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239 result(s) for "Second Life (Game)"
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Making Virtual Worlds
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? \"Lindens\"-as the Linden Lab employees call themselves-found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. InMaking Virtual Worlds, Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.
Creating Second Lives
This book aims to provide insights into how ‘second lives’ in the sense of virtual identities and communities are constructed textually, semiotically and discursively, specifically in the online environment Second Life and Massively Multiplayer Online Games such as World of Warcraft. The book’s philosophy is multi-disciplinary and its goal is to explore the question of how we as gamers and residents of virtual worlds construct alternative online realities in a variety of ways. Of particular significance to this endeavour are conceptions of the body in cyberspace and of spatiality, which manifests itself in ‘natural’ and built environments as well as the triad of space, place and landscape. The contributors’ disciplinary backgrounds include media, communication, cultural and literary studies, and they examine issues of reception and production, identity, community, gender, spatiality, natural and built environments using a plethora of methodological approaches ranging from theoretical and philosophical contemplation through social semiotics to corpus-based discourse analysis.
Learning in Virtual Worlds: Research and Applications
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspec ts of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.
Second life® for dummies
You’ve heard all about Second Life. Maybe you’ve already jumped with both feet—and gotten stuck. Or maybe you’re a Second Life veteran who wants to build something or run a business. Fear not! Second Life For Dummies is hear to hold your hand, pat your back, and cheer you on through this new and enchanting reality.Written by a pair of Second Life old timers, this easy-to-use, flip-and-find guide is packed with expert advice, seasoned insight, and handy tips and tricks to get you moving fast. You’ll find out how to set up your account, create an avatar, meet people and socialize, and find your comfort zone and stay in it. But it’s a big world out there, so you’ll also learn how to make stuff, buy stuff, do stuff, and keep track of all the stuff you’re accumulating. Discover how toInstall Second Life get startedCreate and customize your avatarMeet and get to know fascinating peopleStay safe and comfortable as you learn and exploreMake, wear, and sell your own fashionsScript your Second LifeBuy land and build a houseBecome a land baron or a money makerMake real money in Second LifeGet a real-life education—even a degreeComplete with fantastic lists of cool places, answers to big questions, and supplemental software, Second Life For Dummies is your ticket to a great virtual adventure.
Survival avenues for Pakistani libraries in the era of emerging technologies
Explores the concepts of Library 2.0 and Library 3-D. Reviews the status of research in Pakistan on any aspect of Web 2.0, Library 2.0 and Library 3-D. Explores how a user-centered library can be developed with the help of Library 2.0 and Library 3-D applications. Determines information professionals' opinions in this regard. Provides a proposal for taking advantage of the new opportunities prevailing in the adoption of Library 2.0 and Library 3-D concepts. Source: National Library of New Zealand Te Puna Matauranga o Aotearoa, licensed by the Department of Internal Affairs for re-use under the Creative Commons Attribution 3.0 New Zealand Licence.
The Second Life Herald : the virtual tabloid that witnessed the dawn of the metaverse
How a virtual journalist in the virtual world of online gaming landed on the real-world front page of the New York Times and how his virtual newspaper chronicled the emergence of the next generation of the World Wide Web.
Is there a second life for librarians?
Purpose - The purpose of this paper is to explore the roles of libraries within Second Life from the viewpoint of the librarians experienced in experimenting within virtual worlds.Design methodology approach - Exploration of currently available literature was undertaken to determine the important issues affecting libraries and librarians within virtual worlds. To explore these issues further, ten Second Life librarians were interviewed in order to distinguish which were most important and why.Findings - There is considerable diversity in the opinions of Second Life librarians, but all interviewees shared the belief that their efforts within Second Life had helped others and improved their own professional development. There was a strong consensus that it was important for librarians to embrace Second Life now, in order to be prepared for a future when virtual worlds, although perhaps not Second Life itself, were commonplace.Practical implications - Virtual worlds are growing in popularity, particularly with younger generations. If they are to be accepted as part of a multidimensional information space, the possibilities available within the virtual space need to be appreciated and understood by the information community. Librarians have a responsibility to aid their users in understanding the complexity and possibilities of information provision and delivery offered by virtual worlds. This can only occur by accepting and supporting experiments in environments like Second Life.Originality value - This paper illustrates to the library community how Second Life is currently being used to provide information services, and to further an understanding of how the entire information community can benefit from embracing the possibility of exploring virtual worlds.