessories must be bought with Linden Dollars, 250 L.D. being roughly equivalent to $1 U.S. Also, free users are unable to build anything except in public areas known as “sandboxes” created specifically for that purpose. Anything constructed within a sandbox is usually deleted from Second Life within a few days. To build anything lasting, users must purchase land or join an organization that lets them use some land in Second Life. First time users are automatically deposited on Orientation Island, an area expressly created to acquaint new users with the basics and common courtesies of Second Life. In my experience, however, Orientation Island’s overall effect is mostly akin to trying to teach a child to run before it is even able to stand. It accomplishes little in helping users master even the most
  • 5. basic aspects of Second Life. This, in combination with the level of difficulty inherent in Second Life can create a frustrating experience for many users and doubtless causes some to quite before they have even really gotten started in Second Life. I was fortunate enough to be acquainted with a long-time Second Life user who was able to guide me to a more efficient Second Life tutorial. Nowhere is the difficulty in mastering Second Life more evident than in the building process. The basic building blocks for everything in Second Life are fairly basic geometric shapes called “prims,” which can be stretched, elongated, colored, or changed in textural appearance to create whatever the user wishes or is able to construct. Complex structures are created by joining together numerous prims. Users can travel throughout the world of Second Life in any of three ways: walking, flying, or teleporting. Walking is slow and extremely inefficient as a method of transportation, but is the easiest to control. Flying is significantly faster than walking, but it can be difficult to control precisely, making fine movements and landing somewhat difficult. Teleportation, as its name suggests, is the fastest method of transportation and is the only way to access unconnected areas or “islands” as they are called in Second Life. The only downside is that users cannot always teleport to a specific location.
  • 6. C. Article Review There have been numerous studies about possible applications for Second Life. Some possible applications that researchers have done studies on include scientific research, educational uses, collaborative uses, and applications for libraries. William Bainbridge (2007) wrote an article about the potential for scientific research in virtual worlds, which focused primarily on Second Life and World of Warcraft, a Massively Multiplayer Online Role-playing Game (MMORPG). One benefit of conducting research within virtual worlds that Bainbridge notes is the high numbers of potential research subjects as both World of Warcraft and Second Life have millions of users (p. 473). In addition to the ease and high potential for recruiting research subjects in virtual worlds, Bainbridge also wrote that “SL offers scripting and graphic tools that allow anyone to build a virtual laboratory building, functioning equipment to run the experiment, and incentives to motivate participation” (p. 473) before adding that Second Life also affords researchers the opportunity to conduct research that would be either impossible or illegal in the real world. For example, studies into the nature of governmental systems that are currently not in existence can be created within the world of Second Life.
  • 7. Bainbridge also pushes the point that now is an extremely crucial time to study the nature of virtual worlds, while they are still in the process of development (p. 474). Some possible areas of research that he suggests are of particular importance are studies of issues over intellectual property rights in regards to virtual worlds and the sociotechnical implications of online misbehavior (p. 474). One of the chief ethical issues that he raises about conducting research in virtual worlds has to do with the level of emotional investment players have in their avatars, which he also suggests is an area for further research, positing that it is likely to be higher in Second Life, where avatars are meant to be virtual representations of their users, than in World of Warcraft, where a player can have multiple avatars for characters. Since Second Life users are more closely associated with their avatars, Bainbridge believes that issues about the protection of identity might come into play if research is done there (p. 474). Bainbridge’s comments about the ease of subject recruitment and possibility for otherwise impractical research in virtual worlds do have some merit. However, the amount of effort necessary to create case studies in Second Life might effectively make some of the otherwise technically possible research difficult to justify in terms of effort that would be necessary to set them up. It will also be difficult to get users to take the research performed in a virtual world seriously. It might be slightly more likely in Second Life than in World of Warcraft since Second Life has the advantage of being only an online virtual world and not being a video game as well. Also, the possibility of real world applications of research done in Second Life or any other virtual world will automatically be subject to question is also a point against the likelihood of research done into real world phenomena being performed within Second Life. Finally, the urgency that Bainbridge seems to believe exists for the performance of research into issues about virtual worlds is highly debatable. Although World of Warcraft is fairly popular, it
