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<channel>
	<title>Librarian Kathryn's MUSLIG blog</title>
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	<link>http://muslig.edublogs.org</link>
	<description>For Murdoch University Second Life Interest Grop</description>
	<lastBuildDate>Wed, 29 Aug 2007 11:16:35 +0000</lastBuildDate>
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			<item>
		<title>Victoria University has a Second Life presence</title>
		<link>http://muslig.edublogs.org/2007/08/29/victoria-university-has-a-second-life-presence/</link>
		<comments>http://muslig.edublogs.org/2007/08/29/victoria-university-has-a-second-life-presence/#comments</comments>
		<pubDate>Wed, 29 Aug 2007 11:16:35 +0000</pubDate>
		<dc:creator>Kathryn Greenhill</dc:creator>
				<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://muslig.edublogs.org/2007/08/29/victoria-university-has-a-second-life-presence/</guid>
		<description><![CDATA[Victoria  University now has a presence in  Second Life. The review of the plot mentions how refreshing it is to see a  higher ed. Institution where experimentation is evident, rather than being  released fully polished.
http://www.sloz.info/2007/08/29/victoria-university-joins-the-class/
]]></description>
			<content:encoded><![CDATA[<p><font face="Arial" size="2">Victoria</font><font face="Arial" size="2">  University</font><font face="Arial" size="2"> now has a presence in  Second Life. The review of the plot mentions how refreshing it is to see a  higher ed. Institution where experimentation is evident, rather than being  released fully polished.</font></p>
<p><font face="Arial" size="2"><a href="http://www.sloz.info/2007/08/29/victoria-university-joins-the-class/" title="http://www.sloz.info/2007/08/29/victoria-university-joins-the-class/">http://www.sloz.info/2007/08/29/victoria-university-joins-the-class/</a></font></p>
]]></content:encoded>
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		<item>
		<title>Academic Library creating collection in Second Life</title>
		<link>http://muslig.edublogs.org/2007/08/29/academic-library-creating-collection-in-second-life/</link>
		<comments>http://muslig.edublogs.org/2007/08/29/academic-library-creating-collection-in-second-life/#comments</comments>
		<pubDate>Wed, 29 Aug 2007 11:15:40 +0000</pubDate>
		<dc:creator>Kathryn Greenhill</dc:creator>
				<category><![CDATA[Library]]></category>
		<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://muslig.edublogs.org/2007/08/29/academic-library-creating-collection-in-second-life/</guid>
		<description><![CDATA[BSU Libraries Working Group to Place Materials on Second Life
Ball State University Libraries plans to utilize the online environment Second Life to make library and archival resources such as text, photographs, audio and videos available to users of the virtual world.
&#8230;
&#8220;It&#8217;s an attempt to explore current and new ways to present and offer services to an expanded [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.munciefreepress.com/node/16550">BSU Libraries Working Group to Place Materials on Second Life</a></p>
<p>Ball State <a href="http://www.bsu.edu/library/">University Libraries</a> plans to utilize the online environment Second Life to make library and archival resources such as text, photographs, audio and videos available to users of the virtual world.</p>
<p>&#8230;</p>
<p>&#8220;It&#8217;s an attempt to explore current and new ways to present and offer services to an expanded user population,&#8221; said John Straw, director of the <a href="http://www.bsu.edu/libraries/mobile/coll/archv.html">archives and special collections</a> at Bracken Library. &#8220;It&#8217;s another means of presenting information that libraries and archives have traditionally made available in paper format or on the Web.&#8221;</p>
<p>University Libraries already is working with the <a href="http://www.bsu.edu/middletown/">Center for Middletown Studies</a> to create a virtual archives and library that will include archival materials relating to the Middletown project, a series of sociological studies begun in the 1920s that use Muncie as a representative American community.</p>
<p>&#8220;If you were interested in studying that time period or that demographic, the resources we plan to make available would be of high interest and use,&#8221; said Phil Deloria, a member of the working group and an assistant archivist for digital projects and university archives.</p>
