In the past year or so, there has been a lot of hype about Second Life, both in libraries, and in general. First-life companies have been trying to figure out how to commercialise Second Life (somewhat unsuccessfully, it would appear), and some social problems that have involved Second Life (which is not to say that these problems weren’t there anyway, just that Second Life lowers the barriers to them) have emerged.
Because of the library hype surrounding Second Life, I decided I should give it a go (much like I gave LambdaMOO a go once upon a time), and like all 3D environments, I hated it. I found the graphics clunky and slow, the interface difficult to operate, and I never got off the tutorial island. Mostly I hated it, though, because I couldn’t drive my avatar, and I suspect this is because (like 8% of young people, and a significantly greater number of older people) I have reduced stereoacuity, and the 3D model presented on my screen is very little like anything I see in real life.
So, what should Swinburne Library be doing with Second Life? My answer would be “nothing” for a number of reasons, including:
- As of August 2007 (the latest statistics I found) there were 13,567 active* Second Life Avatars based in Australia, and approximately half of all users operate more than one avatar (meaning we can guess that about 9050 Australians log in regularly). Given a population of 20,434,176 Australians, this means that about 0.000443% of Australians are “active” Second Life users — even assuming that Swinburne, being a technical university, has a disproportionately high number of users, we wouldn’t be serving very many people by setting up in Second Life. Of course, we could increase the number of Second Life users by advertising our services there, but I think we would be better off evaluating and improving the services we know our users engage with outside Second Life than creating new services that rely on a commercial third party product, and which our users may not use anyway.
- Second Life requires a very high-speed internet connection and a good graphics card to be at all usable. This may put it outside the reach of many of our users — there are 17.4 broadband connections per 100 people in Australia. Even assuming that there are multiple people sharing most of these connections, and that Swinburne community members have a higher rate of broadband connections than the general population, for many of our community the only way to access to Second Life would be on campus where the video cards are not up to specification.
- If the library’s business is information, then 3D environments are not the place for us; studies have shown that users of 3D information environments perform worse in finding and management tasks than users of 2D environments.
Before I get howled down as a complete luddite, I do believe there is scope for Second Life to be used in educational environments; design schools (like the one at Swinburne) could make (and are making) excellent use of the 3D properties in teaching interior design (and I have heard of at least one example of a student fashion show in Second Life). Also, like LambdaMoo, there is scope for sociological study in Second Life, which may be interesting to Swinburne’s Institute for Social Research. Until there is evidence that research like this is happening at Swinburne, though (and that the researchers want our help in Second Life), or until large numbers of our student population “lives” there, there is little scope for the library to do anything useful there — interesting, maybe but useful definitely not. Given that we have loads of scope to do interesting and useful things in our first lives, for now, I’m going to stick with that.
*Active according to some Linden Labs (the people responsible for Second Life) definition.
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