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Second Life for Academic Libraries

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( 10/10/07) 'IBM, Linden Lab seek open borders for virtual worlds'. Reuters Newswire. ... Bantam Books. New York. World of Warcraft. ( Retrieved 2/8/08) from: ... – PowerPoint PPT presentation

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Title: Second Life for Academic Libraries


1
Second Life for Academic Libraries
  • Craig Anderson
  • NJLA Annual Conference
  • May 1, 2008

2
We are living in a virtual world.
3
Snow Crash
  • In 1992, science fiction author Neal Stephenson
    wrote a novel about a future society who lived
    much of their lives in a type of virtual online
    world.
  • The novel was called Snow Crash, and the
    virtual world was called The Metaverse.
  • The citizens of the Metaverse lived their lives
    as Avatars, which were virtual representations
    of actual humans.
  • Movies such as The Matrix, Vanilla Sky, and Total
    Recall have explored these concepts.

4
Multiplayer Gaming
  • World of Warcraft

5
I cant even manage my first life!
  • Second Life launched in 2003. It was created by a
    company called Linden Labs in San Francisco.
  • Linden Labs intended for the world of Second Life
    to be designed and built by its residents.
  • Some users of Second Life purchase land and set
    up virtual businesses, which can earn real-world
    cash.
  • At this time, the US Dollar is equal to
    approximately 270 Linden Dollars.

6
Educational Institutions in Second Life
7
Librarians in Second Life
  • Librarians came to Second Life in 2006.
  • Created the Info Island reference area, which is
    currently staffed by 64 volunteer librarians.
  • Includes several themed islands which comprise
    the Info Archipelago, including such places as
    Renaissance Island, Cybrary City,
    EduIsland, and the newly-created Land of
    Lincoln.
  • (Dejavu, personal communication, 2/15/08)

8
Kean University
  • 13,050 full-time Graduate and Undergraduate
    Students.
  • 376 full-time faculty.
  • 5 Colleges 50 undergraduate and 31 graduate
    degree programs.
  • 18 division III varsity teams and 30 fraternities
    and sororities.
  • Average 30 minute commute to NYC.
  • (Kean University, retrieved 2/19/08)

9
Our Feature Presentation
10
(No Transcript)
11
References
  • Gamers Today, CEOs Tomorrow (Jan. 2006) Career
    World. 36(4), p7-7, 2/3p
  • Hillis, Scott. (10/10/07) IBM, Linden Lab seek
    open borders for virtual worlds. Reuters
    Newswire. Retrieved 2/20/07 from
    http//secondlife.reuters.com/stories/2007/10/10/i
    bm-linden-lab-seek-open-borders-for-virtual-worlds
    .
  • Kean University (retrieved 2/19/08) from
    www.kean.edu
  • Lee, James. (7/5/2005) From sweatshops to
    stateside corporations, some people are profiting
    off of MMO gold. Computer Gaming World.
    Retrieved 2/18/07 fromhttp//www.1up.com/do/featu
    re?cId3141815
  • Second Life. (Retrieved 2/15/08) from
    www.secondlife.com.
  • Stephenson, Neal. (1992) Snow Crash. Bantam
    Books. New York.
  • World of Warcraft. (Retrieved 2/8/08) from
    www.worldofwarcraft.com
  • Yee, N. (2006). The Demographics, Motivations and
    Derived Experiences of Users of
    Massively-Multiuser Online Graphical
    Environments. PRESENCE Teleoperators and Virtual
    Environments, 15, 309-329.
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