<p>Jason Fields, information services librarian and another member of the working group, suggested that Second Life even could be used to re-create a period movie theater in which users could view old video footage. Ball State faculty in several departments, including history and English, already use the environment as a teaching tool.</p>
<p>&#8220;Just as we currently support teaching and learning in real life, the University Libraries wants to support those activities in Second Life,&#8221; Deloria said.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>WA based drama teacher/Phd student using SL</title>
		<link>http://muslig.edublogs.org/2007/08/23/wa-based-drama-teacherphd-student-using-sl/</link>
		<comments>http://muslig.edublogs.org/2007/08/23/wa-based-drama-teacherphd-student-using-sl/#comments</comments>
		<pubDate>Thu, 23 Aug 2007 10:32:23 +0000</pubDate>
		<dc:creator>Kathryn Greenhill</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://muslig.edublogs.org/2007/08/23/wa-based-drama-teacherphd-student-using-sl/</guid>
		<description><![CDATA[Kim Flintoff (Kim Pasternak in SL) is doing his Phd using Second Life. Here&#8217;s a rather long interview from SLOz:
http://www.sloz.info/2007/08/23/interview-kim-pasternak-kim-flintoff/
]]></description>
			<content:encoded><![CDATA[<p>Kim Flintoff (Kim Pasternak in SL) is doing his Phd using Second Life. Here&#8217;s a rather long interview from SLOz:</p>
<p>http://www.sloz.info/2007/08/23/interview-kim-pasternak-kim-flintoff/</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Report on first year of operation &#8211; SL libraries</title>
		<link>http://muslig.edublogs.org/2007/08/20/report-on-first-year-of-operation-sl-libraries/</link>
		<comments>http://muslig.edublogs.org/2007/08/20/report-on-first-year-of-operation-sl-libraries/#comments</comments>
		<pubDate>Mon, 20 Aug 2007 13:07:28 +0000</pubDate>
		<dc:creator>Kathryn Greenhill</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://muslig.edublogs.org/2007/08/20/report-on-first-year-of-operation-sl-libraries/</guid>
		<description><![CDATA[Report Released 10th August:
A Report on the First Year of Operation of the Alliance Second Life Library 2.0 Project also known as the Alliance Information Archipelago (pdf)
April 11, 2006 Through April 18, 2007
Compiled by Tom Peters of TAP Information Services with the assistance of Lori Bell and Beth Gallaway
]]></description>
			<content:encoded><![CDATA[<p>Report Released 10th August:</p>
<p><a href="http://www.squirrelverse.com/ALL-REPORT.pdf">A Report on the First Year of Operation of the Alliance Second Life Library 2.0 Project also known as the Alliance Information Archipelago</a> (pdf)</p>
<p>April 11, 2006 Through April 18, 2007</p>
<p>Compiled by Tom Peters of TAP Information Services with the assistance of Lori Bell and Beth Gallaway</p>
]]></content:encoded>
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		</item>
		<item>
		<title>IBM Virtual World Guidelines</title>
		<link>http://muslig.edublogs.org/2007/08/19/ibm-virtual-world-guidelines/</link>
		<comments>http://muslig.edublogs.org/2007/08/19/ibm-virtual-world-guidelines/#comments</comments>
		<pubDate>Sun, 19 Aug 2007 03:21:20 +0000</pubDate>
		<dc:creator>Kathryn Greenhill</dc:creator>
				<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://muslig.edublogs.org/2007/08/19/ibm-virtual-world-guidelines/</guid>
		<description><![CDATA[A rather comprehensive code of conduct for IBM employees doing business within Second Life on behalf of IBM
IBM Virtual World Guidelines
]]></description>
			<content:encoded><![CDATA[<p>A rather comprehensive code of conduct for IBM employees doing business within Second Life on behalf of IBM</p>
<p><a href="http://domino.research.ibm.com/comm/research_projects.nsf/pages/virtualworlds.IBMVirtualWorldGuidelines.html">IBM Virtual World Guidelines</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Second Life: Reaching into the Virtual World for Real-World Learning. Educause.</title>
		<link>http://muslig.edublogs.org/2007/08/16/second-life-reaching-into-the-virtual-world-for-real-world-learning-educause/</link>
		<comments>http://muslig.edublogs.org/2007/08/16/second-life-reaching-into-the-virtual-world-for-real-world-learning-educause/#comments</comments>
		<pubDate>Thu, 16 Aug 2007 01:05:54 +0000</pubDate>
		<dc:creator>Kathryn Greenhill</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://muslig.edublogs.org/2007/08/16/second-life-reaching-into-the-virtual-world-for-real-world-learning-educause/</guid>
		<description><![CDATA[
Second Life: Reaching into the Virtual World for Real-World Learning. 
