Learning from Second Life

There is currently widespread interest in exploring the opportunities to develop learning that can be delivered in three-dimensional multiuser virtual environments (3-D MUVEs). In this paper, I argue for the need to conduct research into the emerging cultures of use in 3-D MUVEs, focussing on the example of Second Life. Drawing on social and cultural studies of 3-D MUVEs, the paper briefly explores four issues in Second Life which have profound implications for the transplanting of learning: (1) the emerging 'virtual vernacular' of Second Life builds, (2) the development of a capitalist economy within and beyond Second Life, (3) the phenomenon of 'griefing', and (4) the need to take account of the everydayness of Second Life. Only by attending to the cultures of use in 3-D MUVEs--learning from Second Life--can we begin to contemplate the potential for learning in Second Life. [ABSTRACT FROM AUTHOR]

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