Publisher's Synopsis
Over the past several years, virtual worlds have become increasingly popular. Virtual worlds are no longer sources of amusement or recreation—they are now fully functional communication and networking tools. In this issue of Library Technology Reports, Tom Peters helps virtual world novices and experts alike learn about the key issues and opportunities available for libraries, library-related organizations, and library users.This Report discusses how the library profession is approaching virtual worlds, and is designed for library professionals who are considering whether or not to establish a virtual world presence. In addition to giving readers a detailed look at the current state of virtual world librarianship, this report also provides a foundation for virtual world knowledge. It defines commonly used terms, delineates common problems and concerns about virtual world and explores the different approaches to and applications of virtual worlds for twenty-first-century librarians.Topics Covered in this Issue Include:Terminology, Contexts, and Distinctions, including information about: Virtual Communities; Four Components of the Metaverse; Avatars; MUVEs and MMORPGs; Three Types of Libraries; and Being in the Real World, Online, and In WorldTen Necessary and Sufficient Conditions for Librarianship in Virtual WorldsIssues to Consider, including: Ownership, Intellectual Property, and Rights Management; Timing; Metrics: Studying the Attitudes and Behaviors of Avatars; and Interoperability and the Portability of ResourcesResources, including information about: Following the Virtual Worlds News; Platforms, Software, and Tools; WebFlock from Electric Sheep; Books and Articles; and A Selective List of Virtual Worlds.