Added by the EDUCAUSE Librarian  		
 		 Figure out who gets listed here and how we will handle email notification of comments.



Title:
Second Life: Reaching into the Virtual World for Real-World Learning (ID: ERB0717)





This publication is currently password protected. All faculty, staff, and students from [...]]]></description>
			<content:encoded><![CDATA[<h1></h1>
<p><a href="http://connect.educause.edu/library/abstract/SecondLifeReachingin/44919?time=1187225463">Second Life: Reaching into the Virtual World for Real-World Learning. </a></p>
<p>Added by the <a href="http://connect.educause.edu/eprofile/90737">EDUCAUSE Librarian</a>  		<!-- on Tuesday August 14, 2007 --></p>
<p><!--div&amp;gt;--> 		 Figure out who gets listed here and how we will handle email notification of comments.</p>
<p><!-- BEGIN Library Item render --></p>
<table>
<tr>
<td>Title:</td>
<td>Second Life: Reaching into the Virtual World for Real-World Learning (ID: ERB0717)</td>
</tr>
<tr>
<td><a href="http://www.educause.edu/ir/library/pdf/ecar_so/erb/ERB0717.pdf"><img src="http://connect.educause.edu/educause/images/file_types/acrobat.gif" alt="http://www.educause.edu/ir/library/pdf/ecar_so/erb/ERB0717.pdf" /></a><img src="http://connect.educause.edu/educause/images/file_types/icon_lock.gif" /></td>
</tr>
</table>
<p>This publication is currently password protected. All faculty, staff, and students from institutions that have <a href="http://www.educause.edu/ECARSubscribingOrganizations/957">subscribed to ECAR</a> at the <strong>ECAR Participating</strong>, <strong>Comprehensive Content</strong>, <strong>Corporate</strong>, and <strong>Research Bulletins Package</strong> levels are authorized to access this publication by using their <a href="http://www.educause.edu/Login/603">EDUCAUSE personal profile</a>.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Virtual job interviews in SL at Gippsland Tafe</title>
		<link>http://muslig.edublogs.org/2007/08/13/virtual-job-interviews-in-sl-at-gippsland-tafe/</link>
		<comments>http://muslig.edublogs.org/2007/08/13/virtual-job-interviews-in-sl-at-gippsland-tafe/#comments</comments>
		<pubDate>Mon, 13 Aug 2007 15:39:12 +0000</pubDate>
		<dc:creator>Kathryn Greenhill</dc:creator>
				<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://muslig.edublogs.org/2007/08/13/virtual-job-interviews-in-sl-at-gippsland-tafe/</guid>
		<description><![CDATA[Gippsland TAFE project which involved virtual job interviews
http://virtualworldsreallearning.wikispaces.com/
]]></description>
			<content:encoded><![CDATA[<p>Gippsland TAFE project which involved virtual job interviews</p>
<p><a href="http://virtualworldsreallearning.wikispaces.com/">http://virtualworldsreallearning.wikispaces.com/</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>UWA virtual campus</title>
		<link>http://muslig.edublogs.org/2007/08/13/uwa-virtual-campus/</link>
		<comments>http://muslig.edublogs.org/2007/08/13/uwa-virtual-campus/#comments</comments>
		<pubDate>Mon, 13 Aug 2007 04:40:48 +0000</pubDate>
		<dc:creator>Kathryn Greenhill</dc:creator>
				<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://muslig.edublogs.org/2007/08/13/uwa-virtual-campus/</guid>
		<description><![CDATA[Looks like UWA are self hosting a vitual campus
http://www.uwa.edu.au/media/statements/media_statements_2007/july/virtual
http://www.csse.uwa.edu.au/virtual/
]]></description>
			<content:encoded><![CDATA[<p>Looks like UWA are self hosting a vitual campus</p>
<p><a href="http://www.uwa.edu.au/media/statements/media_statements_2007/july/virtual">http://www.uwa.edu.au/media/statements/media_statements_2007/july/virtual</a></p>
<p><a href="http://www.csse.uwa.edu.au/virtual/">http://www.csse.uwa.edu.au/virtual/</a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Bibliography of the role of virtual worlds in education</title>
