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Record: 1
ALA/Arts Island Opens in Second Life. American Libraries, Apr2007, Vol. 38 Issue 4, p12-12, 1/4p; Abstract: The article reports that the American Library Association (ALA) has a space in Second Life, an online community which is home to a growing number of library organizations. According to Jenny Levine, ALA Internet development specialist, the association has one-half of ALA/Arts Island, which is being utilized as a new method for disseminating ALA news and information. Lori Bell, director of innovation for Alliance Library System notes there are more than 400 librarians in Second Life.; (AN 24652547)
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Database: Library, Information Science & Technology Abstracts

Record: 2
MUVEing Toward Accessibility. By: Bell, Lori; Peters, Tom. Computers in Libraries, Apr2007, Vol. 27 Issue 4, p34-36, 3p, 1c; Abstract: The article deals with the popularity of three-dimensional online multiuser environments (MUVE). The author reported that a Wikipedia article on MUVEs lists Second Life, There.com, Activeworlds, and Neverwinter Nights as the most popular existing MUVEs. The number of avatars active in-world during the past days exceeds 1 million, and it clearly indicates that many people are spending time in MUVEs. The author also discussed the accessibility challenges and opportunities posed by the technology.; (AN 24590353)
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Database: Library, Information Science & Technology Abstracts

Record: 3
Wiley Publishes Book on Second Life. Computers in Libraries, Apr2007, Vol. 27 Issue 4, p46-46, 1/5p, 1c; Abstract: The article reviews the book "Second Life: The Official Guide," by Michael Rymaszewski, Wagner James Au, Mark Wallace, Catherine Winters, Cory Ondrejka and Benjamin Batstone-Cunningham, with a foreword by Philip Rosedale.; (AN 24590368)
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Database: Library, Information Science & Technology Abstracts

Record: 4
LETTER TO THE EDITOR. By: Puterbaugh, Mark D.. Information Today, Apr2007, Vol. 24 Issue 4, p14-14, 1/5p; Abstract: A letter to the editor is presented in response to the article "Librarians on Second Life," by Robin Peek, published in the February 2007 issue of the journal.; (AN 24618625)
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Database: Library, Information Science & Technology Abstracts

Record: 5
Risking Change. By: Kaser, Dick. Information Today, Apr2007, Vol. 24 Issue 4, p14-14, 1/3p; Abstract: The author reflects on changes in the information industry. The author considered the February 2007 NFAIS meeting an outstanding program. He noted the question raised by Larry Keeley, co-founder and president of Doblin Inc., regarding the failure of companies to innovate. The ability of Net-geners to come up with innovative ideas such as eBay, Amazon, YouTube, Flickr, Second Life and Google, is considered by the author.; (AN 24618626)
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Database: Library, Information Science & Technology Abstracts

Record: 6
ALA Washington Opens Virtual Office. American Libraries, Mar2007, Vol. 38 Issue 3, p11-12, 2p; Abstract: The article reports that the Washington office of the American Library Association (ALA) has opened a virtual office in the online environment Second Life, available at www.secondlife.com, in which people from all over the globe can interact. Users can navigate through various locations via their avatar or digital version of themselves. Traditional library services, such as collection building, reference and community gathering, have all been incorporated into this virtual world.; (AN 24394371)
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Database: Library, Information Science & Technology Abstracts

Record: 7
Life on the Island. By: Janes, Joseph. American Libraries, Mar2007, Vol. 38 Issue 3, p34-34, 1p; Abstract: The article reviews Second Life, an Internet-based virtual-reality site.; (AN 24394561)
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Database: Library, Information Science & Technology Abstracts

Record: 8
Marketing a Second Life. By: Scott, David Meerman. EContent, Mar2007, Vol. 30 Issue 2, p56-56, 1p; Abstract: The article looks at the way companies use Second Life, a social networking online world, as a marketing channel. Marketers and communicators who participate in Second Life are viewed with contempt. Upon becoming a new resident, an avatar is created using the Second Life tool. Entrepreneurs sell clothes for avatars, artwork, and furniture for homes and businesses. Companies like American Apparel and Reebok have a positive corporate presence with boutiques where they can not only make a little money but also promote the brands to Second Life residents.; (AN 24237883)
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Database: Library, Information Science & Technology Abstracts