  • 8. is technically a game first and foremost and a virtual world second. Second Life, which is purely a virtual world, is still far from being accepted in the mainstream culture, despite having users numbering in the millions. It is also questionable whether it will ever achieve mainstream status since the creators haven’t made many efforts to make it more accessible. Until virtual worlds achieve mainstream cultural status, there will be ample time to perform the research that Bainbridge sees as urgent. Jarmon and Sanchez (2008a) wrote an article about their research into the possibility of collaboration in Second Life, performed on a group created specifically for the purpose of collaboration among educators. Their study focused on the Educators Coop, a group of forty- two Second Life users who shared an “island” in Second Life. An island in Second Life is essentially a square block of land that may or may not be connected to other islands and may be either public or private. Their findings suggested that sharing an island did lead to increased collaboration among the group members, both within Second Life itself and in the real world (p. 75-79). In some cases, Second Life relationships also led to real world collaboration between members that had never physically met each other (p. 80). One of the chief problems with their study is that it lacks a control group for the dependent variable: the residents “living” on the same island in Second Life. It should have included a study of users who do not “reside” within a common area in Second Life but come together for collaborative purposes would have been a good counterpoint to assess the validity of their hypothesis that it was the sharing of a common space that led to the increased level of collaboration among the members of their group. Until such a study is done, their hypothesis cannot be considered proven due to the possibility of confirmation basis. If such a study is not performed, it is possible that the increased level of collaboration that they witnessed could be
  • 9. attributed to the Second Life experience itself, rather than to the fact that the members of the group “lived” in and shared a common area. Jarmon and Sanchez (2008b) also accompanied their above article with another article about their research into collaboration within Second Life. In this article, they focused on the six ways the members of the Educators Coop used the group: to collaborate, to learn, to work, to network with neighbors, to build, and differently than they had planned (p. 5). Their finding that “some members also expected Educators Coop continuously populated but often, like any school building, the virtual island was empty” (p. 7) was of particular interest to me, since it seems to reinforce the idea that it might be the Second Life experience itself that led to community among the group members rather than their sharing of an island. Jarmon and Sanchez also found that “many residents reported that the Educators Coop is a place where they can work in peace and quiet and that it is a place where they feel less rushed and are able to explore and experiment with the affordances of Second Life” (p. 6). While that statement may seem to speak in favor of the idea that sharing the island was a definite aid to the group members in their efforts at developing in community and in collaboration, I have to question whether it is truly necessary to own a private space in Second Life to find a place to work in peace. Based on my own experiences in Second Life, finding an abandoned spot to meet and work would not be that difficult. Granted, there is the remote possibility of someone suddenly teleporting into the area, but that chance is rather small. I have signed into Second Life at various times during the day and have been lucky to encounter more than a handful of people other than at a planned event. Most of the time, I had to actively seek out people if I wanted to meet anyone.
  • 10. Mayrath, Sanchez, Traphagan, Heikes, and Trivedi (2007) did a study on the benefits of using Second Life as part of the curriculum for an undergraduate course in English. They tried two methods of using the Second Life System for educational purposes. In one semester, the students had to construct a building, which inevitable led to competition as to who could build the best building. Due to the competitive nature of the exercise and the difficulty of building anything in Second Life, many students found the exercise unenjoyable. In the second semester, a role model exercise was employed in which the students customized their avatars to look like famous historical figures and had a role-playing session and discussion, which the students found considerably more enjoyable (p. 4-5). Based on their research, Mayrath et al. constructed a list of best practices in using Second Life for general instructional purposes. They found that it is important to: • Establish and communicate clear connection of activities with course objectives – anchor activities in the learning context. • Provide training, support, and clear directions for Second Life activities. • Match Second Life activities to students’ Second Life skills. • Design activities to tap into the strengths and interests of students. • Keep participation in activities low stakes – minimize competition. • Set limits on the time students spend in Second Life • Order activities in a way that builds user skills and confidence (p. 5). The helpfulness of their list of best practices is questionable. Each rule is delivered in deliberately vague terms to be applicable generally. In practice, however, the vagueness of their list will make it difficult to implement. Firstly, each student has a unique learning style and preferences. It is definitely impossible to please all of the students. Furthermore, just because the majority of the students in the study disliked the competitive activity; it does not
  • 11. automatically suggest that some did not enjoy it. For example, students in science-oriented courses might find such competitive activities more enjoyable. It is also practically impossible to accurately tailor Second Life activities to the students’ capabilities. Firstly, forming an accurate assessment of each student’s would be too time-consuming. Secondly, unless all of the students are new to Second Life, their skill levels will vastly differ. Even if all of them are new to Second Life, some will inevitable grasp the basics faster than others. In effect, tailoring the activities to the students’ skill levels will most likely mean adjusting them to the level of the least experienced student. This will probably cause a great deal of boredome on the part of experienced Second Life users and the fast learners. In the end, it is simply impossible to please all of the students all of the time, although their list of best practices