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What are they?

A comparison of three virtual worlds

Second Life® - The chosen 'world'

Virtual world checklist


Virtual Worlds

 

 

There™ (www.there.com)

There™ is promoted as ‘an online getaway where you can hang out with your friends and meet new ones – all in a lush 3-D environment that's yours to explore!’ (There Inc 2005, <www.there.com/whatIsThere.html>).  There™ is designed primarily for adolescents and is comic-like in appearance and interaction is easy.

There™ operates using accounts and passwords. It is a web browser and 3-D environment. It is designed for interaction and not specifically for education. It has an excellent help desk facility and offers a wide range of options such as text-based forums, guides and ‘how-to’ information and release updates and other similar forums.

Free membership subscription provides access to a restricted number of locations and facilities. It provides the capacity to customise avatars, join up to 20 clubs and access streamed radio, shopping and limited skilling and rewards. A one-time fee of US$9.95 allows avatars to participate in a much wider range of activities, such as ‘teleporting’, creating and auctioning items, event hosting, forum posting and neighbourhood ownership.

Adolescents are clearly the main market group of There™. For most participants interaction is the focus, although as a developer one is able to build. Exploration is allowed, especially at the one-time fee level. ‘Therebucks’ can be earned and used to purchase items within There™. It is also linked to an online payment site which permits Internet transactions and fund transfers. Users may join others for parties at clubs or other events.

Communication tools include text and audio which is able to be captured and replayed. There™ succeeds in its main function of supporting large and small groups. It actively encourages text-based forums and discussions of contemporary issues of interest to adolescents. It also allows private and public messaging – both audio and text-based. Emoticons, chat balloons and name-tags above avatars are all designed to engage and create a sense of community.

There™ works on a 56-k dial-up or broadband modem. It appears to have few or no firewall issues. Once downloaded (54 Mb), it requires very low bandwidth. Downloading the initial program could, however, take two-and-a-half hours on a dial-up.

Copyright remains with There.com.

Benefits:

Very low technology is required, enabling use in most educational organisations with or without a firewall. Help is provided by both email and phone. Tour guides are available to show participants around the island. It promotes interaction by providing a mechanism for developing customised play and joining races, parties etc.

Limitations:

For non-adolescents There™ may be less appealing. It would, however, be worth considering for programs for primary or secondary students and those under 18 years of age.

Virtual Worlds:

Second Life

Appalachian Education Technology Zone (AET Zone)

 

 

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