Record: 9
Audiobooks in Second Life. Bookseller, 2/23/2007 Issue 5269, p16-16, 1/5p; Abstract: The article reports on German publisher Der Audio Verlag's (DAV) February 2007 launching of an "audiobook lounge" in virtual reality online world Second Life. The DAV-Audiolounge launched on February 19th by broadcasting "streams" of DAV editions of "Buried Fire" by Jonathan Stroud, "Rage" by Sandra Brown and "Laufberater" by German author Achim Achilles, who also appeared in a live chat on Thursday 22nd.; (AN 24373823)
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Database: Library, Information Science & Technology Abstracts

Record: 10
SIRSIDYNIX SPONSORS ALLIANCE LIBRARY SYSTEM'S SECOND LIFE LIBRARY 2.0. Advanced Technology Libraries, Feb2007, Vol. 36 Issue 2, p2-2, 1/2p; Abstract: The article announces SirsiDynix's 2007 sponsorship of the two main islands, Second Life and Teen Second Life, in the Alliance Library System/Public Library of Charlotte & Mecklenburg County partnership's 3-D virtual world project. The Alliance Library System in Illinois is the lead agency for Info Island, Second Life's adult library. Alliance has members from all types of libraries, to which it offers continuing education, consulting, resource-sharing, and delivery services. The Public Library of Charlotte & Mecklenburg County (North Carolina) is the lead agency on Eye4You Alliance, which has created an interactive and informative space for young adults within the Teen Second Life virtual world. Stephen Abram of SirsiDynix says they are thrilled to be a partner in this project.; (AN 24159235)
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Database: Library, Information Science & Technology Abstracts

Record: 11
Who's on Second? By: Pierce, Jennifer Burek. American Libraries, Feb2007, Vol. 38 Issue 2, p46-46, 1p, 1c; Abstract: The article presents information on Teen Second Life, an Internet-based virtual world created by Public Library of Charlotte and Mecklenburg County in North Carolina in an effort to serve teenagers in the cyberspace venue. For security reasons, those older than 17 are not eligible to join, regardless of how young their avatars look. The only adults allowed are volunteers who pass multiple background checks.; (AN 24000842)
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Database: Library, Information Science & Technology Abstracts

Record: 12
Many, many maps: Empowerment and online Participatory mapping. By: Tulloch, David L.. First Monday, Feb2007, Vol. 12 Issue 2, p1-1, 1p; Abstract: The convergence of public participatory mapping and cybertography is having far-reaching impacts through a variety of creative applications. This paper presents three different types of Internet mapping applications — Google Earth and Google Map API, Common Census, and a design exercise in Second Life — with a public participatory geographic information system (PPGIS) and cybercartography perspective. Each of these examples empowers users in a different way. The spatial applications and the supporting information that is being made available through Internet map applications represent a unique set of examples of the democratization possible through Internet applications. [ABSTRACT FROM AUTHOR]; (AN 24351102)
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Database: Library, Information Science & Technology Abstracts

Record: 13
Librarians on Second Life. By: Peek, Robin. Information Today, Feb2007, Vol. 24 Issue 2, p15-16, 2p; Abstract: The article discusses the use of Second Life multiplayer online role-playing game of librarians. It offers information on how the Second Life, a game started by Linden Lab in 2003, is played, including the membership fee and the networks needed for its application. It provides a comparison of the computer game with a similar product called Activeworlds, which was introduced in 1996. The game involves building up and setting up camp, specifically islands. In order to build objects and buildings in the game, a premium membership is needed. Users incur fees for uploading images, files or animation, but the fee is in Linden dollars, which can be exchanged into real currencies.; (AN 23878954)
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Database: Library, Information Science & Technology Abstracts

