games like second life

While Second Life might get all the press whenever the topic of mature virtual worlds comes up in the media (in part due to it’s use of a real money game currency known as Linden Dollars) there are actually a lot of alternatives to Second Life out there.
Blue Mars has some beautiful graphics and even more impressed environments that you get to explore, it is definitely more visually impressive than Second Life but this does mean that the game is more of a resource hog, so don’t expect to be able to run this on your older computer.
Explore & Create in This Virtual World Game Like Second Life.
First up on my list of like Second Life is Blue Mars, a game that is just as vast and encourages users to generate their own content.
The game is marketed as a social and virtual world for India so you’ll get the most from the experience if you share a similar timezone to them, this does mean that off peak hours can be a little empty if you call the US home though.
Plenty Of Potential Awaits In This Virtual World Game Like Second Life.
InWorldz is one of those games like Second Life that encourages you to create and chase your dreams in a virtual world setting.
Active Worlds is another one of the games like Second Life that I’ve spent some time in and while some of it’s aspects aren’t as good as other websites it does have a few features that make it worthy of inclusion.

Blue Mars is another one of the popular games like Second Life, like many other games in its genre this 3D virtual world focuses on social aspects and user created content.
There allows you to do anything that you’ve ever imagined and combines all the good things in life to create a very enjoyable virtual world experience similar to other games in the genre.

Our collection of games like Second Life features the best 3D virtual worlds that allow you to create content, play games and be a social.
Kaneva started back in 2004 and has since grown to millions of users to create a large virtual world experience that is on par with the big names in the genre such as Second Life.
Planet Calypso offers a unique MMO experience that has its game currency closely tied with real money allowing players to potentially profit from their activities in the virtual world.
Club Cooee is one of the more unique virtual chat rooms available and is a great experience for fans of social virtual worlds such as IMVU.
Second Life was one of the original client focused virtual worlds with a social and economic twist.

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Check out the world’s largest interactive virtual reality playground.
The largest-ever 3D virtual world created entirely by its users.
and meet some of the people creating and doing amazing things in Second Life.

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You can’t fly around and teleport at will in Entropia Universe like you can in Second Life so things do take a bit longer, and yet flying is not a feature you come to expect in virtual worlds if you’re not an existing Second Life user.
Entropia Universe offers the best of both Second Life and World of Warcraft style virtual worlds.
Like Second Life, the in-world currency in Entropia Universe can be converted to US dollars.
The addition that makes Entropia Universe a direct competitor to Second Life though is money.
One criticism I hear regularly about Second Life is that it’s aimless; it’s not a game so there is nothing really to do other than enjoy virtual sex and play Tringo.
Now before I am shouted down by a legion of Second Life groupies, I do see Second Life’s appeal as a creative and social space, but not everyone wants to get online and build virtual strip clubs or interrupt interviews with flying penises.
Moving towards a more Second Life experience, players are able to own and run shops, manufacture goods, own land and build on that land, as well as being able to trade, buy, sell and create goods and services.
Banking is also taken seriously, unlike the unregulated wild west of Second Life with it’s various in-world ponzi schemes.
With a retention rate of 16% for Second Life amongst US users, it’s clear that many don’t enjoy what Second Life has to offer, despite the hype.
Even with relatively low settings the experience was seamless, and despite entering areas with large gatherings of people there were zero lag issues, a constant negative in Second Life.
Second Life would have to be 99% ugly but it’s the raw passion of the user generated buildings that give it appeal.

But, one of the many things that separates Kitely from all the other virtual worlds currently offering themselves as Second Life alternatives, is the level of professionalism.
IT: We had decided early on to make sure that kids can use Kitely safely, without being subjected to the adult content that is common in most virtual worlds that support user-generated content.
While originally based on OpenSim technology for virtual worlds, Kitely has added their own optimizations which makes their user experience low lag.
We’re currently offering a promotion for content creators who upload content to the upcoming marketplace before it opens; for more information see our Virtual Worlds Market early-bird promotion.
At Kitely we provide virtual worlds on demand: our servers run in the cloud, and we only start them when someone enters a virtual world.
Each user and virtual world have a maturity rating, and we don’t allow users to see virtual worlds that aren’t appropriate for them.
We also added a feature called Advanced Megaregions, which allows creating very large virtual worlds that have no lag when moving between different regions (parts) of the world.
I’m happy to say I feel I finally found my new home in a Virtual Worlds company called Kitely.
I kept an eye on the Virtual World options that were cropping up over the years, anxious to find a substitute with better pricing, updated technology but with that feeling we had in the early days of Second Life.
(As opposed to a myriad of other virtual worlds and open sim projects that seem run by a staff more focused on gossip and cliques then professionalism.
Afterwards we intend to open the market to users of other virtual worlds as well.

