Building the  Virtual Library. Academic Environments & Virtual Worlds. April 9, 2008
You Are All Geeks <ul><li>Librarians. </li></ul><ul><li>Computers in Libraries 2008. </li></ul><ul><li>Track C: Gaming and...
We run things
Multiplayer Gaming. <ul><li>Multiplayer Gaming in 1982: </li></ul>
Multiplayer Gaming <ul><li>Multiplayer Gaming in 2008: </li></ul>
Life in the Metaverse <ul><li>Today’s students are not only computer-savvy, they are “Digital Natives”. They have grown up...
Gamers today, CEOs tomorrow. <ul><li>“…  leaders develop and operate in environments that are highly distributed, global, ...
<ul><li>If World of Warcraft were a country, its population would be higher than that of Sweden. </li></ul><ul><li>Video g...
Kean University <ul><li>13,050 full-time Graduate and Undergraduate Students. </li></ul><ul><li>376 full-time faculty. </l...
Librarians in Second Life <ul><li>Librarians came to Second Life in 2006. </li></ul><ul><li>Created the Info Island refere...
Kean University on Cybrary City
 
 
References <ul><li>“ Gamers Today, CEOs Tomorrow” (Jan. 2006)  Career World . 36(4), p7-7, 2/3p  </li></ul><ul><li>Hillis,...
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CiL 2008

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I'm giving this presentation at CiL 2008 in a few hours. Hopefully no one throws tomatoes. :)

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  • CiL 2008

    1. 1. Building the Virtual Library. Academic Environments & Virtual Worlds. April 9, 2008
    2. 2. You Are All Geeks <ul><li>Librarians. </li></ul><ul><li>Computers in Libraries 2008. </li></ul><ul><li>Track C: Gaming and Virtual Worlds. </li></ul>
    3. 3. We run things
    4. 4. Multiplayer Gaming. <ul><li>Multiplayer Gaming in 1982: </li></ul>
    5. 5. Multiplayer Gaming <ul><li>Multiplayer Gaming in 2008: </li></ul>
    6. 6. Life in the Metaverse <ul><li>Today’s students are not only computer-savvy, they are “Digital Natives”. They have grown up in an online world. </li></ul><ul><li>(Prensky, 2001) </li></ul>
    7. 7. Gamers today, CEOs tomorrow. <ul><li>“… leaders develop and operate in environments that are highly distributed, global, hypercompetitive, and virtual – not unlike today’s business world”. </li></ul><ul><li>-- Eric Lessner, </li></ul><ul><li>IBM Institute for Business Values </li></ul><ul><li>(Career World, Jan 2008) </li></ul>
    8. 8. <ul><li>If World of Warcraft were a country, its population would be higher than that of Sweden. </li></ul><ul><li>Video gaming is not just for kids anymore. The average gamer is 25 – 30 years old. (Yee, 2006) </li></ul><ul><li>Typical gamers spend up to 22 hours per week online, in video game environments such as World of Warcraft or City of Heroes. (Yee, 2006) </li></ul><ul><li>In countries such as China and Korea, some people make a living out of “farming gold” and selling it for real-world currency. (Lee, 7/5/05) </li></ul><ul><li>Recently, IBM and Linden Labs were discussing protocols that would allow people to transfer their online avatars between worlds. (Hillis, 2007) </li></ul>
    9. 9. Kean University <ul><li>13,050 full-time Graduate and Undergraduate Students. </li></ul><ul><li>376 full-time faculty. </li></ul><ul><li>5 Colleges; 50 undergraduate and 31 graduate degree programs. </li></ul><ul><li>18 division III varsity teams and 30 fraternities and sororities. </li></ul><ul><li>Average 30 minute commute to NYC. </li></ul><ul><li>(Kean University, retrieved 2/19/08) </li></ul>
    10. 10. Librarians in Second Life <ul><li>Librarians came to Second Life in 2006. </li></ul><ul><li>Created the Info Island reference area, which is currently staffed by 64 volunteer librarians. </li></ul><ul><li>Includes several themed islands which comprise the “Info Archipelago”, including such places as “Renaissance Island”, “Cybrary City”, “EduIsland’, and the newly-created “Land of Lincoln”. </li></ul><ul><li>(Dejavu, personal communication, 2/15/08) </li></ul>
    11. 11. Kean University on Cybrary City
    12. 14. References <ul><li>“ Gamers Today, CEOs Tomorrow” (Jan. 2006) Career World . 36(4), p7-7, 2/3p </li></ul><ul><li>Hillis, Scott. (10/10/07) “IBM, Linden Lab seek open borders for virtual worlds”. Reuters Newswire . Retrieved 2/20/07 from: http://secondlife.reuters.com/stories/2007/10/10/ibm-linden-lab-seek-open-borders-for-virtual-worlds. </li></ul><ul><li>Kean University (retrieved 2/19/08) from: www.kean.edu </li></ul><ul><li>Lee, James. (7/5/2005) “From sweatshops to stateside corporations, some people are profiting off of MMO gold”. Computer Gaming World . Retrieved 2/18/07 from:http://www.1up.com/do/feature?cId=3141815 </li></ul><ul><li>Prensky, Marc, (Oct., 2001) Digital Natives, Digital Immigrants. On the Horizon . 9(5). Pg 1-6 </li></ul><ul><li>Second Life. (Retrieved 2/15/08) from: www.secondlife.com. </li></ul><ul><li>Stephenson, Neal. (1992) Snow Crash. Bantam Books. New York. </li></ul><ul><li>World of Warcraft. (Retrieved 2/8/08) from: www.worldofwarcraft.com </li></ul><ul><li>Yee, N. (2006). The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments , 15, 309-329. </li></ul>

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