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Bibliographic Details
Main Author: Clarke, Christopher Peter
Format: Recurso educativo Open Access
Language:en
Published: 2012
Subjects:
Online Access:https://eric.ed.gov/?id=EJ971008
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author Clarke, Christopher Peter
author_facet Clarke, Christopher Peter
Clarke, Christopher Peter
collection Education Resources Information Center
contents Second Life in the Library: An Empirical Study of New Users' Experiences Clarke, Christopher Peter Interviews Interpersonal Relationship Interaction Electronic Libraries Library Services Libraries Users (Information) Information Services Questionnaires Structured Interviews Diaries Librarians Barriers Virtual Classrooms Computer Games Self Concept Simulated Environment Computer Simulation Social Systems Internet Video Games Purpose: This paper aims to examine the experiences of new users of Second Life in order to identify potential barriers and attractors to the expansion of the userbase and therefore the market for in-world information services. Design/methodology/approach: A multi-faceted methodological approach was taken utilising two questionnaires (pre- and post-immersion), non-participant overt observation, structured interviews, and online diary keeping. Data was then analysed to identify barriers and attractors. Findings: More negative experiences were recorded than positive, with the costs, time commitment, stigma of using, the lack of structure, social interaction, and the complexity of the control interface all provoking negative responses. Avatar creation, and the creativity and quality of graphical presentation produced positive responses. Research limitations/implications: Due to the investment in time required to participate in the research, the sample size is smaller than ideal thus limiting the conclusions that can be generalised. The research also did not directly include interaction with online library or information services. Practical implications: For librarians using SL the research demonstrates that the response from new users is less than enthusiastic and that when designing virtual library services care should be taken to avoid the barriers identified here and to focus on the features found attractive by participants. Originality/value: Previous studies have examined the implementation of in-world information services without examining the experience of new users. Those studies that have looked directly at the user's interaction with virtual worlds are more focused on MMORPGs and on current users. (Contains 1 table.)
format Recurso educativo Open Access
id eric_EJ971008
institution ERIC Institute of Education Sciences
language en
publishDate 2012
record_format eric
spellingShingle Second Life in the Library: An Empirical Study of New Users' Experiences
Clarke, Christopher Peter
Interviews
Interpersonal Relationship
Interaction
Electronic Libraries
Library Services
Libraries
Users (Information)
Information Services
Questionnaires
Structured Interviews
Diaries
Librarians
Barriers
Virtual Classrooms
Computer Games
Self Concept
Simulated Environment
Computer Simulation
Social Systems
Internet
Video Games
Second Life in the Library: An Empirical Study of New Users' Experiences Clarke, Christopher Peter Interviews Interpersonal Relationship Interaction Electronic Libraries Library Services Libraries Users (Information) Information Services Questionnaires Structured Interviews Diaries Librarians Barriers Virtual Classrooms Computer Games Self Concept Simulated Environment Computer Simulation Social Systems Internet Video Games Purpose: This paper aims to examine the experiences of new users of Second Life in order to identify potential barriers and attractors to the expansion of the userbase and therefore the market for in-world information services. Design/methodology/approach: A multi-faceted methodological approach was taken utilising two questionnaires (pre- and post-immersion), non-participant overt observation, structured interviews, and online diary keeping. Data was then analysed to identify barriers and attractors. Findings: More negative experiences were recorded than positive, with the costs, time commitment, stigma of using, the lack of structure, social interaction, and the complexity of the control interface all provoking negative responses. Avatar creation, and the creativity and quality of graphical presentation produced positive responses. Research limitations/implications: Due to the investment in time required to participate in the research, the sample size is smaller than ideal thus limiting the conclusions that can be generalised. The research also did not directly include interaction with online library or information services. Practical implications: For librarians using SL the research demonstrates that the response from new users is less than enthusiastic and that when designing virtual library services care should be taken to avoid the barriers identified here and to focus on the features found attractive by participants. Originality/value: Previous studies have examined the implementation of in-world information services without examining the experience of new users. Those studies that have looked directly at the user's interaction with virtual worlds are more focused on MMORPGs and on current users. (Contains 1 table.)
title Second Life in the Library: An Empirical Study of New Users' Experiences
topic Interviews
Interpersonal Relationship
Interaction
Electronic Libraries
Library Services
Libraries
Users (Information)
Information Services
Questionnaires
Structured Interviews
Diaries
Librarians
Barriers
Virtual Classrooms
Computer Games
Self Concept
Simulated Environment
Computer Simulation
Social Systems
Internet
Video Games
url https://eric.ed.gov/?id=EJ971008