We provide information about available 3d chat worlds and virtual life games for teenagers.
We feature fun and cute pet and animal virtual worlds, virtual chat and multiplayer worlds, fashion worlds and more.
Virtual world, full of gaming lounges where you can walk around making new friends, interacting and playing mini games.
Active Worlds is a very safe virtual world that does not withstand any sort of rudeness or harrassment.
Explore, Chat, Dance – this virtual world is sooo much fun! Dress up your 3D Avatar.
The virtual world has more than 600 worlds for you to explore.

Virtual world, full of gaming lounges where you can walk around making new friends, interacting and playing mini games.
We provide information about available 3d chat worlds and virtual life games for teenagers.
It is popular all over the world and thus, you have plenty of friends to make! Additionally, you can play games here and live your own lovely mini-life just the way you always wanted to.
Choose the world you want to and then get exploring! Make new friends and start doing things together such as going on quests and watching videos together.
Explore, Chat, Dance – this virtual world is sooo much fun! Dress up your 3D Avatar.
We feature fun and cute pet and animal virtual worlds, virtual chat and multiplayer worlds, fashion worlds and more.
The activities will keep you hooked as will the great chat option that lets you make great new friends here.

Players, represented by pegged pieces of blocky pastel blue and pink, hit major milestones—graduating from college, choosing a profession, getting married, buying property, and investing in stock—as they cruise the road, filling their cars with more pegged plastic children.
The Sims became the best-selling game in history within a year of its release and its popularity gave rise to a host of new life-simulation games.
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There’s something reassuring about a place where things happen in real time—rain falls, seasons change, holidays are celebrated—but players can exert control and walk away from even the worst of consequences.
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The Game of Life was likely the first life-simulation game, though the board game is a poor imitation of the real thing.

Their plan? To publish "great books on classic video games." A crazy concept like that may not do virtual treadmill numbers, but it sounds neat to us.
After several thousands years of inventions designed to decrease the amount of time we spend on our feet, he has created the opposite, an unusual, motorized machine that will turn a physically effortless activity into one that requires the continuous use of both legs.
Fresh off the heels of the commercial and critical success of Snow White and the Seven Dwarves, Disney had plunked down more than $2m for a new studio in Burbank and pushed four feature films into production including Pinocchio and Bambi.
Sex ed games, Second Life, and Whack-A-Mole for Cats – Kill Screen – Videogame Arts &amp Culture.
Mere months after raising top executive’s salaries, social games goliath Zynga is shedding nearly one-fifth of its workforce, laying off over 500 people.

I haven’t had time for games at all lately – I mostly zone out to my boyfriend playing through games I wanted to play while I’ve put myself into a food coma – but Second Life always intrigued me.
@oldhat: You’re responsible for the First Second Life Church of Elvis? Ha! I remember that well and spread the Good Word to others about it a few weeks ago.
(Instead of fixing all the things in SL that were broken.) So I haven’t been inworld in the best part of two years, and don’t imagine I’ll ever look at Second Life again.
Gods, I’m just remembered Warren’s Second LIfe column and how I unleashed the Church Of Elvis on his place haha.
Anyone remember the post-apocalyptic terrain when it was out? Had some wonderful things like a movie theatre and scavenge/hunting games.
The way you guys speak of it the most fun thing about Second Life was the equivalent to the ‘Mods’ for games like Half-Life.
Anyone remember the post-apocalyptic terrain when it was out? Had some wonderful things like a movie theatre and scavenge/hunting games.
Anyone remember the post-apocalyptic terrain when it was out? Had some wonderful things like a movie theatre and scavenge/hunting games.

A very warm welcome from Feel free to find and play your games out of more than 5000 free online games.
The KibaGames game portfolio starts from cooking games and dress up games up to racing games and sports games.
And even for grownups we offer the best match 3 games and puzzle games like the famous zuma and the glorious bubble shooter.

