Virtual Social Worlds and Libraries

A discussion of the use of virtual social worlds for libraries.

Monday, January 29, 2007

Memories

I received a posting from a friend in the UK. She was my next door neighbor in the original virtual 3-D library world Librarea. Librarea was the concept of Jack Colbert a librarian from Georgia. Jack put a lot of time, money and effort into a great pioneering project. Whenever I speak of the success of Eastern University's VBI World, I refer to my early introduction to the technology through Jack.

Librarea used many innovations. First was Libby the Librarea bot, she giggled when ever the mouse touched. But, she also was a fine directional bot and could answer elementary reference questions. There was also a web-based bot that would tell where to find certain subject material, based upon the Dewey subject headings.

I wish that Librarea was still around. Jack, Taco Guy, Akuna were all pioneers and envisioned the future of the technology. While Second Life is grabbing headlines, and rightfully so, there were earlier projects that should not be forgotten. Librarea was one with which I am happy to have participated.

When Librarea shut down it was a very sad day. Activeworlds entertainment was not as appealing to me afterwards; it didn't seem as friendly a place. For the time that Librarea existed I was able to share with librarians from many corners of the world a vision of what our profession's future might be.

Hats off to Jack and Librarea!!

Monday, January 15, 2007

Resources

An excellent resource for everyone interested in virtual worlds is Terra Nova (http://terranova.blogs.com). The site describes itself best, "Terra Nova is a blog about virtual worlds and their implications. Virtual Worlds include synthetics worlds, MMOs, MMORPGs, Social Worlds, MUDs, MOOs, and MUSHes. Terra Nova authors include scholars, practitioners and writers. "

The list of Terra Nova's contributing authors, active authors, and publications is impressive. The is also lists of publications and a research rolodex links that connects the reader to many fascinating sites. The site can open the reader to the depth of the virtual world phenomena.

Another site worth the time and effort to read is Betsy Book's Virtual World Review (http://www.virtualworldsreview.com/ ). The site offers a "basic guide to persistent online 2D and 3D virtual worlds that emphasize social interaction (MMOSGs). " Excellent reading for everyone interested in this technology. Unfortunately the site is no longer updated. Book has moved on to work with Makena Technologies the owner of the virtual social world There.

More to come!

Friday, January 12, 2007

Brave New World?

I was just having a discussion with a colleague concerning on-line communities and virtual worlds. I had come across a service called Kaneva, a combination MySpace and Second Life. It's a very active on-line community. However, our discussion focused on the idea that there is a fundamental paradigm shift occurring in our society. More and more people are living a larger portion of their lives within these on-line communities. Since I deal so much with "virtual life" between managing on-line databases, distance reference and VBI World (in activeworlds.com's education universe) I have had the privlege to see more and more of this shift occurring, probably far more than the average librarian.

It's fascinating! My job has allowed me to have relationships with people from all over the world. It's not unusual for me to get an email on an IM from Africa or Hong Kong, regarding access to one of our library's resources or a reference question. Eastern University is an international school. I have had the opportunity to share part of my business and personal life with the faculty and students that I will never meet in person.

However, 3-D virtual worlds take the socialization offered via email, listservs discussion groups to a new level. Services such as Activeworlds, Second Life and There offer something more. The virtual environments are places. The avatars that we use are representations of real people.

You might say that's obvious. However I feel that the psychological (and I am no psychologist) and sociological ramifications are huge. In the real world we associate people with places and appearances. We are doing the same sort of thing in 3-D virtual worlds, especially in those services which offer highly customizable environments and avatars.

Much of this has been discussed in Shirley Turkle's Life on the Screen. On her website (http://web.mit.edu/sturkle/www/) there is a poignant passage from her book:

RL is just one more window, and it's usually not my best one." These are the words of a college student who considers the worlds he inhabits through his computer as real as RL--real life. He's talking about the time he spends "being" four different characters in three different MUDs--multi-user domains--as well as the time he spends doing his homework on the computer. As he sees it, he splits his mind and "turns on one part" and then another as he cycles from window to window on his screen. The computer and the Internet allow him to explore different aspects of himself. As another user puts it, "You are who you pretend to be." (http://web.mit.edu/sturkle/www/Life-on-the-Screen.html)

As 3-D virtual world representations, whether social or strictly gaming worlds, become more realistic will "RL --real life" change? How will this affect our society? How will this affect the way we deal with our patrons? Shouldn't we seriously begin to look at this as a fundamental paradigm shift and begin to the ask hard questions concerning the way people use the services that we deliver?

What character will we choose to be? We make the choice by our choice of services. Will the character we choose, pretend that change is not really happening?