Content uploaded by John Kirriemuir
Author content
All content in this area was uploaded by John Kirriemuir on May 09, 2017
Content may be subject to copyright.
An introduction to Second Life
Second Life (SL) <www.secondlife.com/>
is an internet-based ‘virtual world’,
launched in 2003 by Linden Research,
otherwise known as Linden Labs (LL).
Around 13 million accounts have
been set up in SL, though the average
number of people ‘in world’ at any
one time is around 40,000.
The SL ‘worlds’ consist of islands
and larger areas of ‘virtual land’. LL
make much of their income by rent-
ing out land to people and organisa-
tions. Once you are renting some
land, you can develop buildings and
other structures. Some laws of
physics can be ignored; for example,
you can build rooms or floors high in
the sky. Structures can incorporate
an increasing selection of media, con-
necting Second Life to websites and
‘Web 2.0’ applications such as
YouTube and Twitter. Streaming
video feeds from ‘real world’ confer-
ences – and sending back comments
and questions from avatars to the
conference – is increasingly popular,
as it means attendees do not have to
travel to the event, saving time,
money and carbon emissions.
People (residents) who register for
SL are given a default, human-
shaped avatar. This can be easily cus-
tomised at any point in a large
variety of human and non-human
ways, for example by changing its
clothing. It is not uncommon to
attend an event in SL and find your-
self amid a crowd of human, semi-
human and non-human avatars.
Avatars move around the world
by walking or flying or by ‘teleport-
ing’ instantly to locations. Forms of
communication include instant mes-
saging, text chat, movement (e.g.
waving to or pointing at another
avatar) or, more recently, using voice
(which has received a mixed
response).
Underpinning SL is a currency sys-
tem (the Linden Dollar) and an econ-
omy. People can create virtual items,
such as clothing, shoes, new body
shapes and other ephemera that exist
in SL only. These can then be traded
or sold, which has led to a market-
based economy. A small proportion
of people make a living from SL,
while more make enough income to
offset their in-world expenses. The
complex economy, and issues such
as the exchange rate with the US dol-
lar and the taxation of income gener-
ated within SL, has led to interest
from economists, academics and
Inland Revenue services.
Teen Second Life is a self-con-
tained version of SL for 13–17-year-
olds. Age verification is required for
people to enter the Teen Grid. Teen
Second Life users are transferred to
the main SL grid once they turn 18
years, taking all content and private
islands with them.
Though there are many articles
and books on SL and the many other
emerging virtual environments and
worlds, there is no replacement for
actually experimenting with and
experiencing SL itself. It is highly
He@lth Information on the Internet
6NUMBER 64 AUGUST 2008
The Second Life ‘worlds’ consist of islands and larger areas of ‘virtual land’. Linden Labs make
much of their income by renting out land to people and organisations. Once you are renting
some land, you can develop buildings and other structures. Some laws of physics can be
ignored; for example, you can build rooms or floors high in the sky. Structures can incorporate an
increasing selection of media, connecting Second Life to websites and ‘Web 2.0’ applications such
as YouTube and Twitter. Streaming video feeds from ‘real world’ conferences – and sending back
comments and questions from avatars to the conference – is increasingly popular, as it means
attendees do not have to travel to the event, saving time, money and carbon emissions.
Second Life in higher education,
medicine and health
John Kirriemuir john@silversprite.com
Researcher and consultant
in the application of digital games and virtual environments <www.silversprite.com>
Health and medical islands, installations and services within Second Life have been developed by
a variety of medical, educational, research and private organisations.
… there is no replacement for actually experimenting with and experiencing SL
itself. It is highly recommended to download the software (called the ‘viewer’)
He@lth Information on the Internet
NUMBER 64 AUGUST 2008 7
recommended to download the soft-
ware (called the ‘viewer’), set up a
free avatar, follow the orientation
exercises, find and explore areas of
interest, and communicate with
other people within SL.
SL in UK higher education
The key advantage of SL in teaching
and learning is that there are many
activities in which the student must
be more than a passive learner in
order to progress. The student has to
develop ‘stuff’, collaborate and par-
ticipate. Before these can occur, he or
she has to master a new and transfer-
able skill set, meaning that, in SL,
learning is done more by participat-
ing and doing than by listening and
absorbing.