		<link>http://muslig.edublogs.org/2007/08/12/bibliography-of-the-role-of-virtual-worlds-in-education/</link>
		<comments>http://muslig.edublogs.org/2007/08/12/bibliography-of-the-role-of-virtual-worlds-in-education/#comments</comments>
		<pubDate>Sun, 12 Aug 2007 07:26:23 +0000</pubDate>
		<dc:creator>Kathryn Greenhill</dc:creator>
				<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://muslig.edublogs.org/2007/08/12/bibliography-of-the-role-of-virtual-worlds-in-education/</guid>
		<description><![CDATA[From: David P. Dillard &#60;j&#8230;@temple.edu&#62;
EDUCATION: LEARNING: STRATEGIES METHODS AND TECHNIQUES :
RECREATION: GAMES:
It&#8217;s Not Whether You Win or Lose, but How You Play the Game:
The Role of Virtual Worlds in Education: An Annotated Bibliography
Thanks to Bernie Sloan, a frequent poster to the DIG_REF discussion group
for sharing this link and resource with me.
It&#8217;s Not Whether You Win [...]]]></description>
			<content:encoded><![CDATA[<p>From: David P. Dillard &lt;j<img src="//browster/skin/prefetch_icon_12x12.gif" /><a href="http://groups.google.com/groups/unlock?msg=a7295924ebaa1a2c&amp;_done=/group/bit.listserv.edtech/browse_thread/thread/0581de40c88590ae/a7295924ebaa1a2c">&#8230;</a>@temple.edu&gt;<br />
EDUCATION: LEARNING: STRATEGIES METHODS AND TECHNIQUES :<br />
RECREATION: GAMES:<br />
It&#8217;s Not Whether You Win or Lose, but How You Play the Game:<br />
The Role of Virtual Worlds in Education: An Annotated Bibliography<br />
Thanks to Bernie Sloan, a frequent poster to the DIG_REF discussion group<br />
for sharing this link and resource with me.<br />
It&#8217;s Not Whether You Win or Lose, but How You Play the Game:<br />
The Role of Virtual Worlds in Education: An Annotated Bibliography<br />
Sharon Stoerger<br />
sstoe<img src="//browster/skin/prefetch_icon_12x12.gif" /><a href="http://groups.google.com/groups/unlock?msg=a7295924ebaa1a2c&amp;_done=/group/bit.listserv.edtech/browse_thread/thread/0581de40c88590ae/a7295924ebaa1a2c">&#8230;</a>@indiana.edu<br />
&lt;<a href="http://ella.slis.indiana.edu/%7Esstoerge/virtualworlds.htm" rel="nofollow">http://ella.slis.indiana.edu/~sstoerge/virtualworlds.htm</a>&gt;<br />
&#8220;Boring&#8221; and &#8220;dry&#8221;: these are two words that today&#8217;s students often use to<br />
describe their experiences in school (Prensky, 2001, 2003). Oblinger<br />
(2003) asserts that these new students &#8211; individuals &#8220;raised on the<br />
Internet and interactive games&#8221; (p. 44) &#8211; may have expectations that are<br />
not met by the current &#8220;skill and drill&#8221; system of learning (e.g., Gee,<br />
2003; Steinkuehler, 2005). They, and more specifically the Net Generation<br />
or the Millennials (Carlson, 2005; Oblinger, 2003), come into the<br />
classroom equipped with different attitudes toward education, as well as a<br />
diverse array of technological skills. These individuals want more than<br />
the traditional lecture format; instead, they are seeking out authentic<br />
and active educational experiences, like those found in video games.<br />
According to the Entertainment Software Association (2007), the typical<br />
game player is 33 years old and has been playing games for more than 10<br />
years; 38% of these games players are women. But, this is not to say that<br />
younger individuals are not playing games. They are, and as Lenhart,<br />
Madden, and Hitlin (2005) report, the majority of teenagers are now using<br />
the Internet; further, 81% of these teens (or approximately 17 million<br />
individuals) play games online (p. 35). More importantly, though, the<br />
exposure to certain technologies, like video games, may have altered the<br />
minds of these students, or &#8220;digital natives,&#8221; in such a way that<br />
educational theories that worked in the past may not in today&#8217;s world<br />
(Prensky, 2001).<br />
It is important to emphasize that these technologically savvy students are<br />