Record: 14
Stumbling, bumbling, teleporting and flying … librarian avatars in Second Life. By: Grassian, Esther; Trueman, Rhonda B.. Reference Services Review, 2007, Vol. 35 Issue 1, p84-89, 6p; Abstract: Purpose - The purpose of this paper is to provide an overview of issues related to library involvement in a popular virtual world, the massively multiplayer online role-playing game (MMORG) Second Life. Design/methodology/approach - Interviews with librarians participating in Second Life expand on the rationale for participating in this 3-D virtual world as well as various uses of Second Life and other new technologies for all types of libraries and librarians. Findings - Benefits to both libraries and librarians from participating in a virtual world like Second Life include opportunities for collaboration, creativity, learning, and global networking with other librarians, educators, and technologists. Originality/value - Virtual worlds are new to most libraries, librarians, and administrators. This interview will be of interest and value to all those interested in extending their reach in reference, collections, and information literacy by pushing out to new technological frontiers and exploring and taking risks in virtual areas where users are going. [ABSTRACT FROM AUTHOR]; DOI: 10.1108/00907320710729373; (AN 24601065)
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Database: Library, Information Science & Technology Abstracts

Record: 15
Stumbling, bumbling, teleporting and flying…librarian avatars in Second Life: selected bibliography. By: Grassian, Esther; Trueman, Rhonda B.; Clemson, Patrice. Reference Services Review, 2007, Vol. 35 Issue 1, p90-97, 8p; Abstract: Purpose - The purpose of this paper is to provide a selective bibliography for librarians and adminstrators in all types of libraries, with sources that can help them understand virtual worlds and their applications for libraries. Second Life is used as an example of virtual worlds. Design/methodology/approach - The authors describe a range of primarily recent publications (2004-2006), which aim to provide practical advice and information, to aid librarians and administrators seeking to understand and utilize virtual worlds. Findings - Provides information about each source, indicating content and how the information can help. Acknowledges and explores the lack of knowledge among many librarians and administrators of expanded Web technologies like 3D virtual worlds and their reference, collections and information literacy applications, and provides an annotated list of helpful publications. Research limitations/implications - This is not an exhaustive list and is particularly limited in numbers of research publications due to the fact that this technology is new and research in this area is only just emerging. Practical implications - A useful source of information for librarians and administrators in all types of libraries considering exploring and experimenting with library services within virtual worlds. Originality/value - This selected bibliography fulfills an identified information/resources need by offering a varied list of publications which can provide practical help to library workers supporting and venturing into the rapidly developing and high profile virtual worlds arena. [ABSTRACT FROM AUTHOR]; DOI: 10.1108/00907320710729382; (AN 24601066)
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Database: Library, Information Science & Technology Abstracts

Record: 16
Second Life Adds a Library Space. American Libraries, Jan2007, Vol. 38 Issue 1, p31-31, 1/5p; Abstract: The article discusses how the library automation firms Talis Information Ltd. and Alliance Library System have joined together to create a virtual library space on the virtual reality online computer game "Second Life." The area will be called Cybrary City and it will offer space for continuing education events, conferences for librarians, and a place to develop information tools. Cybrary City will also become a place where libraries can display their local resources.; (AN 23590089)
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Database: Library, Information Science & Technology Abstracts

Record: 17
Getting Your Game On. By: Levine, Jenny. American Libraries, Jan2007, Vol. 38 Issue 1, p36-36, 1p; Abstract: The author discusses the popularity and the importance of online gaming being used in libraries. The author discusses her findings from an article she wrote called "Gaming and Libraries: Intersection of Services," which looked at how online video games, like the virtual environment game Second Life, can offer a range of educational and informational services to library patrons.; (AN 23590114)
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Database: Library, Information Science & Technology Abstracts

Record: 18
GET A (SECOND) LIFE! By: Bell, Lori; Peters, Tom; Pope, Kitty. Computers in Libraries, Jan2007, Vol. 27 Issue 1, p10-15, 6p, 6c; Abstract: The article offers information about the Alliance Second Life Library project made possible by the collaboration of various librarians from all over the world. All the aspects, features and services that are part of Library 2.0, a digital library, are integrated in this project. A number of mainstream corporations are moving into Second Life, including IBM, American Apparel, Reuters, Infinite Minds Radio, Pontiac and Sun. The challenges encountered by the staffers in building the virtual library are also discussed.; (AN 23656124)
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Database: Library, Information Science & Technology Abstracts