A growing body of research points
to virtual worlds being increasingly
used in teaching and learning over
the next few years. For example, a
key 2007 report predicted that ‘vir-
tual learning spaces’ will be adopted
on a wide-scale basis in education
within the next 2–3 years.1
After a slow take-up during previ-
ous academic years, the number of
higher education staff in the UK who
are developing or operating teaching
and learning resources in SL has
grown rapidly in the last year. While
an accurate figure is difficult to
determine (partially due to the non-
public nature of some develop-
ments), a report by the Eduserv
Foundation2estimated that some
three-quarters of UK universities are
actively developing or using SL at an
institutional, departmental, or individ-
ual academic level. Of these, many
institutions support several ongoing SL
developments, often involving groups
of people or collaborations across
departments or institutions rather
than lone individuals.
Many of these developments are
funded internally, with staff often
donating significant amounts of their
own time. An increasing body of aca-
demics are reporting substantial use
of their SL developments and suc-
cesses in teaching and learning activ-
ities. Measuring the usage of these
developments tends to be through
raw visitor statistics or informal feed-
back, though a few academics teaching
in SL use more rigorous evaluation
techniques.
Academics who have successfully
developed in SL report that their host
institution and technical services are
largely supportive, though with the
latter there are often problems with
firewalls, PC capability and enabling
voice functionality. Academics
report a wide variation in reactions
to SL from colleagues, ranging from
interest and curiosity to suspicion
and ‘hatred’.
The Eduserv Foundation survey
showed that academics developed a
wide range of SL activities spanning
teaching, learning, research, perfor-
mance, construction and student
presentation and demonstration.
However, though use of SL in UK
higher education (and, to a lesser
extent, further education) is growing,
many academics are not committed
to it in the long term, being aware of
its deficiencies and open to moving
to alternative virtual environments,
especially open source and more
localised versions, in the next acade-
mic year or two.
SL in medicine and health
The ALS (Alliance Library System)
received a grant of US$40,000 from
the National Library of Medicine to
provide consumer health informa-
tion services within SL. The resulting
HealthInfo Island <http://slurl.com/
secondlife/Healthinfo%20Island/128/
128/0> contains a variety of displays,
information boards, surveys and
other informative material from
many health and medical organisa-
tions. A recent collaborative event on
the island discussed the research evi-
dence in stroke rehabilitation and
survivor perspectives. The final pro-
ject report3details many of the fea-
tures, and collaborative partners, of
the island.
In Spain, teenagers can ‘speak’ to a
doctor within SL, using the advan-
tage of anonymity to discuss embar-
rassing conditions.4This particular
application of SL is not without its
critics, who argue, for example, that
the root cause of teenagers not
attending surgery should be
addressed, and that the doctor often
cannot give an accurate diagnosis of
a patient he or she cannot see.
The SL Institute for Clinical
Education <http://slurl.com/secondlife/
Aido%20Wedo/228/83/39> is being
developed by the Department of
Medical Education at the University
of Illinois at Chicago. This SL area is
used to train medical students and
physicians, and explore the educa-
tional applications of virtual envi-
ronments. Meanwhile, in a
password-protected area of SL, Dr
Peter Yellowlees, Professor of
Psychiatry at the University of
California has created a simulation5
of schizophrenia so non-sufferers can
experience (to a certain extent) the
condition.
The Medical Ethics Park
<http://slurl.com/secondlife/Odaesan/24/
224/0> contains information on med-
ical ethics around the world, and a
meeting place for ethics committee
members. Meanwhile, the London
Oncology Clinic Island <http://slurl.com/
secondlife/Cancer%20Innovation/137/65/
29> is a recreation of a real-world
clinic. People can walk in, look
around, and read various informa-
tion on the ‘latest cancer treatments’,
for example.
… in SL, learning is done more by participating and doing than
by listening and absorbing.
the London Oncology Clinic Island
<http://slurl.com/secondlife/Cancer%20Innovation/137/65/29>
is a recreation of a real-world clinic.
The key advantage of SL in teaching and learning is that there are many
activities in which the student must be more than a
passive learner in order to progress
He@lth Information on the Internet
8NUMBER 64 AUGUST 2008
SL can be used to engage with older
people and people with physical dis-
abilities, and help them combat social
isolation and loneliness. A recent video
interview of a SL user with cerebral
palsy, describes how he runs a dance
club in Second Life called Wheelies
<http://jeremylundberg.blogspot.com/
2006/11/second-life-excellent-review-
from-cbc.html>. The technology also
exists (though not yet in mass-market
form) for paralysed people to use SL to
meet avatars, communicate, explore
and carry out other functions without
the need of a carer or other person
<http://news.sky.com/skynews/article/
0,,30200-1294720,00.html>.As more
internet-based services are connected
to or made accessible from within SL,
so this technology may give back
some independence and control to
severely disabled people.