not searching for an easier path; on the contrary, as Steinkuehler (2005)<br />
suggests, these individuals are seeking out cognitive challenges via video<br />
games. Gee (2003) continues this line of thought, and argues that in the<br />
world of video games, &#8220;hard is not bad and easy is not good&#8221; (p. 165).<br />
Therefore, some educators, like Barab and his colleagues (2005), propose a<br />
different type of educational model. This alternative is one that blends<br />
together games and learning, while adding one ingredient that is typically<br />
absent in education &#8211; fun. Despite evidence to suggest that there are<br />
benefits to the interactions that take place within these rich, complex<br />
worlds, the fact is that the educational community has been slow to adopt<br />
the use of new technologies in the classroom (Hitlin &amp; Rainie, 2005).<br />
The articles that are summarized in this bibliography examine a wide<br />
variety of topics including immersion, creation (versus memorization), and<br />
game innovation, as well as Csikszentmihalyi&#8217;s (e.g., 1993) concept of<br />
flow. Many of the authors take a constructivist rather than an<br />
instructivist approach to the topic and draw from the work of scholars,<br />
such as Piaget and Vygotsky.<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
Read more at the URL above.<br />
Sincerely,<br />
David Dillard<br />
Temple University<br />
(215) 204 &#8211; 4584<br />
j<img src="//browster/skin/prefetch_icon_12x12.gif" /><a href="http://groups.google.com/groups/unlock?msg=a7295924ebaa1a2c&amp;_done=/group/bit.listserv.edtech/browse_thread/thread/0581de40c88590ae/a7295924ebaa1a2c">&#8230;</a>@temple.edu<br />
Net-Gold</p>
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		</item>
		<item>
		<title>Techcrunch comparison table of online virtual worlds</title>
		<link>http://muslig.edublogs.org/2007/08/10/techcrunch-comparison-table-of-online-virtual-worlds/</link>
		<comments>http://muslig.edublogs.org/2007/08/10/techcrunch-comparison-table-of-online-virtual-worlds/#comments</comments>
		<pubDate>Thu, 09 Aug 2007 16:04:26 +0000</pubDate>
		<dc:creator>Kathryn Greenhill</dc:creator>
				<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://muslig.edublogs.org/2007/08/10/techcrunch-comparison-table-of-online-virtual-worlds/</guid>
		<description><![CDATA[August 5 2007		 
Virtual World Hangouts: So Many To Choose From
Mark Hendrickson
46 comments »
The avatars roaming many online virtual communities may be cartoonish and their activities inconsequential, but the recent sale of Club Penguin to Disney for $350 million (with $350 million in earn out) demonstrates that the business of casual immersive worlds, or virtual [...]]]></description>
			<content:encoded><![CDATA[<p>August 5 2007		 <!-- sphereit start --></p>
<h1><a href="http://www.techcrunch.com/2007/08/05/virtual-world-hangouts-so-many-to-choose-from/" rel="bookmark" title="So Many To Choose From">Virtual World Hangouts: So Many To Choose From</a></h1>
<h3>Mark Hendrickson</h3>
<h4><a href="http://www.techcrunch.com/2007/08/05/virtual-world-hangouts-so-many-to-choose-from/#comments">46 comments »</a></h4>
<p><img src="http://www.techcrunch.com/wp-content/virtual_chars.jpg" />The avatars roaming many online virtual communities may be cartoonish and their activities inconsequential, but the recent <a href="http://www.techcrunch.com/2007/08/01/disney-acquires-club-penguin/">sale of Club Penguin to Disney</a> for $350 million (with $350 million in earn out) demonstrates that the business of casual immersive worlds, or virtual hangouts, <a href="http://lsvp.wordpress.com/2007/04/23/kids-and-teens-have-pushed-at-least-6-immersive-online-worlds-to-over-2m-uumth-in-the-us/">is not<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a> entirely child’s play.</p>
