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Building the  Virtual Library. Academic Environments & Virtual Worlds. April 9, 2008
You Are All Geeks Librarians. Computers in Libraries 2008. Track C: Gaming and Virtual Worlds.
We run things
Multiplayer Gaming. Multiplayer Gaming in 1982:
Multiplayer Gaming Multiplayer Gaming in 2008:
Life in the Metaverse Today’s students are not only computer-savvy, they are “Digital Natives”. They have grown up in an online world. (Prensky, 2001)
Gamers today, CEOs tomorrow. “…  leaders develop and operate in environments that are highly distributed, global, hypercompetitive, and virtual – not unlike today’s business world”.  -- Eric Lessner,  IBM Institute for Business Values (Career World, Jan 2008)
If World of Warcraft were a country, its population would be higher than that of Sweden. Video gaming is not just for kids anymore. The average gamer is 25 – 30 years old.  (Yee, 2006) Typical gamers spend up to 22 hours per week online, in video game environments such as World of Warcraft or City of Heroes.  (Yee, 2006) In countries such as China and Korea, some people make a living out of “farming gold” and selling it for real-world currency.  (Lee, 7/5/05) Recently, IBM and Linden Labs were discussing protocols that would allow people to transfer their online avatars between worlds.  (Hillis, 2007)
Kean University 13,050 full-time Graduate and Undergraduate Students. 376 full-time faculty. 5 Colleges; 50 undergraduate and 31 graduate degree programs. 18 division III varsity teams and 30 fraternities and sororities. Average 30 minute commute to NYC. (Kean University, retrieved 2/19/08)
Librarians in Second Life Librarians came to Second Life in 2006. Created the Info Island reference area, which is currently staffed by 64 volunteer librarians.  Includes several themed islands which comprise the “Info Archipelago”, including such places as “Renaissance Island”, “Cybrary City”, “EduIsland’, and the newly-created “Land of Lincoln”. (Dejavu, personal communication, 2/15/08)
Kean University on Cybrary City
 
 
References “ Gamers Today, CEOs Tomorrow” (Jan. 2006)  Career World . 36(4), p7-7, 2/3p  Hillis, Scott. (10/10/07) “IBM, Linden Lab seek open borders for virtual worlds”.   Reuters Newswire . Retrieved 2/20/07 from:  http://secondlife.reuters.com/stories/2007/10/10/ibm-linden-lab-seek-open-borders-for-virtual-worlds. Kean University (retrieved 2/19/08) from:  www.kean.edu Lee, James. (7/5/2005) “From sweatshops to stateside corporations, some people are profiting off of MMO gold”.  Computer Gaming World . Retrieved 2/18/07 from:http://www.1up.com/do/feature?cId=3141815 Prensky, Marc, (Oct., 2001) Digital Natives, Digital Immigrants.  On the Horizon . 9(5). Pg 1-6 Second Life. (Retrieved 2/15/08) from: www.secondlife.com. Stephenson, Neal. (1992)  Snow Crash.  Bantam Books. New York. World of Warcraft. (Retrieved 2/8/08) from: www.worldofwarcraft.com Yee, N. (2006). The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments.  PRESENCE: Teleoperators and Virtual Environments , 15, 309-329.

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CiL 2008

  • 1. Building the Virtual Library. Academic Environments & Virtual Worlds. April 9, 2008
  • 2. You Are All Geeks Librarians. Computers in Libraries 2008. Track C: Gaming and Virtual Worlds.
  • 6. Life in the Metaverse Today’s students are not only computer-savvy, they are “Digital Natives”. They have grown up in an online world. (Prensky, 2001)
  • 7. Gamers today, CEOs tomorrow. “… leaders develop and operate in environments that are highly distributed, global, hypercompetitive, and virtual – not unlike today’s business world”. -- Eric Lessner, IBM Institute for Business Values (Career World, Jan 2008)
  • 8. If World of Warcraft were a country, its population would be higher than that of Sweden. Video gaming is not just for kids anymore. The average gamer is 25 – 30 years old. (Yee, 2006) Typical gamers spend up to 22 hours per week online, in video game environments such as World of Warcraft or City of Heroes. (Yee, 2006) In countries such as China and Korea, some people make a living out of “farming gold” and selling it for real-world currency. (Lee, 7/5/05) Recently, IBM and Linden Labs were discussing protocols that would allow people to transfer their online avatars between worlds. (Hillis, 2007)
  • 9. Kean University 13,050 full-time Graduate and Undergraduate Students. 376 full-time faculty. 5 Colleges; 50 undergraduate and 31 graduate degree programs. 18 division III varsity teams and 30 fraternities and sororities. Average 30 minute commute to NYC. (Kean University, retrieved 2/19/08)
  • 10. Librarians in Second Life Librarians came to Second Life in 2006. Created the Info Island reference area, which is currently staffed by 64 volunteer librarians. Includes several themed islands which comprise the “Info Archipelago”, including such places as “Renaissance Island”, “Cybrary City”, “EduIsland’, and the newly-created “Land of Lincoln”. (Dejavu, personal communication, 2/15/08)
  • 11. Kean University on Cybrary City
  • 12.  
  • 13.  
  • 14. References “ Gamers Today, CEOs Tomorrow” (Jan. 2006) Career World . 36(4), p7-7, 2/3p Hillis, Scott. (10/10/07) “IBM, Linden Lab seek open borders for virtual worlds”. Reuters Newswire . Retrieved 2/20/07 from: http://secondlife.reuters.com/stories/2007/10/10/ibm-linden-lab-seek-open-borders-for-virtual-worlds. Kean University (retrieved 2/19/08) from: www.kean.edu Lee, James. (7/5/2005) “From sweatshops to stateside corporations, some people are profiting off of MMO gold”. Computer Gaming World . Retrieved 2/18/07 from:http://www.1up.com/do/feature?cId=3141815 Prensky, Marc, (Oct., 2001) Digital Natives, Digital Immigrants. On the Horizon . 9(5). Pg 1-6 Second Life. (Retrieved 2/15/08) from: www.secondlife.com. Stephenson, Neal. (1992) Snow Crash. Bantam Books. New York. World of Warcraft. (Retrieved 2/8/08) from: www.worldofwarcraft.com Yee, N. (2006). The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments , 15, 309-329.