In examining the educational pos-
sibilities of user-created virtual
worlds,6David Antonacci and Nellie
Modaress from the University of
Kansas Medical Center introduce
some of the educational potential of
simulations such as SL. The paper
includes a reference to their use of SL
role play to provide medical students
with practice in physician/patient
encounters together with a sample
video in which they use text chat to
simulate the dialogue between the
healthcare team and a patient and
spouse.
Several health and medical islands
and buildings were developed by the
UK education and health sectors. For
example, the University of Plymouth
Sexual Health SIM <http://slurl.com/
secondlife/Education%20UK/18/36/22>
is a public education and outreach
project, with a variety of interactive
displays and tools.
Meanwhile, the Faculty of
Medicine at Imperial College
London have developed a ‘virtual
hospital’ <http://slurl.com/secondlife/
Imperial%20College%20London/150/
86/27> in SL which will provide expe-
riential, diagnostic and role-play
learning activities supporting the
teaching of patient diagnosis, investi-
gation and treatment. A ‘virtual
patient’ has being implemented in
this virtual hospital;7a randomised
controlled trial is currently taking
place, aiming to compare the learn-
ing gains of participants in two
groups given the same respiratory
emergency case, one in an interactive
e-module and the other using game-
based activities in the respiratory
ward in SL.
There are many other medical and
health information services within
SL. Again, descriptions of these are a
poor substitute for visiting, explor-
ing and interacting with them. The
number of health and medical devel-
opments (and teaching and learning)
within SL will probably increase
over the next few years. Factors in
this rise include the proliferation of
broadband, improvements in PC and
virtual world capabilities, the costs
of formal education, and more ‘real
world’ issues such as the rising cost
of large numbers of people collec-
tively travelling to a centralised
teaching location and the resulting
carbon footprint.
However, some of the long-stand-
ing issues concerning health and
medical information, services and
advice are also applicable to virtual
environments. How does the person
behind the visiting avatar know the
health or medical information is
accurate? Who, or what, is providing
the information? Is it up to date? Is it
more suited to a visiting patient or
doctor? These issues, long-grappled
with by web-based services such as
OMNI (now part of Intute:
<www.intute.ac.uk>) are yet to be seri-
ously considered and addressed by
virtual environments such as SL.
While SL provides a smorgasbord of
information and communication
opportunities, the caveat ‘reader,
beware’ still holds true for visitors to
this virtual world.
References
[All accessed 29 May 2008]
1. 2007 Horizon Report. The New Media
Consortium, EDU CAUSE Learning
Initiative, 2007 <www.nmc.org/pdf/
2007_Horizon_Report.pdf>.
2. Kirriemuir J. A spring 2008 ‘snapshot’ of
UK Higher and Further Education
Developments in Second Life. Eduserv
Foundation, 2008
<www.eduserv.org.uk/foundation/sl/
uksnapshot052008>.
3. HealthInfo Island Final Report. Alliance
Library System, 2008
<www.alliancelibrarysystem.com/pdf08/
healthinfoislandfinalreport08.pdf>.
4. Keeley G. Teenagers to take embarrassing
ailments to doctors. Guardian online, 2008
<www.guardian.co.uk/technology/2008/
may/10/secondlife.spain>.
5. Elliott J. What it’s like to have
schizophrenia. BBC News Website, 2007
<http://news.bbc.co.uk/1/hi/health/
6453241.stm>.
6. Antonacci DM, Modress N. Envisioning
the educational possibilities of user-
created virtual worlds. AACE J 2008; 16:
115–126.
7. Games-based learning for virtual patients
in SL, Imperial College London.
<www.elearningimperial.com/
index.php?option=com_content&task=
view&id=37&Itemid=58>.
Jakob Nielsen’s Alertbox,
June 9, 2008
<www.useit.com/alertbox/print-
vs-online-content.html>
Writing for print as compared
to the web requires a different
style which can be summarised
as: ‘Linear vs non-linear.
Author-driven vs reader-driven.
Storytelling vs ruthless pursuit
of actionable content. Anec-
dotal examples vs compre-
hensive data. Sentences vs
fragments’.
Writing Style for Print vs
web
Professor of Psychiatry at the University of California has created
a simulation5of schizophrenia so non-sufferers can experience
(to a certain extent) the condition.
… a SL user with cerebral palsy, describes how he runs a dance club