In 2009, Deke Kassabian, senior technology director in the Office of Information Systems and at Penn, and staff began building a virtual Penn campus in Second Life, including College Hall, Houston Hall, the Van Pelt-Dietrich Library Center, the BioPond and Kelly Writers House.

This will make mouseview properly functional for everyone, even without virtual headsets, but when the Oculus Rift launches its first proper public version and goes global (and it will), it is the duty of Linden Lab AND us, the users, to try and make the world realise how amazing it will be together with Second Life.
We’ve been having a lot of fun and as I said, our largest product it is virtual world related and for Second Life Users, I think people are going to be excited.
We are working on not only large features for Second Life but also we have a very very large virtual world investment that we haven’t announced yet and that is still a few years out but I think that’s going to really excite people.
With the Oculus Rift about to change the world of gaming and immersion, virtual reality will get a huge boost and Second Life will be part of that.
The kind of people who make games like Second Life definitely see the potential for virtual reality — being able to step into your virtual life.
And more importantly to us people who live in the Second Life world, I hope that Linden Lab realises the huge potential here and makes sure it gets in on the action as soon as possible.
Most of the options mentioned above could work in Second Life and would bring a LOT of new people to our virtual world.
Many people who are not at all interested in what Second Life has to offer at the moment, would flock to it if it had the added option of exploring virtual reality with a VR headset.
And again, it made me realise that the Oculus Rift and Second Life can become a marriage made in heaven, that they are perfect together and that Second Life could be the Oasis as mentioned in the book ‘Ready player one‘ by Ernest Cline.
Get in contact with the Oculus Rift people, stay in contact, invite them over to come and try Second Life and discuss some of the options.
But I will let the infographic talk for itself.And to the SL users and inhabitants I say; spread this picture as much as you can, share it trough social media, paste it on forums, glue it to walls, leave prints on the train.Lets tell the world we’re still here, remind them how special Second Life is.
I actually regard the Second Life community as far more polite and less vitriolic then many video game communities I’ve managed, maybe it’s just my experience but for me it’s a step up.
And to me the Oculus Rift is only interesting for certain purposes so sitting on a roller-coaster racing around with very low resolution made it a bit hard to see past that and imagine what it would be like in Second Life and with better quality.
We have the Oculus Rift working within Second Life and we are working to make it a triple A experience particularly round the user interface.
The Oculus Rift and Second Life can become a marriage made in heaven.
I am astonished, before I worked here, I worked on a game called “The Sims”, where you control little people and Second Life is similar.
I hope this will make them realise the huge potential Second Life has, especially for the Oculus Rift.
And even with all its shortcomings, Second Life DOES give you the ability to immerse yourself in a more diverse virtual location then any other game or out there.

I occasionally enter Second Life to meet with friends to visit their new builds or join to listen at a bookclub, but it is not a Virtual World I spend a lot of time in.
A great virtual world to escape real life and chat real-time with friends from all over the world.
I’v never been able to enter Second Life.Every time while it’s loading the world, it crashes.
Unlike Second Life, Kaneva has a more specific array of activities, primarily focussing on virtual shopping (for which you’ll need to spend real-life money, sadly) and entertainment.
Second Life is without any doubt the most wide-spread Virtual World, and chances you’ve heard from it are close to 1.

Best of all, NTT DoCoMo – Japan’s leading mobile network – will next week start offering a licensed Java version of Lamity for use by a chunk of its 50 million plus customers – money in the bank if ever there was.
The six-year-old Tokyo firm has just released a video showing its new virtual world software called Lamity running on the Open Handset Alliance’s Android platform.
With an eye on commercialising the in-game environment, Lamity can pull in and correctly format the websites of sponsors or advertisers for viewing within the virtual environment, meaning there’s no need for specially created (and expensive) advertising.
While creating something as polished as Lamity appears to be on the new mobile OS is an achievement in itself, the real breakthrough is in the number of simultaneous users each virtual ‘town’ can accommodate.
Intense processing demands mean market-leading virtualities like Second Life can handle just 100 visitors in one area at the same time, but Lamity quadruples that to 400 powered by nothing more than a standard handset.
Although she couldn’t be drawn further on the T-Mobile plans, the news that the mobile giant is committed to Android is a clear indicator of a bright future for both the Google-backed OS and for Eitarosoft.

