Tuesday, 14 January 2014

Second Life


Second life is a virtual world where people can go to socialize. Second life is one of the most used virtual worlds that exist. It was first used to socialize and play games until the potential for information sharing, collaborative work and learning activities was recognized. (Chow et al., 2012, para. 3).  

Kroski (2008, p. 151-153) discusses the basic features of second life. These features are walking, flying, chat, maps, landmarks, building, inventory and search. One of the most basic features that people need to be able to use in second life are walking and flying. There are two different ways that users can walk. The first is by using the directional arrows on the keyboard, the second is to click on a location with the mouse. The flying feature is operated the same as walking; by using the keyboard or mouse. The chat feature lets users IM specific people or everyone in the immediate vicinity. Maps are provided of each region in second life, with information about the locations and events present. Players can save a map/landmark and then teleport to that location in second life. The building feature helps libraries provide users with the opportunity to access the library and catalogue. The inventory helps users to sort and change their avatars appearance.  The search function helps players to search for people, groups, places and events. These features make navigating second life more effective.


Since beginning the 206 course I have created a second life account and made an avatar. I have used second life several times both with the class groups and by myself. Most of the features described above were simple to learn and use. I only required two short lessons to become proficient in navigating second life. Below are some screen shots of my avatar and the places in second life I have been.

 

 



 

 
 

Parks and Walton (2010, p. 132) state that the new ways that second life has of presenting information makes it a realistic way for people to learn and collaborate. Courtney (2007, p. 109-110) looks at how Harvard, and other academic libraries use second life to hold meetings, training seminars, corporate training, advertising space and virtual classes and other educational opportunities. Savin-Baden (2010, p. 175-77) discusses some of the challenges and mistakes that occur with second life and users. Saven-Baden (2010, p. 175-176) goes on to show that second life does not fit in with many teaching practices, this is because of the over-structured higher education systems that focus on what the student is learning then on how or where. Kroski (2008, p. 155-156) shows some of the ways that libraries are using second life. These are through library workshops, in-world tours, special exhibits, database and catalogue access, virtual reference, library resources, subject guides, podcasts, conference space and book talks. There are over 450 librarians that are residents of second life; they spend their time building virtual libraries so that people can use these libraries for learning, teaching, exploring, networking and creating.

References

Chow, Anthony S., & Chase Baity, C., & Zamarripa, Marilyn., & Chappell, Pam., & Rachlin, David., & Vinson, Curtis. (2012). The information needs of virtual users: A study of second life libraries. The Library Quarterly: Information, Community, Policy, 82(4), 477-510. DOI: 10.1086/667436

Courtney, Nancy. (2007). Library and beyond: Innovative technologies and tomorrow’s users. London: Libraries Unlimited.

Kroski, Ellyssa. (2008). Web 2.0 for librarians and information professionals. New York: Neal-Schuman Publishers, Inc. 

Parks, Dave., & Walton, Geoff. (2010). Web 2.0 and libraries: Impacts, technologies and trends. Oxford: Chandos Publishing.

Savin-Baden, M. (2010). Practical guide to using second life in higher education. Retrieved from ebrary. 

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