SL+in+the+News

==**A **== ==**B **== Bray, R. (Oct 2007). Second Life: Simulating reality gives players, including government, a test run. (Focus on Information Technology). Summit Magazine, 10, 6. p. 7. Retrieved April 25, 2009 from Gale. Very short article which hits on some of the ways SL is being used to change culture--from it's having more residents as some small nations to its robust economy. Touches on the Fortune 500 companies who are using SL as well as government institutions, military and law enforcement groups using SL for recruitment.

==**C **== ==**D **== Doctorow, C. (April 16, 2007). Why online games are dictatorships; Online games like World of Warcraft and Second Life are absolute dictatorships, where the whim of the companies controlling them is law. //InformationWeek//, p. NA. Retrieved April 25, 2009 from Gale. Compares virtual world economies and organization first to that of Disney and then to a dictatorship, meaning that there is no real control by the consumer in either when it comes right down to it, except to pull out. And while the consumer can sue, many of the EULAs for such virtual communities dictate that even that is banned, and since most don't know what they're agreeing to when they sign up for these, those who run virtual worlds are, in effect "benevolent" dictators who could change their minds and majorly alter the landscape of the game as well as what people "own" in the game with few actions available to be taken against them.

==**E **== ==**F **== ==**G **== Goral, T. (March 2008). Sizing up Second Life: Higher ed learns how to live in a virtual world. University Business, 11, 3. p. 60(5). Retrieved April 25, 2009 from Gale. Article with interview snippets from some of the better known educational users in SL. It covers that SL is not a game, because it has no objectives, but instead is what the user decides to make of it. It goes on to quote EdTech's Lisa Dawley and Bowling Green State's Anthony Fontana that they were pleasantly surprised at how well the medium is suited for collaboration between educators as well as collaborative learning. Points out that because SL is such a new medium, the avenue for innovation is wide open, as shown by their example of the Augmented Reality Lab inworld. The piece goes on to quote Ohio University's Chris Keesey about how schools would do well to use SL as a tool for promotion for their schools, departments and programs. The article then gets into some of the nay-sayers of SL--pointing out the issues with security but goes on to point out that there are tools that will "lock down" a virtual campus for those who wish to use them--users just need to familiarize themselves with what's available. In closing, the author points out that while SL may not be ready to go "mainstream" for universities, the potential is there for it to be a worthwhile and innovative tool.

Gray, Tracey. (July 7, 2008). "[|Second Life as City College goes virtual.]" //Norwich Evening News.// Short piece about City College Norwich developing a virtual island in which they will perform some college functions in Second Life--potentially hiring, training and teaching. ==**H **==  Hice, R. C. (June 2007). Who cries for Bizarro? The rise of Second Life as a business tool. (DATA MANAGEMENT). Scientific Computing, 24, 6. p.14(3).

Compares the frontier of Second Life and it's possibilities to the Shogun series. Goes into what SL is, how LL makes its money off the "game," a bit about branding, then points out that doing business conferences or training through SL gives those who attend a sense of empowerment because through their avatars, they can be superhuman (or not).

==**I **== ==**J **== ==**<span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 17px; font-style: inherit; font-weight: inherit; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">K **== <span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">Kenney, B. (Jan 2007). You 2.0: it's not just the web that's transforming. (Editorial). School Library Journal, 53, 1. Retrieved April 25, 2009 from Gale. Short editorial piece on how being a librarian has changed drastically due to students going to the web to get their information and to learn, rather than coming to a library building. Alludes to the fact that librarians must meet their clientèle "where they live" which is in various places on the web, even if that means creating an avatar version of one's self and that social media is only one of the facets that they must stay engaged and keep learning about this new revolution in information.

Keyser, A. J. (Jan 2008). Teens in the metaverse: How many teens play quidditch? Or fly over alien landscapes? Not many. But that may be about to change if Teen Second Life (TSL) turns science fiction into reality. Odyssey, 17, 1. p.10(5). Retrieved April 25, 2009, from Gale. Article that is an introductory overview of SL with a teen's perspective. Goes into a bit about how SL was started, explains about what avatars are and how they interact with the world and each other, and some potential ideas of the future of SL. Has sidebar content on the economy of SL and directions of how teens can stay safe while using SL.

<span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">Kolz, A. (Dec 2004). Real virtuality: the worlds in online games are imaginary--but the property isn't. //American Lawyer//, 26, 12. p.38(1). Retrieved April 25, 2009 via Gale Short article on Linden Lab's stance on intellectual property rights. LL presented at a legal conference that they granted intellectual property rights to players who create. They also circumvented being sued by saying in their Terms of Service that they could not be held accountable for stolen content.

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LoPiccolo, P. (July 2004). Fantasy world: 3D graphics and streaming technologies enable users to create an alternate reality that may enhance their real lives. Computer Graphics World, 27, 7. p.80(2). Retrieved April 25, 2009 via Gale.

Short interview with LL founder Phillip Rosedale. Covers a bit about what SL is, how the idea came about, as well as how it differs from other virtual games in that violent behavior, in general, is not rewarded. Instead community building is. <span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 17px; font-style: inherit; font-weight: inherit; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">M

<span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 15px; font-style: inherit; font-weight: inherit; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">Multiplayer games attract virtual call girls. (April 7, 2006). ExtremeTech.com, p.NA. Retrieved April 25, 2009 from Gale.