<p>Virtual hangouts are where people can engage each other using imaginary characters in imaginary environments. They have been around and popular in Europe and Asia for years. However, they appear to be <a href="http://lsvp.wordpress.com/2007/04/23/kids-and-teens-have-pushed-at-least-6-immersive-online-worlds-to-over-2m-uumth-in-the-us/">gaining traction<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a> in the United States as of late. Some commentators even believe that the type of experience provided by these destinations could very well become <a href="http://reality.org/2007/03/13/sxsw-panel-web-20-to-web-3d-part-1/">integral to the forthcoming Web 3.0 era<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a>.</p>
<p>The newly released <a href="http://gigaom.com/2007/08/03/second-life-finally-gets-a-direct-competitor-multiverse/">MultiVerse platform<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a>, which is designed for the creation of online 3D worlds, certainly anticipates a future in which developers demand the tools necessary to build niche virtual communities because such communities have gone mainstream.</p>
<p>Currently, virtual hangouts differentiate themselves by targeting particular audiences and providing certain types of immersive experiences.</p>
<p>Destinations such as <a href="http://www.crunchbase.com/company/ClubPenguin">Club Penguin<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a> and <a href="http://www.crunchbase.com/company/BarbieGirls">Barbie Girls<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a> cater to children and pre-teenagers with their simple user interfaces, basic games, and cartoon graphics. Other immersive worlds such as <a href="http://www.crunchbase.com/company/secondlife">Second Life<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a> and <a href="http://www.crunchbase.com/company/HabboHotel">Habbo Hotel<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a> shoot for a broader audience by providing more advanced chat capabilities, more realistic simulations of reality, and tools to design objects and surroundings. Then there is <a href="http://www.crunchbase.com/company/RedLightCenter">Red Light Center<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a> (NSFW), which targets mature adults to give them an altogether more explicit breed of entertainment.</p>
<p><a href="http://www.techcrunch.com/wp-content/casual_immersive_worlds.html"><img src="http://www.techcrunch.com/wp-content/vw_chart.gif" /></a>The worlds meant for children are designed with a concern for the safety and security of their users. Webkinz, for example, only lets users chat with a preselected assortment of phrases so no one can say anything inappropriate or share personal information. The services meant for general audiences lack such restrictions and theoretically can be enjoyed by all types of people, although this freedom often translates into behavior that would be utterly inappropriate for children. Second Life, for example, does not explicitly promote adult behavior but has become <a href="http://www.techcrunch.com/2007/07/21/bestiality-may-be-knackered-in-second-life/">notorious</a> for it nonetheless. Embracing the more voluptuous side of human behavior, services like Red Light Center are professedly all adult, all the time and encourage users to participate in explicit behavior.</p>
<p>Virtual hangouts range not only in the audiences they target but also in the level of immersion they provide. Some, such as Second Life and Active Worlds, put you in 3D-rendered environments with first person points of view in an attempt to approximate virtual reality. Others, such as Gaia (<a href="http://gigaom.com/2007/04/22/move-over-myspace-gaia-online-is-here/">“the world’s fastest growing online world hangout for teens”<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a>) and Barbie Girls, use sprites (two-dimensional pre-rendered figures) to provide a bird’s-eye view of characters moving around in largely static settings. Even further down the immersion scale, the “worlds” of certain services such as Cyworld and Neopets are produced simply using HTML images and Flash animations.</p>