Record: 19
Meet the New You. By: Czarnecki, Kelly; Gullett, Matt. School Library Journal, Jan2007, Vol. 53 Issue 1, p36-39, 4p, 8c; Abstract: The article looks at the 3-D online environment geared toward teenagers, known as Teen Second Life (TSL). The virtual environment was created by Linden Lab and is an offshoot of the company's Second Life, a 3-D world for adults. It is a multiuser virtual environment, where the experience is solely determined by its users. The article discusses the Eye4You Alliance and Camp Global Kids, which was a free summer camp conducted in TSL by Global Kids.; (AN 23755028)
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Database: Library, Information Science & Technology Abstracts

Record: 20
Second Life For Holocaust Memoir. By: Maryles, Daisy. Publishers Weekly, 12/11/2006, Vol. 253 Issue 49, p18-19, 2p; Abstract: The article focuses on the publication of a new edition of Martin Gray's memoir For Those I Loved. In his memoir, Gray vividly describes his life as a teenager in the Warsaw ghetto in Treblinka and as an officer in the Soviet Army. Now his book, first published in 1971 by Laffont in France and in the U.S. by Little, Brown in 1972, and out of print here for the past decade, is being reissued by Hampton Roads. The new edition includes many new photos and 80 pages of new material about Gray's life and humanitarian efforts.; (AN 23474271)
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Database: Library, Information Science & Technology Abstracts

Record: 21
Briefs. Bookseller, 12/8/2006 Issue 5259, p6-8, 3p; Abstract: The article presents a series of short news stories concerning bookselling and publishers in Great Britain in 2006. Booksellers on Oxford Street in London backed a plan to turn the street into a pedestrian walkway. Snowbooks has erected a book shore in the Second Life virtual world. The BBC will work with theater director Dick Maggs to produce an audio book. A number of U.K. publishers are donating books to troops stationed in Iraq, Afghanistan and Bosnia.; (AN 23485090)
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Database: Library, Information Science & Technology Abstracts

Record: 22
Skilling staff for Library 2.0. By: Mackenzie, Christine. inCite, Dec2006, Vol. 27 Issue 12, p7-7, 1p; Abstract: The article reports on the launch of the Yarra Plenty Regional Library (YPRL) Library 2.0 training program by SirsiDynix innovation vice president Stephen Abram at Thomastown Library in Melbourne, Victoria. The program was designed to encourage people to use social networking tools in the public library environment. Abram described the 3-dimensional (3-D) virtual world called Second Life in the U.S. The YPRL has a general library and a local history blog.; (AN 24309760)
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Database: Library, Information Science & Technology Abstracts

Record: 23
Virtual Stacks Go Live. By: Barack, Lauren. School Library Journal, Dec2006, Vol. 52 Issue 12, p26-26, 1/3p, 1c; Abstract: The article reports that in mid-October 2006, the Second Life Library officially opened its doors to more than 12,000 visitors on what has been dubbed "Info Island," a grouping of four 16-acre islands inside the virtual online environment Second Life (SL). Launched in 2003, SL includes over 1.2 million residents. According to the article, SL library patrons can download public domain books for free, get answers to their reference questions, and explore exhibits, among other benefits.; (AN 23415959)
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Database: Library, Information Science & Technology Abstracts

Record: 24
From avatar to author. By: Richardson, Anna. Bookseller, 11/3/2006 Issue 5254, p45-45, 1/4p, 1c; Abstract: The article takes a brief look at the impact of virtual realities and online communities on the publishing industry, with particular focus on Second Life, an online 3-D world whose Web site has more than a million members. Books discussed in the article include "Snow Crash," by Neal Stephenson--the inspiration behind Second Life--and "The State of Play," by Jack M. Balkin and Beth Simone Noveck.; (AN 23133240)
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Database: Library, Information Science & Technology Abstracts

