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1 – 10 of over 152000Lisa Dethridge and Brian Quinn
This paper aims to examine how media play a role in community responses to disaster. The authors explore how communication technology may allow new relationships between community…
Abstract
Purpose
This paper aims to examine how media play a role in community responses to disaster. The authors explore how communication technology may allow new relationships between community groups and emergency agencies. The authors examine the context within which warnings and risk communication are interpreted by media services. The authors observe how, in an emergency context, the thinking about media may change from that of a linear framework of information provision to one of shared resources.
Design/methodology/approach
The authors focus on Second Life, a shared, online space which uses 3D graphic images to simulate a virtual environment. Second Life is posited as a media tool with clear advantages for the training of emergency services professionals and citizens in the community. The authors observe emergency training scenarios and advantages for training for critical thinking and decision-making.
Findings
The authors observe then how virtual worlds such as Second Life provide an online forum in which participants can interact, communicate and simulate action in a complex 3D graphic environment. Second Life may be a useful medium for simulating and testing geo-physical and social manoeuvres using the modeling tools. This may allow for collaborative decision-making in simulations which can prepare or rehearse people for emergency conditions. It may be useful in an emergency with information streamed and coordinated at a single online site. A shared network like Second Life may be shared by many people co-synchronously or a-synchronously, despite their geographic distance. Second Life applications may also be useful in the aftermath of emergencies for design and rebuilding, for analytical and educational purposes.
Research limitations/implications
It is clear that social networks like Second Life provide a valuable tool with which to learn about and share data and information about bushfires, community emergencies and safety precautions in a social setting. It can also provide, at the local level, a forum for community information and discussion, as well as for counselling and reconstruction in the aftermath.
Practical implications
The authors suggest that the range and flexibility of tools and their excellent geographic visualization and social networking functions may in future allow for learning and decision-making among diverse and disparate groups who can come together in virtual space. It is especially useful in remote communities as a means of uniting people who are otherwise isolated by distance or trapped in emergency situations. Second Life is useful for sharing information, organizational and local knowledge about disaster and mitigation management. This media-rich platform is valuable to a community that is increasingly adept with shared, 3D graphic computer interfaces.
Social implications
Applications like Second Life may provide a space where users can access a range of tools as a means of informing, educating, empowering and warning participants in emergency scenarios, both real and simulated. They are more than virtual spaces; they are also social spaces. A platform like Second Life may provide a virtual solution for such communication challenges especially where communities are too remote, too dispersed or even too many in number to be easily accessible in the field.
Originality/value
This paper contains new and significant information about emerging communication systems and platforms that may be of use to those researching and planning around disaster management, mitigation and resilience. It addresses the use of new techniques which are the result of innovation in technology, software design and network design. It applies a discussion of these techniques to several hypothetical and real-life scenarios to explore the potential for virtual tools as a way of providing enriched information, mapping and communication tools across a range of disaster response scenarios.
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Emily F. Blankenship and Yolanda Hollingsworth
The purpose of this paper is to analyze the ongoing issues and concerns of Second Life librarians who are attempting to balance both their virtual library tasks and assignments…
Abstract
Purpose
The purpose of this paper is to analyze the ongoing issues and concerns of Second Life librarians who are attempting to balance both their virtual library tasks and assignments along with their real world library tasks and assignments.
Design/methodology/approach
Members of the Library and Information Technology Association and, in addition, members of the Second Life Librarians group are invited to participate in an online survey during the summer of 2008. In addition to sharing issues and concerns of balancing their work lives in both virtual and real life worlds, survey participants suggest solutions for problem resolution.
Findings
Data from 161 survey participants show that virtual world librarians are passionate about their commitments to virtual world libraries to the extent that most librarians completed virtual library work at home and are not compensated by their libraries for this work. Issues and problems shared by respondents include inadequate computers and slow internet connections at work, lack of support by library administration, blocking of virtual world software by network technicians, and little response to requests for scheduled time for virtual world library tasks.
Research limitations/implications
The number of respondents is comparatively small. The authors feel a larger percentage of members may have participated if the survey was conducted during either fall or spring semesters of the academic calendar year. A second survey may be conducted in spring 2009 to compare findings and to track solutions and concerns.
Practical implications
Librarians may have more time to devote to real life library work and will not need to complete virtual world library tasks at home if they are provided adequate computers and Internet connections at work and are also scheduled for virtual library work.
Originality/value
This paper provides empirical data on the perceived allocations of virtual library work time for virtual librarians and also discusses suggested solutions for better time management of virtual work.
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The purpose of this paper is to provide an overview of the fast‐growing virtual world, focusing on the appeal of these environments for the “digital native” generation and the…
Abstract
Purpose
The purpose of this paper is to provide an overview of the fast‐growing virtual world, focusing on the appeal of these environments for the “digital native” generation and the growth of Second Life.
Design/methodology/approach
The paper examines the latest research on virtual worlds and Second Life, examining the corporate presence “in‐world,” as well as the economic, technical, legal, ethical, and security issues involved for companies doing business in the virtual world.
Findings
The paper shows that Second Life and virtual worlds hold great opportunities, along with significant downsides, for companies.
