Abstract :
There is currently widespread interest in exploring the opportunities to develop
learning that can be delivered in three-dimensional multiuser virtual environments
(3-D MUVEs). In this paper, I argue for the need to conduct research into
the emerging cultures of use in 3-D MUVEs, focussing on the example of
Second Life. Drawing on social and cultural studies of 3-D MUVEs, the paper
briefly explores four issues in Second Life which have profound implications for
the transplanting of learning: (1) the emerging ‘virtual vernacular’ of Second
Life builds, (2) the development of a capitalist economy within and beyond
Second Life, (3) the phenomenon of ‘griefing’, and (4) the need to take account
of the everydayness of Second Life. Only by attending to the cultures of use in
3-D MUVEs—learning from Second Life—can we begin to contemplate the
potential for learning in Second Life.