Short article referencing a blog post about how one of the growing "industries" in Second Life is that of virtual prostitution. ==**<span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 17px; font-style: inherit; font-weight: inherit; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">N **== ==**<span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 17px; font-style: inherit; font-weight: inherit; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">O **== <span style="font-family: 'Comic Sans MS',cursive; font-size: 90%; vertical-align: baseline;">Online extra: Virtual land, real money; Second Life is an online world where a savvy avatar can make a bundle. Its best known "land" developer explains how. (April 24, 2006). //Business Week// Online, p. NA. Retrieved April 25, 2009 via Gale. BW short interview with Anshe Chung. Chung explains how she does not give out her RL information as well as some of the means by which she became a land baroness, such as outsourcing some of the work to Chinese players.

==**<span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 17px; font-style: inherit; font-weight: inherit; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">P **== ==**<span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 17px; font-style: inherit; font-weight: inherit; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">Q **== <span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 17px; font-style: inherit; font-weight: inherit; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">R

Riddell, R. (March 27, 2006). Ghosts in the machinima. Variety, 402, 6. p.5(1). Retrieved April 25, 2009, from Gale. Short article on how Second Life has a growing inworld film industry. MTV Overdrive's inworld fashion show is one example given as is the Screen Burn Beta Festival. David Fleck, LL marketing VP says that the great thing about SL in film is that the imagination is the only limit for a lot less the cost of filming. ==**<span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 17px; font-style: inherit; font-weight: inherit; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">S **== <span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 13px; font-style: inherit; font-weight: inherit; line-height: 1.2em; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">Spokesman-Review, The. (July 6, 2008). "[|Education island: WSU students enter a brave new world inside 'Second Life]'" Article about Washington State University using Second Life to teach an instructional design course through. Reveals potential future plans for WSU use of SL, as well as some recommendations for educators considering using the program-- " --Temper your expectations. "There's a tremendous wow factor for people just discovering 'Second Life,' " he said. Students need some time to adjust and learn how to move and operate in that world. -- "Understand what your expectations are," Cillay said. Rather than expect huge gains in a classroom environment, consider it a first step in educational experimentation. -- Give yourself and the students time to explore. "Do some research ahead of time, so you know the environment and find out what other educators are doing there," said Cillay."

Stein, J. (Dec. 25, 2006). My So-Called Second Life. Time, 168, 26. p. 76. Retrieved April 25, 2009, from Gale. Short article from a newcomer to SL and his two inworld visits in which he met a girl inworld and made out with her. Barely describes what Second Life is about except for the sexuality involved and commercialism. ==**<span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 17px; font-style: inherit; font-weight: inherit; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">T **== ==**<span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 17px; font-style: inherit; font-weight: inherit; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">U **== ==**<span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 17px; font-style: inherit; font-weight: inherit; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">V **== <span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;"> Voice in Second Life gets two thumbs up; Voice in Second Life, due to go live may 23, will fundamentally transform the virtual world. We tried out the beta version, and were extremely impressed. (May 16, 2007). // InformationWeek //, p.NA Retrieved April 25, 2009 from Gale. Short article explaining both the potential positives and negatives of voice which (at the time) was new to SL. On the positive side, the author says that, thanks to the dimensionality of SL, the voice experience is one that's much more rich than with using Skype or other services. While the author was enamored with the new voice feature, he/she points out that it did take a bit to get it to work properly and that, in some instances, voice might cause issues or dissonance with users. The major issue is that of accessibility for those with hearing deficits. Dissonance may come in when someone is uncomfortable with their speaking voice, does not speak well or their voice does not match the image they are trying to portray in SL.

==**<span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 17px; font-style: inherit; font-weight: inherit; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">W **== <span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">Will financial firms have a Second Life?. (October 15, 2007). //Securities Industry News//, Retrieved April 25, 2009 via Gale Article debating the usefulness of virtual worlds for banking institutions. While some companies have found having a presence in the virtual world helpful for customer relations and education about financial matters, the closure of virtual banks which resulted in people losing thousands of dollars has dampened the idea of having actual working banks in the virtual world. There are some institutions that are testing virtual credit cards (such as the MetaCard) but the overall stance of the finance industry is that virtual worlds have not yet made enough of an impact on society for it to be a necessity for institutions to have a virtual presence.

Will the law tame Second Life, or vice versa? (Packet Rat). (August 6, 2007). //Government Computer News//, 26, 20. p.42(1). Tongue in cheek article about how the feds are invading Second Life. In-world casinos and gaming for money was outlawed to comply with U.S. law but the so-called "undercover" agents are not integrated into the Second Life society. As the author states, SL "natives" can spot the feds almost immediately because they look like "noobs."

==**<span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 17px; font-style: inherit; font-weight: inherit; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">X **== ==**<span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 17px; font-style: inherit; font-weight: inherit; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">Y **== ==**<span style="border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; font-family: 'Comic Sans MS'; font-size: 17px; font-style: inherit; font-weight: inherit; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">Z **==