Research limitations/implications
The research is limited by the very fact that this is a fast‐developing, fast‐changing area, constantly generating both new opportunities and new issues/challenges.
Practical implications
With projections that 80 percent of all internet users will be involved in virtual worlds by 2011, it is important that executives and academicians be knowledgeable about these 3D internet environments.
Originality/value
The paper traces the development of virtual worlds in the larger context of the growth of online gaming as a form of entertainment and interaction. It takes an objective look at the benefits and pitfalls for organizations looking to engage in Second Life and other virtual worlds.
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This research seeks to answer, “How do everyday Second Life users go about finding needed information?” as the primary research question.
Abstract
Purpose
This research seeks to answer, “How do everyday Second Life users go about finding needed information?” as the primary research question.
Design/methodology/approach
A virtual ethnographic approach couched in grounded theory was utilized to conduct semi‐structured interviews with everyday users of Second Life, accompanied by participant observation.
Findings
Information seeking behaviors within the virtual world of Second Life were found to be rich, complex interaction with multiple facets. Five themes emerged to illuminate how users seek information.
Research limitations/implications
This research took place over a six‐week period, although most enthographies last at least one year. Conclusions were drawn solely from interviews because participant observation did not penetrate a given community with enough depth to adequately address the research question.
Practical implications
Virtual worlds offer the promise of becoming an integrated part of the information seeking landscape for an increasing number of users. Understanding the factors influencing information seeking behavior that are outlined in this article will equip librarians and information professionals to best utilize virtual worlds and continue to create innovative, user‐focused services there.
Originality/value
This article extends current scholarship by offering a practical, five‐factor approach to understand how people seek information in virtual worlds. The literature is robust in description about library services and the nature of information in virtual worlds. Yet, investigation into information seeking behavior in this environment is in its nascent stages.
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Isto Huvila, Kim Holmberg, Stefan Ek and Gunilla Widén‐Wulff
Second Life is a user‐created online virtual world, which is a place where people with shared interests can meet and be together and share information. The purpose of this study…
Abstract
Purpose
Second Life is a user‐created online virtual world, which is a place where people with shared interests can meet and be together and share information. The purpose of this study is to investigate whether Second Life communities foster and nurture social capital, whether social capital within Second Life is related to social capital outside the virtual world, whether some characteristics affect the likelihood of users having social capital, and whether some existing measure of social capital can be modified and used to study social capital in Second Life.
Design/methodology/approach
The study was based on a statistical analysis of data gathered in a web survey of a convenience sample (n= 67) of Second Life residents. The social capital measure used was based on Bullen and Onyx.
Findings
Second Life is an environment that fosters the emergence of social capital. Residents who consider themselves producers have higher levels of social capital than those who consider themselves non‐producers. Having social capital within Second Life is unrelated to having social capital outside the virtual world. The consistency of the instrument proved to be excellent for measuring social capital within Second Life and good outside the virtual world.
Research limitations/implications
The small sample size and the composition of the research population limit the ability to generalise the findings.
Practical implications
Second Life is a potent environment for community building and collective action. However, communities and collective action within Second Life cannot be based on social activity outside the virtual world.
Originality/value
The present study is the first systematic investigation of social capital in Second Life.
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Esther Grassian and Rhonda B. Trueman
The purpose of this paper is to provide an overview of issues related to library involvement in a popular virtual world, the massively multiplayer online role‐playing game (MMORG…
Abstract
Purpose
The purpose of this paper is to provide an overview of issues related to library involvement in a popular virtual world, the massively multiplayer online role‐playing game (MMORG) Second Life.
Design/methodology/approach
Interviews with librarians participating in Second Life expand on the rationale for participating in this 3‐D virtual world as well as various uses of Second Life and other new technologies for all types of libraries and librarians.
Findings
Benefits to both libraries and librarians from participating in a virtual world like Second Life include opportunities for collaboration, creativity, learning, and global networking with other librarians, educators, and technologists.
Originality/value
Virtual worlds are new to most libraries, librarians, and administrators. This interview will be of interest and value to all those interested in extending their reach in reference, collections, and information literacy by pushing out to new technological frontiers and exploring and taking risks in virtual areas where users are going.
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Shailey Minocha and David R. Morse
The purpose of this paper is to report on a study into how a three‐dimensional (3D) virtual world (Second Life) can facilitate socialisation and team working among students…
Abstract
Purpose
The purpose of this paper is to report on a study into how a three‐dimensional (3D) virtual world (Second Life) can facilitate socialisation and team working among students working on a team project at a distance. This models the situation in many commercial sectors where work is increasingly being conducted across time zones and between multiple teams. Collaboration in these geographically distributed teams is virtual rather than through face‐to‐face interactions. The paper investigates how a virtual world such as Second Life compares to other collaboration tools such as instant messaging or Skype; and the challenges that students experience in becoming acquainted with and working in Second Life.
Design/methodology/approach
The paper has employed a qualitative research methodology involving data collection through group interviews, epistolary (email) interviews and semi‐structured individual interviews. The data have been analysed by applying the inductive analysis technique.
