As a non user of 3D gaming or virtual worlds in general, the Second life interface is wholly daunting and difficult to negotiate. While it is possible to establish many useful library settings within this world, such as library tours, informational guides and help including how to skills and other information literacy goals, such a goal is epic. Users would need to be familiar with the world and its set up beyond basic measures such as joining the Second life world and moving around in the world. As a first time user, many of the instructions are unclear and even reading the how to guide which is quite extensive did not allow for adding friends as easily as imagined.
Avatars are becoming an important element in 3D and online gaming, allowing users to learn, grow and develop skills, friends and communities. However, users need to have advanced online skills, world creators such as the library staff who would be setting up the worlds and the relevant learning tasks skills and links, need to be advanced in computer usage. As such, this form of learning world would require new levels of skills and training which may benefit users as 3D worlds become the norm for communication. At this stage, despite the growing numbers of users - according to Boulos et al, 2007 this figure was 6 million users in 2007, library users would need to be fluent in the use of online virtual worlds to be able to gain any benefit from the library establishing a presence in the Second life world.
As users become more familiar with virtual worlds and avatars, there is much that libraries can do to make use of the technology. Virtual worlds can make learning more fun, creative and interesting and this may lead to extending the library’s sphere of influence and teaching of information literacy skills to a much wider audience. Avatars allow freedom through anonymity which may encourage users to be more open in claiming what information they require and asking for help in a range of ways that interpersonal contact may hinder. Physically entering libraries and asking for help may be off putting to some library users and the virtual world can overcome those fears or negative feelings.
Real time interaction and chat through virtual worlds such as Second life offer a range of Web 2.0 and Library 2.0 options that libraries can utilise to ensure that users receive ongoing support and lifelong learning skills. More creative ways of teaching are assured through the online virtual worlds however, until users are confident and competent in the uses of Second life, the aims of libraries may be limited.
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