Record: 25
Eye4You Alliance. Library Hi Tech News, Nov/Dec2006, Vol. 23 Issue 10, p28-29, 2p; Abstract: This article reports on a partnership that was established by The Public Library of Charlotte & Mecklenburg County with the Alliance Library System to collaborate on the "Eye4You Alliance," an island in Teen Second Life that will offer virtual library services to teenagers. An international gathering place on the Internet, Teen Second Life is where teenagers can make friends, play, learn and create. "Eye4You Alliance" is aimed at creating an interactive and informative space for young adults within the Teen Second Life virtual world and to collaborate with other educators who serve youth and are present in Teen Second Life.; (AN 23935701)
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Database: Library, Information Science & Technology Abstracts

Record: 26
Some Tricks to Build Information Fluency--Part 2. By: Abram, Stephen. MultiMedia & Internet@Schools, Nov/Dec2006, Vol. 13 Issue 6, p6-28, 3p; Abstract: The author discusses the techniques in developing information literacy. He offers suggestions on dealing with and capitalizing on the popularity of social networks such as the MySpace site. He gives advice on utilizing video games and sites such as Second Life, Teen Second Life and Active World. He provides tips on encouraging students to search databases and use the online library catalogs as a search tool.; (AN 23121315)
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Database: Library, Information Science & Technology Abstracts

Record: 27
Mashing up the Library With Talis. Multimedia Information & Technology, Nov2006, Vol. 32 Issue 4, p100-101, 2p; Abstract: The article announces awards given to library system developers including John Blyberg for the first prize and the second prize to the Second Life Library.; (AN 23980157)
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Database: Library, Information Science & Technology Abstracts

Record: 28
Reuters Launches Virtual News Bureau in Role Playing Game. Electronic Information Report, 10/23/2006, Vol. 27 Issue 38, p5-5, 1/2p; Abstract: The article reports on the launch of a virtual news bureau in an online role playing game Second Life by Reuters. The company was the first online publisher to start a news coverage of an online game developed by Linden Lab. Participants will have access to news regarding the game through an in-game mobile device called The Reuters News Centre.; (AN 22874907)
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Database: Library, Information Science & Technology Abstracts

Record: 29
Freedom: The Story of My Second Life. By: Root, Deirdre Bray. Library Journal, 10/15/2006, Vol. 131 Issue 17, p70-70, 1/6p; Abstract: The article reviews the book "Freedom: The Story of My Second Life," by Malika Oufkir, translated from French by Linda Coverdale.; (AN 22908029)
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Database: Library, Information Science & Technology Abstracts

Record: 30
MASHING UP THE LIBRARY 2006: ANNOUNCING THE WINNERS. Computers in Libraries, Oct2006, Vol. 26 Issue 9, p59-59, 1p, 3c; Abstract: The article highlights the winners of the Mashing Up the Library competition held in Summer 2006. The first prize of £1,000 was awarded to John Blyberg of Ann Arbor District Library. His entry, Go-Go-Google-Gadget, shows how simply library information can be integrated into the personalized home page offered by Google. The second prize of £500 was awarded to the Alliance Second Life Library 2.0, by the Alliance Library System in East Peoria, Illinois, and its global partners in the Second Life Library.; (AN 22538648)
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Database: Library, Information Science & Technology Abstracts

Record: 31
Talis Winners of Mashing Up the Library Competition 2006 Announced. Library Hi Tech News, Oct2006, Vol. 23 Issue 9, p18-18, 1p; Abstract: This article announces the winners of the 2006 Mashing Up the Library Competition. The contest was aimed at encouraging innovation in the display, use and reuse of data from and about libraries. First prize, amounting to $2,000, was awarded to John Blyberg of the Ann Arbor District Library in Ann Arbor, Michigan. His winning entry was called Go-Go-Google-Gadget, which demonstrated how library information can be integrated into a personalized home page being offered by Google. According to one of the judges, Paul Miller, this entry was an example of taking information secured inside the library catalogue and make it available to patrons in other contexts. The recipient of the second prize was the Alliance Library System and their global partners in the Second Life Library.; (AN 23844630)
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Database: Library, Information Science & Technology Abstracts

