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1 – 10 of over 36000
Article
Publication date: 21 May 2010

David C. Wyld

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…

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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.

Details

Management Research Review, vol. 33 no. 6
Type: Research Article
ISSN: 2040-8269

Keywords

Book part
Publication date: 28 September 2011

Sue Gregory

This chapter explores how Jass Easterman (the author's avatar name) teaches education students concurrently, both pre-service teachers and postgraduate, in Second Life. It…

Abstract

This chapter explores how Jass Easterman (the author's avatar name) teaches education students concurrently, both pre-service teachers and postgraduate, in Second Life. It discusses how a virtual world can be a valuable teaching and learning tool for the whole group even though they have a variety of overall goals and learning outcomes. Jass brings distant university students located around the world studying at the one institution together to liaise with each other in Second Life. She has created an innovative tutorial model where students go on virtual tours, visit other educational institutions, attend guest lectures, undertake role play activities, and go on Web quests and learn basic building and scripting skills, all from their own homes. Adult learning theories and communities of practice, in a virtual world, underpin all activities. Why Second Life was chosen for these students and what the students say about this type of learning are discussed in this chapter. The value of this tutorial model will be explored and reflected upon and conclusions made of its efficacy.

Details

Transforming Virtual World Learning
Type: Book
ISBN: 978-1-78052-053-7

Keywords

Book part
Publication date: 3 August 2017

Matt Bower

The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other…

Abstract

The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other learning technology platforms, but their use also raises several pertinent issues that warrant consideration. This chapter reviews the educational use of virtual worlds from a design perspective. Virtual-world definitions are explored, along with their key educational characteristics. Different virtual-world environments are briefly contrasted, including Second Life, Active Worlds, Open Sim, and Minecraft. A wide variety of virtual-world uses in schools and universities are examined so as to understand their versatility. Key educational benefits of virtual worlds are distilled from the literature, such as the ability to facilitate 3-D simulations, role-plays, construction tasks, and immersive learning. Emergent issues surrounding the use of virtual worlds are also analyzed, including cognitive load, safety, and representational fidelity. One higher education and one school level vignette are provided in order to offer more detailed insight into the use of virtual worlds in practice. Recommendations for learning design and implementation are presented, based on the thematic analysis of contemporary virtual-worlds research.

Details

Design of Technology-Enhanced Learning
Type: Book
ISBN: 978-1-78714-183-4

Article
Publication date: 1 January 2012

Shima D. Keene

The purpose of this paper is to highlight emerging threats in cyberspace, with particular reference to financial crime in the virtual world, which have real life implications, as…

4348

Abstract

Purpose

The purpose of this paper is to highlight emerging threats in cyberspace, with particular reference to financial crime in the virtual world, which have real life implications, as well as to recommend ways in which the threat may be mitigated.

Design/methodology/approach

The methodology adopted consisted of an extensive literature review on topics to include cyber crime, virtual worlds, and financial crime.

Findings

Virtual worlds such as Second Life play a key role in supporting real world activities such as education, training and business and as such, should not be dismissed purely as a “gaming” environment. In addition, emerging technologies coupled with the lack of legislation and regulation within virtual worlds has created an environment where a variety of crimes can be committed without fear of detection or prosecution. A further concern is its use by criminals as a vehicle to mask real life crimes such as fraud, identify theft and money laundering. The question is to what extent the blurring of the virtual and real life environments can be clarified in order to minimise the risk of abuse of virtual environments by criminal elements, which have direct consequences in the real world.

Originality/value

This paper serves as a useful guide to alert and educate security professionals, the judiciary, law enforcement and policy makers of the significance and the extent of the use of “virtual” environments in cyberspace for criminal means, such as fraud and money laundering. Findings are supported by a conclusion which includes recommendations for tackling these issues.

Details

Journal of Money Laundering Control, vol. 15 no. 1
Type: Research Article
ISSN: 1368-5201

Keywords

Article
Publication date: 2 October 2009

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…

1309

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.

Details

New Library World, vol. 110 no. 9/10
Type: Research Article
ISSN: 0307-4803

Keywords

Article
Publication date: 24 July 2009

Peter Edward Sidorko

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.

1873

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

Library Management, vol. 30 no. 6/7
Type: Research Article
ISSN: 0143-5124

Keywords

Article
Publication date: 8 February 2016

Lisa 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…

1063

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.

Details

International Journal of Disaster Resilience in the Built Environment, vol. 7 no. 1
Type: Research Article
ISSN: 1759-5908

Keywords

Article
Publication date: 20 February 2007

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

1740

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.

Details

Reference Services Review, vol. 35 no. 1
Type: Research Article
ISSN: 0090-7324

Keywords

Book part
Publication date: 9 January 2014

This chapter focuses on visualization. Seeing the humanities differently is one of the amazing benefits of working with tools mentioned within this category. Whether it be more…

Abstract

This chapter focuses on visualization. Seeing the humanities differently is one of the amazing benefits of working with tools mentioned within this category. Whether it be more traditional visualizations like images or video or that which is considered a bit more advanced like augmented or virtual reality, the enhanced perspective gained through the use of these tools offers digital humanities scholars unprecedented disciplinary perspectives while helping to shape new research areas, questions, and understanding of humanity and culture. In addition to visualization and issues related to it, this chapter also examines gaming and how games and play are impacting the digital humanities in exciting ways.

Details

Digital Humanities: Current Perspective, Practices, and Research
Type: Book
ISBN: 978-1-78190-689-7

Article
Publication date: 3 August 2012

Joe Floyd and Ilene Frank

Second Life has provided educators and librarians with a place to experiment with a 3D immersive environment. Avatars represent the user and users can interact real‐time in text…

Abstract

Purpose

Second Life has provided educators and librarians with a place to experiment with a 3D immersive environment. Avatars represent the user and users can interact real‐time in text chat and/or voice. Users can create environments that persist over time. Second Life has attracted users from around the world, providing wonderful opportunities to collaborate. However, Second Life is not the only virtual world used for educational purposes. The purpose of this paper is to examine some options.

Design/methodology/approach

The authors examine other online virtual worlds which educators and librarians can use in addition to Second Life.

Findings

It is found that there are many other virtual worlds which educators and librarians can explore.

Originality/value

This paper is useful to anyone looking for alternatives to using the virtual world Second Life.

Details

Library Hi Tech News, vol. 29 no. 6
Type: Research Article
ISSN: 0741-9058

Keywords

1 – 10 of over 36000