Applications of Second Life

Applications of Second Life

Nicole Buzzetto-More (University of Maryland Eastern Shore, USA)
DOI: 10.4018/978-1-60566-782-9.ch009
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Abstract

Second Life is a massive three dimensional online virtual world with a complex and realistic digital landscape where individuals create and author avatars that interact with one another. Recognizing the potential of this virtual reality, the applications of Second Life are being examined by the business and educational communities. The following chapter will provide readers with a better understanding of Second Life; the applications and implications of Second Life for teaching, learning, and professional development training; project examples; best practices; a model for the development of education and/ or training projects in Second Life; pitfalls and potential problems; how Second Life can offer a linkage between education, professional development training, and organizational development; and future directions for Second Life.
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What Is Second Life?

Second Life is an expansive online world that first opened to the public in 2003. Growing exponentially, as of June 2008, it was inhabited by 14 million individuals from across the globe with approximately 500,000 resident logins a week and around 900,000 logins per month (Second Life Statistics, 2008). Second Life is privately-owned, partly subscription-based and resides in a large array of over 1,000 servers that are owned and maintained by Linden Lab which provides its users, which are known as residents, the various tools to create and modify their own identities as well as the world and economy around them.

Key Terms in this Chapter

Multi User Domains (MUDs): Virtual spaces where individuals design a virtual persona (avatar) designed for information-sharing, collaboration, exploration, and community formation and extension

World of Warcraft©: The world’s largest MMORPG with over 11 million paid subscribers.

Teen Second Life: An alternative version of Second Life designed for users 13-18.

Telepresence: The feeling of presence in a virtual reality that is promoted by an avatar.

Avatar: Digital representations of real people interacting in a virtual environment.

Massively Multiplayer Online Role-Playing Game (MMORPGs): Skill based games that require players to control an avatar within a fantasy competitive game world.

Social Software: Software that is designed to facilitate human communications and socialization.

Second Life: An advanced three dimensional online virtual world with a complex and realistic digital landscape (known as the grid) where individuals create and author avatars (known as residents) that interact with one another.

Virtual Reality: A simulated online realm that incorporate practices that often mirror those of the material world.

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