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Purpose

The purpose of this article is to analyze the educational and more specifically, the library and information opportunities afforded through virtual worlds such as Second Life.

Design/methodology/approach

The article provides an analysis of virtual world opportunities through a review of relevant literature as well as actual applications of virtual world platforms.

Findings

Virtual worlds have the potential to provide a rich learning and information environment. Despite what many see as limitations, virtual worlds can enhance the learning experience if problematic issues are addressed and if expectations are realistic. For libraries, a unique set of limitations are identified.

Research limitations/implications

The limited availability of library presences in virtual worlds prohibits a full scale analysis of the success or otherwise of such projects. Future analyses of virtual worlds, in particular Second Life, will be useful if their pervasiveness increases.

Practical implications

Library managers are alerted to issues and problems surrounding an investment in virtual worlds.

Originality/value

This paper will prove useful to educators and librarians considering investing time and other resources in developing content in virtual worlds.

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