Worldsfortweensteens

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VIRTUAL WORLDS FOR KIDS, TEENS AND TWEENS Libraries and…

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Transcript of Worldsfortweensteens

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VIRTUAL WORLDS FOR KIDS, TEENS AND TWEENS

Libraries and…

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Virtual worlds for kids and teens Whyville Webkinz Teen Second Life Doll Palace Furcadia World of Warcraft Club Penguin

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“Game” versus “virtual world” Virtual world - persistent, multiuser,

economy, activities like the real world, web browser, real world activities

Game – Try to earn points, fighting, goals, etc.

Avatars – digital representation of person in both

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Virtual worlds update

Gartner Research Group predicts by 2011, 80 percent of Internet users will be using virtual worlds

Immersive environments – Kids can learn about all kinds of things and experience them and engage in them, learn by doing

New virtual worlds appearing all the time

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Why should libraries be involved in virtual worlds? Our patrons are there – we need to

be where our patrons are! Usage of virtual worlds is increasing New education platform New role for librarians as information

guide and information experience designers

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Whyville

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Teen Second Life