Second Life is an intriguing social networking experiment, taking the principals of Web 2.0 to the extreme by allowing users to create alternate realities and selves (called avatars) within a fully immersive 3D virtual space called a metaverse. I recently had the opportunity to visit “Information Island” in Second Life as part of a group discussion on the potential for metaverses (and related social networking technologies) to supplement traditional library reference services.

(Screenshot of the Second Life Library 2.0)
I was surprised to learn that over 400 tech-savvy librarians representing over 30 academic libraries are currently active in Second Life. There are virtual reference desks, exhibition spaces, information kiosks, and conference centers. On Information Island, users can ask questions at a virtual reference desk (staffed about 40 hours a week by volunteers), search Google, Wikipedia and other resources “in world,” and participate in lectures. Currently, about one third of reference questions on Information Island are SL-related, one third are about the island itself, and the rest are traditional reference questions. Most queries are answered through the integrated text messaging system. Links to resources and files can also be delivered via a “notecard” system. In most cases, users must exit SL in order to follow Web links, open attachments, access journal articles, bibliographic databases, etc.
The library initiatives in Second Life are truly innovative and are redefining the very concept of virtual reference. Naturally, many challenges still exist: the steep learning curve, the cumbersome communication between multiple users, the unintuitive nature of navigating the environment, the need to exit SL in order to access subscription e-resources, digital collections, etc.
However, the greatest challenges for academic libraries thinking of establishing a presence in SL might have less to do with technological barriers (as these will certainly be addressed in time), and more to do with the “escapist” and “gaming” nature of the platform itself. Students who explore metaverses are generally looking to be entertained, meet new friends, explore unfamiliar places, and do the unimaginable (like flying). They are not there to do homework and the last thing they might want to encounter in SL is a “librarian avatar”! Of course, this could easily change as more high school/college courses and distance learning programs experiment with SL as a course platform, and as new “scholarly” metaverses and virtual research spaces are created.
We must applaud the courageous and innovative librarians who have taken the initiative to explore the potential of this exciting new technology, who are planning and building the infrastructure for the next generation of library tools, and who are monitoring where new opportunities might exist to supplement traditional library research services.
Second Life Library Site
Flickr images of Second Life Library 2.0
Second Life Startup Kit


Thanks so much for your positive insights into Second Life and our Information Archapelago. With over 5,000 visitors per day to the main reference library, we know this is where libraries need to be and we are honoured to be leading the way.
Kitty Pope
(or Kitty Phillip in Second Life)
Director
Alliance Library System
East Peoria, Illinois