Record: 32
NEWS: Briefs. Bookseller, 9/29/2006 Issue 5249, p6-7, 2p, 1c; Abstract: This article presents news briefs from the publishing and bookselling world. Penguin has partnered with Rivers Run Red to create tie-ins with the book "Snow Crash," by Neal Stephenson in the virtual world of "Second Life." Stephenson's book is the inspiration for "Second Life." Phaidon Press Creative Director Alan Fletcher has died. The publisher will be releasing his book "Picturing & Poeting" in November 2006. The editorial director for Virgin Books, Natalie Jerome, has left after having held the job for little more than a year.; (AN 22702624)
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Database: Library, Information Science & Technology Abstracts

Record: 33
Caught in the Web 2.0. By: Baumann, Michael. Information Today, Sep2006, Vol. 23 Issue 8, p38-38, 1p; Abstract: The article provides information about Web 2.0, a wave of Web applications built for user-added content that are made to change continuously to accommodate data and technology. An example of the difference between Web 1.0 and Web 2.0 is between Britannica Online and Wikipedia. In Web 1.0, content was written, edited and published by a select group of people, much the same way books are published. In Web 2.0, anyone can add to the collective pool of knowledge, and anyone can access it. Companies that are predicted to do well in Web 2.0 include Instructables, LinkedIn Corp., Second Life, Google and Yahoo! INSETS: O'Reilly's Web 2.0 Companies to Watch;O'Reilly's Top Five Things You Need to Know About Web 2.0.; (AN 22342531)
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Database: Library, Information Science & Technology Abstracts

Record: 34
Future Intersections. Library Technology Reports, Sep/Oct2006, Vol. 42 Issue 5, p56-59, 4p; Abstract: The article discusses possible future intersections of library services and gaming programs. The popular online game "Second Life" is an arena for developing a virtual library environment. "Second Life" gamers can visit the library, ask reference questions, borrow materials, and perform any other activity which would occur at a real public library. The author argues that by "going to wear the gamers are" (i.e. into virtual reality games) libraries can enhance outreach and promote services to members of the gaming community.; (AN 23265997)
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Record: 35
Gaming: The Next Hot Technology for Libraries? (cover story) By: Hawkins, Donald T.; Brynko, Barbara. Information Today, Jun2006, Vol. 23 Issue 6, p1-51, 2p, 3c; Abstract: This article deals with the growing use of video game technology in producing virtual worlds to deliver library services. Virtual Bibliographic Instruction's virtual world is based on real core elements. Users can walk into the library, with actual landmarks built into the animated virtual design and take a three-dimensional tour. Virtual world technology is well-suited to libraries because many library users now access information only online, some may never set foot in a physical library. The Alliance Library System in East Peoria, Illinois, has partnered with Online Programming for All Libraries to develop a library system on the Second Life platform.; (AN 21099464)
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Database: Library, Information Science & Technology Abstracts

Record: 36
ALS & OPAL To Open an Alliance of Libraries 2.0 on Second Life. Library Hi Tech News, Jun2006, Vol. 23 Issue 5, p38-38, 1/2p; Abstract: The article reports on selected programs of Online Programming for All Libraries (OPAL) to be offered in the Second Life online virtual reality game. The goal is to promote the real library and online library services to adults who might not otherwise use the library. Second Life is a virtual world entirely built and owned by nearly 200,000 people from around the globe. Alliance Library System and OPAL are collaborating to utilize the programs offered online to librarians and library users to extend the programs to the Second Life game.; (AN 22125933)
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Database: Library, Information Science & Technology Abstracts

Record: 37
Library Gets Second Life. By: Barack, Lauren. School Library Journal, Jun2006, Vol. 52 Issue 6, p26-26, 1/2p, 1c; Abstract: Reports on the decision of a group of librarians and the Alliance Library System to purchase a land and construct a library in the online environment, Second Life in Illinois. Advantages of the library services; Flexibility of services offered for library users; Program plans of libraries for Teen Second Life.; (AN 21088643)
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Database: Library, Information Science & Technology Abstracts