TY - JOUR
T1 - Exploring virtual librarianship
T2 - Second life library 2.0
AU - Hedreen, Rebecca C.
AU - Johnson, Jennifer L.
AU - Lundy, MacK A.
AU - Burnette, Peg
AU - Perryman, Carol
AU - Van Den Brekel, Guus
AU - Jacobson, J. J.
AU - Gullett, Matt
AU - Czarnecki, Kelly
N1 - Funding Information:
The Consumer Health Information Library sharing Health Info Island is far more about function than place, although the visual representation of warmth and comfort is an important cue in establishing a welcoming and nonjudgmental environment for consumer queries. The primary goal of this library will be to explore the provision of information to support groups at Second Life. An outreach grant from the Greater Midwest Region of the National Library Association has been instrumental in furthering the development of consumer health information outreach. Project coordinator Caroline Keats (in reality, an experienced medical and consumer health librarian currently working toward a doctorate in Library Science at the University of North Carolina–Chapel Hill) is leading efforts to provide information to support groups that already have an established presence in Second Life.
PY - 2008
Y1 - 2008
N2 - In April 2006, Alliance Library System and Online Programming for All Libraries partnered to start the Second Life Library 2.0 in the online world Second Life and in August 2006 purchased an island on the Teen grid of Teen Second Life. Second Life is a virtual world, a descendant of multiplayer online games. Educational institutions have recently been drawn into Second Life's robust economy and vibrant cultural life. The Second Life Library 2.0 works with librarians from around the world and with other educational partners such as TechSoup, WorldBridges, and the New Media Consortium. Second Life Library 2.0 provides traditional library services such as ready reference, book discussions, and search assistance, but, at heart, it explores what it means to be a virtual library in a virtual world.
AB - In April 2006, Alliance Library System and Online Programming for All Libraries partnered to start the Second Life Library 2.0 in the online world Second Life and in August 2006 purchased an island on the Teen grid of Teen Second Life. Second Life is a virtual world, a descendant of multiplayer online games. Educational institutions have recently been drawn into Second Life's robust economy and vibrant cultural life. The Second Life Library 2.0 works with librarians from around the world and with other educational partners such as TechSoup, WorldBridges, and the New Media Consortium. Second Life Library 2.0 provides traditional library services such as ready reference, book discussions, and search assistance, but, at heart, it explores what it means to be a virtual library in a virtual world.
KW - Library 2.0
KW - Online Collaboration
KW - Online Education
KW - Second Life
KW - Virtual Librarians
KW - Virtual Libraries
KW - Virtual Worlds
UR - http://www.scopus.com/inward/record.url?scp=67650930683&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=67650930683&partnerID=8YFLogxK
U2 - 10.1080/10875300802103833
DO - 10.1080/10875300802103833
M3 - Article
AN - SCOPUS:67650930683
SN - 1087-5301
VL - 13
SP - 167
EP - 195
JO - Internet Reference Services Quarterly
JF - Internet Reference Services Quarterly
IS - 2-3
ER -