In this game, blazing center fielder Lorenzo Cain not only had four hits but robbed the O’s of a double with a sliding catch in right-center field, then, after being switched to right field, made a sprinting catch at the foul line to end a bases-loaded rally by Baltimore in the seventh.
SuperFan badge holders consistently post smart, timely comments about Washington area sports and teams.
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A week ago, Washington lost the first two games of its National League Division Series at home against a San Francisco team that won only 88 games and was without its regular center fielder, left fielder and second baseman.
“A swinging bunt, a bunt, a groundball down the right field line and a groundball in the [shortstop] hole,” was the way Orioles Manager Buck Showalter described the two-run ninth-inning rally that broke a 4-4 tie and made a loser of Darren O’Day.
In Kansas City, the Orioles will have to use all their normal tools, hope for good starting pitching so they don’t enter the late-inning relief battle behind and also find an extra element.
If anyone can provide ballast in such a gale, it’s probably Showalter, who meticulously goes through all the good pitches that O’Day, charged with the loss, and closer Zach Britton, who gave up the decisive RBI hits in the ninth to Alcides Escobar and Lorenzo Cain, had thrown.

While it’s debatable whether or not the new players have enough talent, skill, & speed to effectively replace the same attributes in the players the Avs lost/traded, it’s certainly clear the team is missing the chemistry it had last year.
One thing I haven’t heard mentioned, but I feel was much more blatant and a lot worse than EJ grazing Haula’s shield followed by the Wild player being close to death… until the Refs ejected EJ – was Niederreiter taking advantage of contact in the crease to turn towards Varly and come down with all of his weight with a two-handed cross-check and break his stick over Varly’s rib cage.
Dater has covered the Colorado Avalanche before they were even called the Avalanche, starting with the team’s move from Quebec to Denver in 1995.
I’ve never been a big fan of continually juggling lines because I think it takes players time playing together to develop trust in each other and find that magic.

The Second Life virtual world has recently hit the one million member mark and real world firms are queueing up to establish themselves in the digital destination.
Flying across the busy landscape of Second Life gives you a real sense that this virtual world is something new.
Once you get off the starting areas in Second Life the world starts to get much busier and it is obvious who are the new folks and who the veterans.
I’m curious to find out what people do in Second Life, what type of people they are and whether they grasp the opportunities a virtual existence presents to people.
In Second Life you choose your first name but get given a surname.
And if the place you are signing up for is popular, such as Second Life, lots of the names you want to pick may already have gone.
I’ll say it now: I’m a huge fan of Snow Crash – the science fiction novel that inspired the creation of Second Life.

You can use Secon Life in Linux, there is a Linux client.
yes, of course, there is a client for second life.

“If he plays then the other team should just let their players know that they have a leg up since the Patriots are so insecure to think they need some kind of QB injury-designation-trickery to feel better about their chances of winning a football game.
In particular, read the one where you say that the Bills “wanted” to play against Brady and that he would be “legitimately on the injury report” after the Bills’ game.
Despite the final score, the Bills fought hard and are always are a tough team to beat despite the Patriots success in the Brady era.
The Pats played shorthanded as it was without CB Brandon Browner, DL Dominique Easley, ST Nate Ebner, OL Cameron Fleming, LB Donta’ Hightower and C Brayan Stark and lost LB Jerod Mayo, G Dan Connolly and RB Steven Ridley during the game.
The Bills had drawn within eight behind Kyle Orton’s second touchdown pass of the afternoon, but Brady found LaFell down the right sideline for the clinching score.
That was LaFell’s second score of the game and Brian Tyms caught the other one on a 43-yard strike as Brady spread the ball around all day.
They have to play the Jets on Thursday and facing even that hapless team will be more difficult if linebacker Jerod Mayo, running back Stevan Ridley and guard Dan Connolly are all out after leaving this game with injuries.

I’ve been spending a lot of time thinking about experience design, and how I can bend my knowledge of games, instructional design, and experience design to bring people into the IST Second Life space, engage them, and give them something to do for their first X hours.
For some reason I’ve been very pessimistic this week, but for the record I DO appreciate what Second Life has to offer, and how people are attempting to leverage SL for teaching, learning, and research.

Second Life developer Linden Labs has unveiled its next project, a colourful world-building game that sees players creating their own 3D play space.
Minecraft started off as an iterative process that looked worse (and if I’m honest, still looks worse) than this.
To be honest, if I were to be pert, I’d say that this looks like the concept of Eskil Steenberg’s game done right.

