Academic Libraries in Second Life: Is there a place for traditional libraries in a virtual world?

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Article and images by Nicole Dankers

Cybrary City, a library district located in Second Life.
Cybrary City, a library district located in Second Life.

Contents

[edit] Introduction

April 2008 will mark the 2nd anniversary of the presence of libraries in Second Life (SL). The Second Life Library 2.0 Project has planned a weekend-long celebration, full of activities that heighten the benefits of bringing libraries to the Web 2.0 culture (Lorelei 2008). Clearly, the library has carved out a niche in this virtual environment. But is there enough room for libraries of all types? Specifically, does the academic library have a place in Second Life? Do virtual users, or avatars, have a need for academic libraries? What type of library services would be applicable? This article will look at the benefits and challenges of establishing academic libraries in SL.

[edit] Second Life

But first, let’s examine Second Life. Just what is it? And what makes it so popular? According to the official website, Second Life “is a virtual 3-D world created and imagined by its Residents” (Linden Research, Inc. 2008). Anyone can become a Resident by registering for a free Basic Account [1]. Residents can create and customize an Avatar, or virtual representation of themselves, to use in Second Life. In addition, the surroundings are also created by Residents, as are the objects found in SL. Anyone can create an object using the programming code called “scripting.” Of course, developing scripting skills takes time and practice.

Many Residents utilize Second Life as a social networking service. Residents can make “friends” with other Residents with a touch of a button. An offer of friendship will give the other person (among other things) a way to find you when you’re in Second Life, no matter the location (Robbins & Bell 2008). There are also Instant Messaging (IM) and Chat features that can be used for private and group messages.

Unlike online games that are structured around an objective (such as a quest), Second Life exists only as a space for its Residents. There is no way to “win”. Linden Lab, the owner of SL, contributes zero content to the environment (Pontoriero 2007). It is completely what its Residents make it. And this creative freedom is what makes it so appealing. As of April 2007, Second Life had over 5 million Residents. According to a report by Gartner Inc. “80% of active internet users will be in a virtual world by the end of 2011” (Gartner Inc., as cited by Czarnecki 2008). If this bold statement is correct, then Second Life will become a definitive resource for reaching people. Already, many businesses and distance education programs have moved into SL (Bell, Peters, & Pope 2007; Blumenstein & Oder 2007; Bell, Pope, Peters, & Galik 2007; Cheal 2007; Pontoriero 2007). And many libraries are finding this environment to be suitable as well.

[edit] The Web 2.0 Connection

There is a lot of talk in Information Services about the concept of Web 2.0 and how it applies to libraries. But what, exactly, is Web 2.0? And how does it pertain to Second Life?

To put in simply, Web 2.0 is the next phase of online services. Tim O’Reilly is given credit for coining the term in 2003 (ed. Courtney 2007). If we label static webpages as Web 1.0, than the highly interactive communication platforms found on the web today can be considered Web 2.0.

Second Life meets O’Reilly’s expanded definition of Web 2.0 in that it is projected over the web and supported by a major company [2]. The software is updated continuously, and not via scheduled version releases. It promotes the computer in conjunction with another resource- the 3D environment. It builds upon the collective ideas of the community and creates a “rich user experience.” (ed. Courtney 2007).

In order to stay current with emerging technologies, many librarians are anxious to incorporate Web 2.0 into their services. It is widely accepted that library patronage has decreased, thanks to ease and availability of search engines (Bell et al. 2007a). Librarians everywhere are recognizing the need to expand their services. As Trueman puts it, “We want to be where are users are, and more important, we want to be where we can make library users out of non-users.” (Grassian & Trueman 2007:85).

[edit] The Use of Academic Libraries in Second Life

The University of Florida's Smathers Library.
The University of Florida's Smathers Library.

So how can Academic Libraries utilize the resources in Second Life? What types of services are needed? The traditional offerings, such as reference hours, may not be applicable here. In fact, books and the buildings that house them may not even be needed. Cybrary City, a SL community of academic libraries located in the library district of Info Island, is still trying to answer these questions.

Laura Jordan, a librarian at the University of Florida, is currently experimenting with Second Life. In an interview on 08 April 2008, she explained how she got the okay to open a virtual branch of UF’s Smathers Library in Cybrary City last fall. Since then, she’s been learning what works in a virtual library- and what doesn’t. For instance, keeping up with virtual reference hours posed a bit of a challenge. The primary patrons were mostly other librarians. Eventually, Jordan pulled her staff resources from the reference desk and shifted them towards learning scripting and developing Avatars. These are the skills that are needed by virtual librarians in the initial phase. In the future, when the academic library clientele has diversified and is ready for information service help, the reference hours can be revisited.