<p>Hangouts intended for younger audiences are generally less immersive than those meant for more mature audiences. Perhaps the only reason for this lies in a child’s inability to navigate more complex simulated worlds. However, children and pre-teenagers may also get something entirely different out of virtual hangouts than adults. While adults are presumably drawn to these services because they provide the opportunity for escapism, younger audiences may treat these products as interactive cartoons and toys. Thus, while all of these services provide a similar opportunity to hang out virtually, they may possess fundamentally distinct appeals for different demographics. The variety in immersion levels will probably continue to reflect these differences.</p>
<p>The chart in this post provides a basic comparison of these services to convey the range of virtual hangouts that currently exists. It should be noted that we tried to draw a distinction between online worlds where people hang out and worlds where people play role playing games, as is the case with <a href="http://en.wikipedia.org/wiki/World_of_warcraft">World of Warcraft<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a> and <a href="http://www.techcrunch.com/2007/05/17/entropia-universe-a-better-second-life/">Entropia Universe</a>.</p>
<p>The following services are included in the chart:</p>
<ul>
<li><a href="http://www.crunchbase.com/company/ActiveWorlds">Active Worlds<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
<li><a href="http://www.crunchbase.com/company/BarbieGirls">Barbie Girls<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
<li><a href="http://www.crunchbase.com/company/ClubPenguin">Club Penguin<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
<li><a href="http://www.crunchbase.com/company/Cyworld">Cyworld<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
<li><a href="http://www.crunchbase.com/company/Dubit">Dubit<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
<li><a href="http://www.crunchbase.com/company/Faketown">Faketown<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
<li><a href="http://www.crunchbase.com/company/Gaia">Gaia<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
<li><a href="http://www.crunchbase.com/company/HabboHotel">Habbo Hotel<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
<li><a href="http://www.crunchbase.com/company/IMVU">IMVU<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
<li><a href="http://www.crunchbase.com/company/Kaneva">Kaneva<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
<li><a href="http://www.crunchbase.com/company/Millsberry">Millsberry<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
<li><a href="http://www.crunchbase.com/company/Mokitown">Mokitown<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
<li><a href="http://www.crunchbase.com/company/Neopets">Neopets<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
<li><a href="http://www.crunchbase.com/company/RedLightCenter">Red Light Center<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a> (NSFW)</li>
<li><a href="http://www.crunchbase.com/company/SecondLife">Second Life<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
<li><a href="http://www.crunchbase.com/company/There">There<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
<li><a href="http://www.crunchbase.com/company/Webkinz">Webkinz<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
<li><a href="http://www.crunchbase.com/company/Zwinky">Zwinktopia<img src="http://shots.snap.com/images/v2.15.5/t.gif" /></a></li>
</ul>
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