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What are they?

A comparison of three virtual worlds

Second Life® - The chosen 'world'

Virtual world checklist


Virtual Worlds

 

 

Second Life® (www.secondlife.com)

‘Second Life is a 3-D virtual world entirely built and owned by its residents. Since opening to the public in 2003, it has grown explosively and today is inhabited by 363,706 people from around the globe.’ (Linden Research 2006, viewed 25 September 2006, <http://secondlife.com/community/education.php>).

Second Life features simulation of the real world, the creation of residents who can give, buy, sell and trade at their discretion with other residents and a marketplace which, in the words of the above web page, ‘currently supports millions of US dollars in (real-life) monthly transactions. This commerce is handled with the in-world currency, the Linden dollar, which can be converted to US dollars at several thriving online currency exchanges.’

Educators can purchase ‘private islands’ with restricted access or use the wider ‘world’ as a ‘learning tool’.

Second Life operates using passwords and accounts. Five avatars can be created using one email address. Avatars can participate in a full ‘economy’, including the purchase of land and goods. The ‘owner’ of land can allow access to anyone or limit access to ‘invited’ avatars only. Second Life has an excellent help desk facility and the ‘Lindens’ (guides, helpers, protectors and law enforces) guide users through Orientation Island and can help participants who are lost, have been ‘abused’ or need other assistance.  There are two so-called grids – an adult one and a ‘teen’ one, with strict conditions of entry for the latter.

There is no cost unless you want to buy land or goods in the virtual world. There are educational rates for land buying and a monthly land-tax fee. For a 16-acre standard-sized island, the costs at the time of the project were a $980 one-time set-up fee and US$150/month for maintenance (land tax). Fully paid membership – a range of memberships is available – will ‘earn’ the virtual world’s Linden dollars by the user interacting in different ways within Second Life. Linden dollars can then be used to purchase Second Life buildings, clothes, equipment etc. Limitations are imposed on how much land new members may purchase.

Second Life engages both the novice and experienced user effectively. Depending upon skill level, participants can build buildings, furniture or equipment. The avatar’s role and appearance (whether human, animal or inanimate) are totally dependent on the individual and offer a wide range of possibilities. Graphics can be easily created and modified, and photographs and customised graphics uploaded. A toolbar is provided for this purpose. Many items can be acquired for no cost; however, items that are constructed may be sold.

Second Life offers the opportunity for large- and small-group activities as well as individual pursuits. It also arranges regular parties and large-group activities, in which avatars are invited to join. Friends can be easily bookmarked and contacted via instant messaging. Discussion forums provide for increased engagement.

Text and instant messaging, both private and public, are available within Second Life. Audio is currently not automatically provided but can be incorporated upon request. Second Life can play music and video can be taken. Other online collaborative tools, for example wikis, are also possible.

Second Life is extremely bandwidth-demanding and has imposing firewall requirements. It can be set to a minimum of 50 kbps. Second Life requires an initial download by the user – which must be repeated after each update. The download for the client is currently approximately 25 Mb and updates are frequent, often weekly. Constantly moving through the world and exploring new terrain could download 70 Mb over 15 minutes.

Residents in Second Life retain their intellectual property rights. Copyright applies to items that are developed and these may be sold, and land within Second Life can be resold.

Benefits:

Second Life can be customised to be extremely engaging. It can provide music, other sound and video. Many items are freely shared between people. Online help is easily available. Second Life creates a sense of sharing and users/residents helping one another creates a sense of community. 

Limitations:

Bandwidth requirements, firewall issues and the absence of a connected voice tool are all potential limitations to the use of this technology.

There are often weekly downloads required and the file size is around 25 Mb.

Furthermore, the separate areas for users under and over 18 create real limitations for educational organisations catering for this range of students within a subject area.

Virtual Worlds:

Appalachian Education Technology Zone (AET Zone)

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