Findings
The analysis is presented through answers to questions which educators may have about the effectiveness of virtual worlds in supporting collaboration in virtual teams.
Research limitations/implications
The paper highlights the pedagogical role of 3D virtual worlds in supporting communication, team working and community building. The methodology will be of interest to researchers in the area of virtual worlds as there is little guidance in the literature about how to evaluate student experiences of these environments.
Practical implications
The research reported in this paper is timely and significant in view of current business scenarios such as the challenges of a globally distributed work‐place, the need to offer training to develop employees' skills of working in distributed environments and to meet changing market needs. Furthermore, the research will support the development of a coordinated response to the Leitch review of skills in the UK, which identified issues of resource‐intensive travel, global warming and the need for businesses to be seen as “green” for customer attraction and retention.
Originality/value
The paper discusses the role of 3D virtual worlds in supporting student team projects involving students who are geographically dispersed. The sense of visual presence and of place in a 3D world can make socialising in a virtual world, a more “human” experience than in 2D environments such as web sites, e‐mail, wikis and blogs, and even phone or video‐conferencing. The research reported in this paper could enhance uptake of 3D virtual worlds by organisations facing the challenges of facilitating socialisation and knowledge sharing in a distributed workforce.
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Esther Grassian, Rhonda B. Trueman and Patrice Clemson
The purpose of this paper is to provide a selective bibliography for librarians and adminstrators in all types of libraries, with sources that can help them understand virtual…
Abstract
Purpose
The purpose of this paper is to provide a selective bibliography for librarians and adminstrators in all types of libraries, with sources that can help them understand virtual worlds and their applications for libraries. Second Life is used as an example of virtual worlds.
Design/methodology/approach
The authors describe a range of primarily recent publications (2004‐2006), which aim to provide practical advice and information, to aid librarians and administrators seeking to understand and utilize virtual worlds.
Findings
Provides information about each source, indicating content and how the information can help. Acknowledges and explores the lack of knowledge among many librarians and administrators of expanded Web technologies like 3D virtual worlds and their reference, collections and information literacy applications, and provides an annotated list of helpful publications.
Research limitations/implications
This is not an exhaustive list and is particularly limited in numbers of research publications due to the fact that this technology is new and research in this area is only just emerging.
Practical implications
A useful source of information for librarians and administrators in all types of libraries considering exploring and experimenting with library services within virtual worlds.
Originality/value
This selected bibliography fulfills an identified information/resources need by offering a varied list of publications which can provide practical help to library workers supporting and venturing into the rapidly developing and high profile virtual worlds arena.
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Loo-See Beh, Abby Ghobadian, Qile He, David Gallear and Nicholas O'Regan
The authors examine the role of entrepreneurial business models in the reverse supply chain of apparel/fashion retailers. The purpose of this paper is to offer an alternative…
Abstract
Purpose
The authors examine the role of entrepreneurial business models in the reverse supply chain of apparel/fashion retailers. The purpose of this paper is to offer an alternative approach to the “return to the point of origin” prevalent in the reverse chain of manufacturers but less technically and economically feasible in the case of apparel/fashion retailers. This approach, second-life retailing, not only reduces waste but also democratises consumption.
Design/methodology/approach
The paper is based on an extensive literature review, semi-structured interviews with managers of two second-life retailers in Malaysia and observations of a number of stores.
Findings
Using the Business Model Canvas, the authors demonstrate the essential characteristics of second-life retailers. Retailers in this study, unlike retailers in the developed world, combine traditional business models with off-price retailing. There is no clear demarcation between the forward and reverse supply chain used to manage first- and second-hand retailing.
Practical implications
The paper demonstrates the potential of innovative business models in the reverse supply chain. It encourages managers to look beyond the “return to the point of origin” and seek imaginative alternatives. Such alternatives potentially could result in additional revenue, enhanced sustainability and democratisation of consumption meeting triple bottom line objectives.
Originality/value
This paper highlights the importance and relevance of entrepreneurial business models in addressing the reverse supply chain, demonstrating this with the aid of two Malaysian off-price retailers. It also contributes to our nascent knowledge by focusing on emerging markets.
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Keywords
The purpose of this article is to analyze the educational and more specifically, the library and information opportunities afforded through virtual worlds such as Second Life.
Abstract
Purpose
The purpose of this article is to analyze the educational and more specifically, the library and information opportunities afforded through virtual worlds such as Second Life.
Design/methodology/approach
The article provides an analysis of virtual world opportunities through a review of relevant literature as well as actual applications of virtual world platforms.
Findings
Virtual worlds have the potential to provide a rich learning and information environment. Despite what many see as limitations, virtual worlds can enhance the learning experience if problematic issues are addressed and if expectations are realistic. For libraries, a unique set of limitations are identified.
Research limitations/implications
The limited availability of library presences in virtual worlds prohibits a full scale analysis of the success or otherwise of such projects. Future analyses of virtual worlds, in particular Second Life, will be useful if their pervasiveness increases.
Practical implications
Library managers are alerted to issues and problems surrounding an investment in virtual worlds.
Originality/value
This paper will prove useful to educators and librarians considering investing time and other resources in developing content in virtual worlds.
Details