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Managing Information Assets in a Virtual World AJ KELTON Director, Technology Services Unit College of Humanities and Social Sciences at Montclair State University, NJ

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Managing Information Assetsin a Virtual World

AJ KELTONDirector, Technology Services Unit

College of Humanities and Social Sciencesat Montclair State University, NJ

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What do you already know aboutSecond Life?

Why talk about Second Life?

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What is Second Life?

“Second Life is a 3-D virtual world entirely built and owned by its residents.”

Second life is NOT a game - there are no rules or a fixed goal-oriented purpose.

15-20K sign ups daily - over 10 million total

25 - 50K residents on at one time (or 25-50% of the population of Lowell, MA - daily!)

over $1 million spent daily (real US dollars)

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What is Behind Second Lifea scaleable co-located grid of servers running Linux - “infinite” growth just by adding a server

Everything resides on the grid - one download/persistent desktop access

Cross-platform portability

Infinite avatar customization - no two avatars alike

Uploadable textures, audio, and Quicktime video can play in-world.

International Language Support - chat and communicate in local

languages, including Asian character sets. European keyboards

supported.

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A Universe of Virtual WorldsSecond Life

Active WorldThere

SL Teen GridWhyville

Toontown

Sims OnlineVirtual Earth

Home

Coke StudiosProtosphere

Muse

Sora CityDreamville

Dubit

TowerChatTraveler

Habbo Hotel

The ManorMokitownCybertown

Virtual IbizaVoodoo Chat

Playdo

Worlds.comMoove

The Palace

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A Universe of Virtual Worlds

• 22 virtual world platforms listing over 11.8 million users, and that only includes numbers from 7 of the 22

•18 virtual worlds for Teens and Tweens listing over 52.3 million users from 12 of the 18

•15 virtual worlds for kids listing over 16.7 million users from 9 of the 15

Do the math: 55 virtual platforms w/ 80.8 million users

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Show me the money

“We don't see any slowing in the market adoption of virtual worlds technologies and expect investment in the space to continue. In fact the market is growing significantly, with the rate of adoption of virtual worlds increasing as the technology matures and has more to offer both consumers and enterprise customers.”

Christopher ShermanExecutive Director of Virtual Worlds Management

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Digital Content Management

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Preserve Secure

ProtectCreate

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Preserve Secure

ProtectCreate

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Collaboration

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Challenges

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So What?

What does this mean, or how does it apply

to you?