Second Life is a 3D virtual world where users create their own avatar which can then move between various lands and interact with other avatars. It is a tool which has been utilised by organisations such as universities, libraries and professional bodies. Second Life presents an opportunity to create a space for a group to collaborate and learn in. It can be made to resemble the institution it is representing or it can be fantasy. It allows direct interaction by individuals or groups either through physical interaction of the avatars and also allows communication between avatar owners through the use of IM or voice with the aid of a headset/microphone.
This means that a library can recreate itself in a space where users can feel as if they are accessing the physical library whilst not leaving their own home. Applying this to libraries, Second Life could be used to conduct virtual library tours, run classes such as for information literacy or social groups such as book clubs. Libraries could also provide a reference service to users via its Second Life space.
However Second Life does present difficulties. Firstly users have to be willing to download the Second Life software to be able to use it; however, Second Life needs specific system requirements to function on any pc. PC’s which don’t meet specification will mean Second Life either won’t function at all or will function poorly. Thus not only do the Library’s systems need to be able to ‘handle’ Second Life so too does the pc’s of the users which may wish to access the library service through this medium.
Consideration also must be given to the time and cost involved in providing such a service as it will need staff able to set up a Library space and avatar in Second Life then it will also require staffing to ensure a presence is available in Second Life for users. An unstaffed virtual library is on par with an unstaffed physical library if users expect to be provided with a service. A further concern with Second Life is the difficulty of the system and the total anonymity it affords users. Unlike many web 2.0 tools which tend to be fairly intuitive, Second Life is not so user friendly and may require a library to first educate users on how to use it before it can be utilised in any other way.
Second Life is quite exciting in the potential it provides for the provision of a tradition real life library service in a virtual setting. However getting users to take up the application due to its lack of user friendliness and the hardware requirements could make it a difficult goal for libraries to achieve.