Alex Yunker beat cancer in his junior year at Oregon State University only to have it reemerge this year months before graduation.
The disease looks and acts like cancer, likely Central Nervous System Lymphoma, but doctors have not found the cancer cells anywhere, said his dad,Todd Yunker.
Alex Yunker’s parents started an online fundraiser to help him pay his medical bills.
Alex Yunker graduated from OSU despite undergoing chemo and treatment for cancer twice.
Alex Yunker, right, and his father, Todd, greet the family dogs Rumor, middle, and Greta on Wednesday, Sept.

Linden Lab, the company behind "Second Life," says it is implementing voice-over-Internet software that will let the thousands of people online at any given moment talk to each other over their computers’ microphones and speakers.
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More of an online social experiment than video game, "Second Life" lets players interact through digital alter-egos called avatars.
To mimic sound in the physical world, the ability to talk and hear conversations will be contingent on the separation between people in the virtual environment, said Joe Miller, a technology executive for Linden Lab.
The virtual 3-D world of "Second Life" has always been a place where people could gather and communicate _ but only by silently typing notes to each other.

The conference was very enjoyable and it was particularly good to meet Sarah Robbins and Mark Bell who had come over from the US to speak at the event, both of whom I had only previously met in Second Life.  It was very nice to be able to meet with virtual friends in a real-life pub and warm beer kind of way.  Both gave very interesting presentations in the virtual worlds session at the event (as did Dan Livingstone, who spoke in the same session), my only major comment being that it was a shame that the audience for both was relatively small.  It is also worth noting that, as far as I could tell, the network at the conference venue did not support Second Life connections, so no live demoing was possible.
The plan (and this is my big excuse when/if it all goes horribly wrong) is to demonstrate the possibilities for video-streaming live meetings using cheap or free equipment and services.  Video will be captured using an ordinary Web-cam or a fairly basic digital camera (I haven’t decided which yet).  Audio will be captured using a low-end podcasting kit.  The resulting stream will be fed to Veodia, where it will be streamed onto the Web and into the Virtual Congress Centre in Second Life.  Second Life delegates will be able to chat to each other in-world and to other virtual delegates and those people using the wireless network in the venue via Twitter or IRC (again, I haven’t decided which yet).
Now, I think it is worth noting that an interesting thing happened while I was messing around trying to set up the audio stream.  I expected the virtual audience in Second Life to drift away, bored with the lack of anything to see or hear.  But they didn’t.  They started talking (i.e. chatting) to each other.  They introduced themselves to each other, saying who they were and where they were from.  This wasn’t prompted in any sense… just natural chit-chat between a group of people stuck in a venue with nothing to do.  Except they weren’t stuck in a venue in any real sense… they were in a virtual venue.  I remember that at one point, probably while I was waiting for Winamp to install or something, I jokingly remarked, "That’s right, talk amongst yourselves :-)".
Whether this level of attention is justified is another matter of course.  As with the early days of the Web, what we are seeing at the moment is a lot of experimentation – with no-one being quite sure what works well and what doesn’t.  We’re seeing lots of people in the education sector getting excited, getting involved, getting in-world, and then trying to work out what the hell they are going to do when they get there.  Those people are usually operating alone or in small units – there is still little high-level strategic commitment to Second Life or 3-D virtual worlds.
The Serious Virtual Worlds ’07 experiment also failed, but for different reasons.  I felt very much part of an event thanks to the immersive nature of Second Life.  But it was an event shared with the other virtual delegates – it wasn’t the same event as the real-world delegates attended.  Further, the delivery of the presentations to the virtual world was disappointing in its lack of slides to compliment the audio/video experience.
Well, I discovered, almost by accident, that all the sessions from the conference were being streamed live onto the new Coventry Island in Second Life.  This doesn’t seem to have been well advertised in advance – I certainly hadn’t heard about it – and, as a result, there were only a few other virtual delegates in-world with me.  This is a shame, since all the sessions were very interesting.
Coventry University opened their Coventry Island in Second Life today at the close of day one of the two-day Serious Virtual Worlds ’07 conference organised by the Serious Games Institute.  Presentations from the conference were streamed in-world during the day, though this doesn’t appear to have been widely advertised in advance so the number of avatars turning up seemed quite low.