might please the majority of students. Sanchez (2007) also wrote an article to qualitatively analyze the students’ Second Life experiences after the first semester of the course mention in the article he co-authored (see above). Overall, Sanchez concluded that “a lack of instruction within this Second Life implementation along with technical and interface difficulties coupled with studen’ts not understanding the purpose of the activities led to feelings of anger” (p. 1243). He also noted that students felt a sense of accomplishment upon completing their assignments and an ability to express themselves creatively with the tool. His students also indicated a preference for social learning activities, finding in enjoyable to interact with other avatars (p. 1243). Sanchez’s report of his students’ Second Life experiences essentially mirrors my own. The interface has not changed significantly over the past two years. Although I did not encounter any technical difficulties of the sort they noted, slow load times remain an issue. The slow load times caused a level of cognitive disconnect the first time I saw someone changing
  • 12. their avatar’s clothes in a public area. Because of the slow loading times for images in Second Life, his avatar appeared naked for quite some time on my screen while he was talking with another user. It was quite disconcerting at the time as I was still fairly new to Second Life and was not yet used to the slow load times. On occasion, I have been exploring in Second Life only to find that a building has suddenly materialized around me. These issues will probably never be fully resolved and users will most likely have to continue to learn to adapt to them. The system for building has not been changed and is likely to be made more intuitive any time soon. The reasons for Linden Labs sticking to this model for construction are perplexing as it seems to me that the difficulty of building things is a major factor in the low retention levels of new users in Second Life. D. Conclusions Although Second Life does have a variety of potential applications in achieving real world goals, the question of whether or not it is appropriate for libraries to jump on the bandwagon remains. In my time exploring Second Life, I saw that some libraries have already established somewhat of a presence in the virtual world. Many had elaborately constructed buildings with various resources inside both for the actual library and about Second Life in general. Some even had audio books that could be listened to while in Second Life. However, no matter what time I checked out the library facilities, there seemed to be one constant. I never really saw any other people in either the university library or public library facilities with one exception. That one exception was a staff member from a university library, who, during a short interview, confirmed that visitors were relatively rare.
  • 13. Stimpson’s article “Public Libraries in Second Life” (2009) only served to confirm my findings about the infrequency of visitors to library facilities in Second Life. In particular, her reports about her visits to the Cleveland Public Library facility in Second Life were enlightening. Although the Cleveland Public Library had put a great deal of effort into creating a decent facsimile of their main building within Second Life, the building was essentially abandoned (p. 13). Interestingly enough, although I made several efforts to locate the Cleveland Public Library myself in Second Life, I was never able to find it and was forced to conclude that it shut down its operation in Second Life. For libraries to maintain a solid presence in Second Life, they must be willing to devote a great deal of time, energy, and money to the project for what might be only minimal rewards. First of all, land in Second Life must be either bought or rented. Either option is fairly expensive as even buying land forces you to pay a monthly upkeep pay in Second Life. Secondly is the problem of constructing adequate facilities within the game itself. It either requires a great deal of learning on the behalf of the library staff as to how to build things within Second Life and then the time to actually construct the building, or a professional Second Life builder can be hired to construct a building. Finally, if the library is to have any hopes of attracting clientele, they are both going to have to advertise their presence in Second Life and have someone from their staff logged in to welcome any visitors that may or may not come. Stimpson argues that “people do not spend time in Second Life in order to be passive consumers of the landscape” (p. 18). I found this to be fairly true in my experience. If a place was abandoned, I found myself unlikely to go back there, unless I happened to notice another person there on the map. For most libraries, I would suggest that the costs of adapting Second Life far outweigh the relatively small benefits and would not recommend implementing a presence in the virtual world. Only large libraries with big staffs and excess funds should even consider it.
  • 14. Even in that case, I think it is currently likely to be a waste of resources that could be better spent elsewhere. Second Life is just not popular enough yet to justify either the monetary or manpower expenditures necessary in establishing a presence there. References (APA format) Bainbridge, W. S. (2007). The Scientific Research Potential of Virtual Worlds. Science 317:472 Jarmon, L., & Sanchez, J. (2008a) The Educators Coop Experience in Second Life: A Model for Collaboration. Journal of the Research Center for Educational Technology 4:2. Jarmon, L., & Sanchez, J. (2008b). The Educators Coop: A Virtual World Model for Real World Collaboration. Proceedings of the American Society for Information Science and Technology 45:1. Mayrath, M., Sanchez, J., Traphagan, T., Heikes, J., & Trivedi, A., (2007). Using Second Life in an English Course: Designing Class Activiities to Address Learning Objectives. Educational Media. Sanchez, J. (2007). Second Life: An Interactive Qualitative Analysis. Proceedings of Society for Information Technology and Teacher Education International Conference. Sanchez, J., & Stimpson, J. (2007). Library Technology Reports 45:2.