2. Virtual worlds for kids and
teens
Whyville
Webkinz
Teen Second Life
Doll Palace
Furcadia
World of Warcraft
Club Penguin
3. “Game” versus “virtual
world”
Virtual world -
persistent, multiuser, economy, activities like
the real world, web browser, real world
activities
Game – Try to earn
points, fighting, goals, etc.
Avatars – digital representation of person in
both
4. Virtual worlds update
Gartner Research Group predicts by 2011, 80
percent of Internet users will be using virtual
worlds
Immersive environments – Kids can learn
about all kinds of things and experience them
and engage in them, learn by doing
New virtual worlds appearing all the time
5. Why should libraries be
involved in virtual worlds?
Our patrons are there – we need to be where
our patrons are!
Usage of virtual worlds is increasing
New education platform
New role for librarians as information guide
and information experience designers