Note that we had three audiences for this event… those in the room (some of whom were beginning to make use of the venue’s wireless network), those in the Virtual Congress Centre in Second Life, and those watching on the Web.  As far as I could tell, we had about 100 delegates in the venue, 15 or so in Second Life (at least at the start of the day) and 5 or 6 wtahcing on the Web.  I think it is worth noting that we hadn’t promoted the virtual side of this event too hard, luckily as it turned out, so we weren’t expecting too many more virtual delegates than this.  We’d previously announced a Wiki page for the streaming and this was kept updated with information about what members of the three different audiences should do to take part in the streaming experiment.
The following day I traveled to London to speak at the UKSG event, Caught up in Web 2.0? I had been asked to speak about Second Life, something I’m always happy to do, though in this particular case I spent some time explaining what I saw as the similarities and differences between SL and Web 2.0.  It is also worth noting that I’d arrived armed only with a very thin presentation, expecting to be able to demo Second Life live to the assembled masses.  Unfortunately, the venue’s firewall prevented this from happening, meaning that I had to spend the first two talks re-purposing a previous set of slides :-(.  Despite that distraction, I found the other presentations on the day very interesting.
You’ll note that I seamlessly switched from the generic, 3-D virtual worlds, to the specific, Second Life, there without any problem.  This isn’t surprising to me.  I made the point at the beginning of the symposium that Second Life is where most of the 3-D virtual world learning action is at the moment – so it makes perfect sense, to me, for us to focus our attention on it.  The Second Life brand is the Hoover of the 3-D virtual world space at the moment – or so it seems to me.
So, what were we trying to do and why?  Well, in discussion with Brian Kelly, who was organising the event, I agreed that it would be useful to investigate how easy it is to video-stream live meetings onto the Web and into Second Life at little or no cost.  Investigate in the sense of actually trying it for real, as opposed to simply theorising about what technology is now available.  The reason this is of interest, for me at least, is the whole agenda around virtual meetings – both for environmental and widening participation reasons.
Well, it seems clear to me that there is significant interest within the education community in the use of 3-D virtual worlds in learning.  This interest was most visible to us from the reaction we got to the symposium and the grants call, both of which swamped us with responses in the area of Second Life.
The Virtual World Watch project was officially launched today – I’m not quite sure what that means but anyway…  the project will continue the series of snapshots that we have funded over the last year or so but will broaden in scope to include usage of virtual environments other than Second Life.
On Wednesday I went to Oxford to speak to staff at ASKe (part of the Business School at OXford Brookes) about Second Life.  I gave them an updated version of my standard "Second Life in 3600 seconds" presentation which actually lasts about 90 minutes in practice, assuming that people are stopping me to ask questions as we go thru.  It sounds like a long talk but actually goes very quickly, from my point of view at least, and there are no shortage of things to talk about.  Recent updates to the presentation include discussing ‘voice’ as a communication medium, and something about some of the more recent findings published by JISC around student expectations of ICT at university and what they make of Second Life as an educational tool.
On Thursday we held our joint JISC CETIS / Eduserv Second Life in Education event at the London Knowledge Lab.  This went very well I think, with interesting presentations from all four of the projects we have funded this year, an overview of some of the issues around using SL by yours truly, a summary of the JISC position on Second Life by Lawrie Phipps and a discussion session at the end led by Paul Hollands.
At the symposium, these was a significant debate about the commercialisation of Second Life (and, indeed, of education itself).  I must admit, I don’t buy the negative side of that debate – the side that says that Second Life can’t be usefully used in education because it is a commercial enterprise that supports a commercial virtual world.  Perhaps I’m missing something, but to me, that feels like a non-issue – or at least, it feels like an issue that is already with us in almost every other aspect of education!  Perhaps I’ll return to this in a future post.
The solution we agreed on included the use of a basic Web-cam, a podcasting kit, two laptops (one for the streaming and one for Second Life – note that a very well spec’ed single laptop might have sufficed for both tasks but one wasn’t available and using two felt like the safest option), the newly announced Veodia streaming service, the Virtual Congress Centre venue on Eduserv Island in Second Life, a Moodle chat room (hosted at and Sloodle chat-logger Second Life object to link in-world chat to the Moodle chat room, and Slideshare to host a copy of the slides being shown in the venue (for those delegates viewing the video-stream on the Web).