But there are other services that can be utilized in the meantime. Many academic libraries are forming partnerships with the their faculty to foster distance learning programs. The School of Library and Information Science (SLIS) at San Jose State University is one example. In addition to offering classes on (and in) Second Life, SLIS also operates spaces in the virtual world where students can use “design laboratories” (Blumenstein & Oder 2007). In fact, Linden Lab even sells land to academic entities at a discounted rate, further encouraging cooperation between academic librarians and professors (Swanson 2007).

Jordan has also used Second Life to foster relations among faculty and librarians at UF. This past spring, Smathers' virtual librarians used their space to advertise the University’s Common Reader Program. This program encourages all incoming freshman to read the same book [3] so that all students have a familiar concept on which to base their discussions. The virtual Smathers used PowerPoints and web links to draw attention to the project.

Of course, virtual academic libraries also offer some of the more familiar wares. A stroll through Cybrary will reveal a wealth of informative web links, virtual newspapers, e-books (many in the public domain), reader advisory services, hosting lectures and exhibits. And many libraries employ a “greeter” to help new Avatars find their way around.

[edit] So what does a virtual library look like? Click here to take a mini-tour of Cybrary City!

[edit] Traditional vs. Virtual: What are the Advantages?

Mount Saint Vincent University's menu of library services is accessible by clicking on an image of a computer.
Mount Saint Vincent University's menu of library services is accessible by clicking on an image of a computer.

But why should an established academic library go through all of the effort of creating a virtual counterpart? What advantages are there to be gained? Quite a few, actually. Second Life enables librarians to mingle with patrons –and other librarians- from all over the globe. With built-in translator programs, language is no longer a barrier. Librarians can collaborate with each other on projects and share new ideas and innovative programs. In fact, some libraries have formed partnerships to help themselves get established in the Second Life environment (OPAL podcast: Academic Libraries in Second Life 2006). This not only facilitates creative brainstorming, but also allows the sharing of resources. Funding and staff can be stretched thin during this initial phase.

Collaboration with faculty members is also a big plus. Distance education programs are becoming increasingly popular in Second Life. Students are able to interact with their professors and classmates in a pseudo-physical environment that is more engaging than ordinary text based programs. Experience leads to a higher level of understanding concepts (Abram 2007; Cheal 2007). There are many things that are possible in Second Life that are not possible in a classroom. For instance, in Second Life, it is possible to visit Mars and watch a meteorite strike or journey to 19th century Paris. Clearly, there is the potential for academic libraries to establish themselves as the resources for these educational endeavors (Bell et al. 2007b).

Second Life also allows librarians to interact with their patrons on a new level. As a form of social networking, it encourages Avatar-to-Avatar communication. Librarians can receive instant feedback from the patrons. This is critical for academic libraries that are still learning what forms their services and resources will take. Once ample feedback has been collected, changes can be made almost instantly, due to the virtual nature of the environment.

Another advantage to the SL platform is that it allows academic librarians to reach non-patrons (Grassian & Truman 2007). Many users who do not find academic libraries appealing may feel more comfortable using a virtual library. The online format allows them to browse anonymously and from great distances. The nontraditional setting gives them the freedom to learn by exploring. And all the while, the experience feels more like a game, making the experience fun for the user. If the virtual resource requested is not available the user can then be guided towards the appropriate real life library. Second Life may prove to be a great recruitment tool for Real Life libraries! (Grassian & Truman 2007; Bell et al. 2007a).

[edit] Round 2: What are the Obstacles?

This is not to say that establishing an academic library in Second Life is without its challenges. One of the main obstacles is funding. Just like in the real world, everything in SL costs money. Avatars use a currency called Linden dollars. Linden dollars can be earned through virtual jobs or purchased with real money.

To start a SL library, the first step is to purchase an Avatar with land-owning capabilities. Next, the land itself must be bought. Professional designs for the building and resources will add to the price tag. Some solutions to alleviate the cost, include developing the skills to produce in-house object designs, renting space from another land owner, applying for grant money, and/or pooling resources with another library or corporation.

