Second-Life

From LIS 460 Summer 2007

SecondLife Image:Secondlife.jpg

Contents

What is SecondLife?

Second Life is a virtual 3-D world that is created and owned by its users who are called residents. In Second Life all residents have a simulated persona called an avatar. Second Life residents interact with each other much the same way real people do. Property is bought and sold, businesses are started, and residents socialize with each other. Anything created in Second Life is the property of the resident. Creations may include clothes, buildings, tools, and other material goods.
Teen Second Life is a version of the original Second Life that is aimed at the teen population.
Since it’s opening in 2003, Second Life has grown to over 8,415,578 residents from around the globe.
Political candidates to Jesuit priests are moving into Second Life to preach their relative gospels.
Second Life recently outlawed gambling.

Features of SecondLife

Second Life is for people over 18 and Teen Second Life is for children 13-17.
Teachers using Teen Second Life need to provide a background check and are not allowed to visit the Teen Second Life Mainland.

Uses of SecondLife in a school library

Students can use Second Life for group projects.
Students can recreate lifestyles during periods of history. Working in groups or alone.
Use the virtual libraries in Second Life as an alternative to boring, traditional library orientations.
Students can research different areas of the world by virtually visiting them.
Students could use Second Life to publish their own poetry and essays.
Teachers can buy their own islands in Teen Second Life and students can come to the island and collaborate with students.

Resources for SecondLife

http://secondlife.com/whatis/
http://www.ferret.com.au/articles/z1/view.asp?id=63082
http://www.inman.com/inmannews.aspx?ID=63999
http://www.forbes.com/security/2007/07/26/second-life-gambling-tech-security-cx_ag_0726secondlife.html
http://www.ft.com/cms/s/ceae9c60-3ba8-11dc-8002-0000779fd2ac.html http://secondlife.reuters.com/