Finally, it’s worth noting the very large and impressive JISC stand which featured, amongst other things, Second Life – a first I think.  The plan was to have a collaborative build of the new Emerge Island going on in Second Life during the conference.  I’m not sure that this worked out too well, though I and a few others spent some time on the island building stuff.  I’ll describe the results more fully on the ArtsPlace SL blog in due course.
The "1 in 10" issue was raised again towards the end of the discussion – partly because I suggested that I’d missed an "I am the 1 in 10" (a la UB40’s hit single of the early 80’s) t-shirt from my presentation.  One in ten is the proportion of people who ‘get’ Second Life, as stated by Babbage Linden in our symposium follow-up meeting.  I suggested, as I’ve done before, that this kind of proportion (it doesn’t matter what the exact figure is) means that we have to adopt a flexible pedagogic approach around Second Life, allowing some students to use SL and others to do something else.  Several lecturers in the room tended to disagree, arguing that "if it’s part of the course, then students will just have to get on with it" and "how many students get traditional lectures anyway".
It was an interesting phenomenon, re-enforcing, for me at least, the sense of presence and community you get from a virtual world like Second Life.  This is much more than simply being in a chat-room together.  I’d be very interested in comments from the virtual delegates on this point.
I gave my presentation thru the medium of SL t-shirts, a somewhat unusual approach and one that I originally wanted to do in-world – dragging new t-shirts onto myself as the talk progressed.  But I lost my bottle, using a canned Powerpoint presentation instead, not least because we didn’t have access to Second Life in the venue until about 20 minutes before the start of the meeting.  (The irony of not having Second Life available at a Second Life meeting was not lost on us – and Martin Oliver in particular pulled out all the stops to get things working for us in time).
Next I checked that the slides that I’d previously loaded into the screen (see the left-hand screen in the picture) in the Virtual Congress Centre worked OK.  Yup.  Note that this needs doing in advance for any sizable presentation.  In this case, about 130 textures had to be upload into Second Life.  At L$10 per texture, that’s about £2.00 in real money!  I also checked that the Sloodle/Moodle chat room link up was working OK.
Veodia looks particularly interesting because the stream is available in a format compatible with Second Life.  So here, for example, is an image of yours truly live-streaming my office Web-cam into the Virtual Congress Centre on Eduserv Island in Second Life.
On June 12th at 14.00 (UK time) I’ll be facilitating a one hour in-world Second Life discussion session entitled, "Barriers to the mainstream adoption of Second Life for teaching" as part of the JISC Innovating e-Learning Online Conference.  The session will be held on Eduserv Island.
I probably ended up being more negative than I meant to be during this presentation.  In general, I am now conscious that there is a danger of being seen as an SL-evangelist (just because I regularly talk about SL, and because I openly acknowledge that I like it from a personal point of view).  However, I do not want my presentations to be seen in that way – I want to offer a balanced view of pros and cons.  It’s possible that I  over compensate as a result.  Anyway, I think / hope that it was a useful session for staff there, and I’ll be interested to see what conclusions they draw about making use of Second Life in their activities.
There’s a small theme emerging here… Second Life is technically advanced enough that being able to use it in any given venue is not guaranteed.  It was therefore with some trepidation that I went back to Birmingham yesterday for UKOLN’s workshop on blogs and social networks which I had, somewhat madly, agreed to try streaming into Second Life with no real knowledge of what kind of network was going to be available.
An update to the July snapshot of UK HE and FE usage of Second Life is now available.  This new report, again carried out by John Kirriemuir, is the second in a series of reports that we have asked John to undertake over the next year or so.  It provides an update to the report first published in July, primarily to include a number of activities that were missing from the original.
There were two talks after lunch, both of which were audio-streamed without any problems.  Unfortunately, by this stage many of the virtual delegates had gone – I’d half suspected this might happen anyway – and we were left with only 4 or 5 delegates in Second Life.  One of the problems with being a virtual delegate is that you don’t get lunch or any of the socialising that goes with it.
Once the stream is up and running it is possible to cut-and-paste the Quicktime-compatible stream URL from the Veodia Web page into the media tab on a land parcel in Second Life.  I pasted the URL into the Virtual Congress Centre land parcel and viewed the feed.  Everything seemed OK.  I began to relax.

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