Having enough staff to run the library can also be a concern. Although many stores and libraries are “unmanned” at various times of the day, SL users generally respond well to having a staffed virtual library (Bell et al. 2007a). Due to budgeting issues, many libraries use volunteers for anything from reference hours, to scripting to developing new services. Many of these volunteers are full-time employees working on their down time. Unfortunately, this can lead to employee burnout rather quickly. Many users find themselves devoting too much of their time to learning the intricacies of Second Life (Bell et al. 2007b).

Copyright issues are also at the forefront of Second Life libraries. Although the physical library may have permission to distribute certain resources, does that permission extend into the virtual world? Does it matter where the patron is physically located? Databases in particular pose a challenge. Many users cannot access databases that physical libraries offer within the confines of Second Life. This is due to both financial and technical obstacles. For now, academic librarians simply refer avatars to the appropriate real world library for database access (Swanson 2007; Bell et al. 2007a).

Perhaps the biggest issue facing libraries in Second Life is the infamous digital divide (Grassian & Trueman 2007; Bell et al. 2007a). Second Life software requires a high-grade graphics card, plus DSL or cable Internet access. At the present time, it is not feasible to expect the majority of library patrons to have access to Second Life. A virtual library in this environment would be exclusive for those that have the financial income to spend on technology. Libraries have the potential to offer patrons access to computers with the appropriate software and hardware. However this would require expensive computer upgrades. And multiple users in Second Life on the same server can cause lag time and even crash the computer. Not to mention the potential for abuse- pornography and violence are common in other areas of Second Life.

But this doesn’t mean academic libraries should dismiss Second Life until the digital “gap” dissolves. Librarians who take advantage of Second Life now will be better prepared to assist patrons in future, when the divide has ebbed (Bell et al. 2007a).

[edit] The Future of Library 2.0

So what is the outlook for academic libraries in 2nd life? Will services continue to mimic the services of traditional libraries? Or, in a library where physical walls aren’t even necessary, will services shift in an unforeseen direction? Some argue that SL libraries will eventually morph into depositories of SL objects (James 2007). While others take the more traditional view that libraries, even virtual ones, should continue to maintain books (Bell et al. 2007a). In truth, the future of the academic library lies somewhere in the middle.

[edit] Notes

  1. For a monthly fee, users can upgrade their accounts to Additional or Premium. These accounts come with special privileges, such as an additional avatar, the ability to own land and a weekly stipend. (Linden Research, Inc. 2008)
  2. In this case, Linden Lab would be company supporting this aspect.
  3. The 2007-2008 Common Reader book was Mountains Beyond Mountains by Tracy Kidder.

[edit] References

  • Abraham, S 2007, 'Future school libraries: A third presence in Second Life?', Multimedia & Internet @ Schools, vol. 14, no. 3, pp. 20-22.
  • Bell, L, Pope, K, Peters, T & Galik, B 2007a, 'Who’s on third in Second Life? From Library 2.0 to Library 3-D', Online, vol. 31, no. 4.
  • Bell, L, Peters, T & Pope, K 2007b, 'Get a (Second) Life! Prospecting for gold in a 3-D world', Computers in Libraries, vol. 27, no. 1.
  • Blumenstein, L & Oder, N 2007, 'San Jose SLIS embraces Second Life', Library Journal, vol. 132, no. 15, pp. 17.
  • Cheal, C 2007, 'Second Life: Hype or hyperlearning?', On the Horizon,, vol. 15, no. 4, pp. 204-209.
  • Courtney, N (ed.) 2007, Library 2.0 and beyond, Libraries Unlimited, Westport.
  • Czarnecki, K 2008, 'Building community as a library in a 3D environment', Australas Public Library Information Services, vol. 21, no. 1.
  • Grassian, E & Trueman, R 2007, 'Stumbling, bumbling, teleporting and flying…librarian avatars in Second Life', Reference Services Review, vol. 35, no. 1, pp. 84-89.
  • Janes, J 2007, 'Life on the island', American Libraries, vol. 38, no. 3, pp. 34.
  • Pontoriero, C 2007, 'Emerging trends in technical communication: Second Life', Available from: Google Scholar. [08 April 2008].
  • Swanson, K 2007, 'Second Life: A science library presence in a virtual reality', Science & Technology Libraries, vol. 27, no. 3, pp.79-85.
  • Robbins, S & Bell, M 2008, Second Life for dummies, Wiley Publishing, Inc., Hoboken.

[edit] Want to find out more? Check out these resources!